SL11B Community Celebration: exhibitors, get ready

On Thursday May 29th, the SL11B Community Celebration team announced that all exhibitor application notifications have been sent out.

If you applied for exhibition space at SL11BCC, but haven’t seen / believe you may not have received the e-mail, please:

  • Check the same account as the e-mail you provided in your application
  • Check your spam folder.

The e-mail will have come from “The SLB Team”, and should be easy to spot.

If you did not receive a positive notification, please note that your name has been added to a list. Should any parcels remain unclaimed after June 2nd, 2014, they will be offered to those on the list.

If you’re received a positive notification, please read the e-mail carefully, as it contains a lot of valuable information, which should answer most questions prior to the gates opening and exhibitors being allowed into the SL11BCC regions.

The DJ Stage being built by Kazuhiro Aridian (by Vivena Resident, via the SL11B website)

The regions will be opening to exhibitors at midday SLT on Friday May 30th.

Keep in mind that there is a set procedure for gaining access to your exhibit parcel, details of which are in your acceptance e-mail. However, key points to note are:

  • You should be a member of The SLB Community group.
  • After the regions have opened to exhibitors, send a request to the group asking for an Exhibitor Assistant (EA).
  • When an EA is available, they will IM you  – please be patient; this may take a little while, as EAs deal with the initial rush
  • As a part of your conversation with the EA, they will provide you with:
    • An invitation to join the SLB Exhibit and Performance group (so you will need two free groups slots – one for this and one for The SLB Community group, if you have not already joined that)
    • A teleport invitation to your parcel
  • Make the SLB Exhibit and Performance group your active group (this should be your active group throughout all your building on the parcel) and claim your parcel by rezzing a prim on it
  • Prior to building your exhibit, take a moment to re-acquaint yourself with the SLB Exhibitor Policies.

Given that there will be an inevitable rush to access the regions, why not leave it a while avoid the crowd? As long as you have claimed your parcel by Monday June 2nd, 2014, you’ll be fine.

Saffia Widdershins and Marianne McCann have produced a short video going over these points and a few more as well.

Once again, the important dates of note for SL11BCC are:

  • Friday, May 30th, noon: Sims open for builders
  • Wednesday, June 15th, noon: Sims close to builders
  • Saturday, June 21st, noon: Press day
  • Sunday, June 22nd, noon: SL11BCC opens!
  • Monday, June 23rd: Second Life’s Official 11th Birthday!
  • Sunday, June 29th: final day of celebrations
  • Monday, June 30th to Saturday, July 5th: Sims will remain open for viewing. No performances.
  • Sunday, July 6th to Tuesday, July 8th: Breakdown
  • Wednesday, July 9th: Sims go offline

Related Links

SL projects updates 22/2: LSL functions for materials avialable for Aditi testing

Maestro Linden used the Server Beta meeting to announce that Simon Linden’s work on adding some LSL support for materials is now available for testing on Aditi.

Regions roller-test102 and roller-test103, both on channel DRTSIM-253, have the server-side scripting support (note the SLurls are for ADITI).

Please note that this is very much a work-in-progress, and the Lab’s own testing is still underway.

The following details can also be found on the Server Beta Meeting wiki page.

LSL fucntions for handling materials
Parameters have been added to the llSetPrimitiveParams() and llGetPrimitiveParams() functions to enable scripted control of materials maps

Materials can be added to object faces with llSetPrimitiveParams() functions using the following parameters:

  • [PRIM_SPECULAR, integer face, string texture, vector repeats, vector offsets, float rotation_in_radians, vector color, integer glossy, integer environment]
  • [PRIM_NORMAL, integer face, string texture, vector repeats, vector offsets, float rotation_in_radians]
  • [PRIM_ALPHA_MODE, integer face, integer alpha_mode, integer alpha_cutoff]

Materials can be read with the various llGetPrimitiveParams() functions using the following parameters:

  • [PRIM_SPECULAR, integer face] returns [string texture, vector repeats, vector offsets, float rotation_in_radians, vector color, integer glossy, integer environment]
  • [PRIM_NORMAL, integer face] returns [string texture, vector repeats, vector offsets, float rotation_in_radians]
  • [PRIM_ALPHA_MODE, integer face] returns [integer alpha_mode, integer alpha_cutoff]

Additional Notes

  • Behaviour for both getting and setting materials parameters should basically correspond to behaviour with PRIM_TEXTURE
  • The color vectors use 0.0-1.0 as the range, as with llSetColor()
  • The integer parameters for PRIM_SPECULAR correspond to the same values that you see in the build tool
  • Components of a material can be ‘reset’ as follows:
    • PRIM_NORMAL and PRIM_SPECULAR settings are set to default values by setting the texture to NULL_KEY
    • PRIM_ALPHA_MODE settings are set to default values by setting the alpha_mode to PRIM_ALPHA_MODE_BLEND – mask_cutoff is actually reset to 0 unless the alpha mode is PRIM_ALPHA_MODE_MASK
    • When PRIM_NORMAL, PRIM_SPECULAR, and PRIM_ALPHA_MODE settings are all set to default values, the material is deleted from that prim face, and LI may be updated accordingly
  • This new scripted capability will only work on the nominated test regions
  • ALM must obviously be enabled.

Known Issues

  • The version currently on Aditi lacks proper throttling, so there could be performance issues if scripts behave badly. A throttle will be added in due course
  • There is a viewer rendering issue, where the face will not be rendered and you’ll see log spam (BUG-6187). This can happen:
    • If the viewer has ALM enabled
    • And a prim face has a material on it
    • And PRIM_ALPHA_MODE is PRIM_ALPHA_MODE_BLEND (this is the default after a material is added)
    • And the diffuse texture does not have an alpha channel (e.g. plywood)

With reference to BUG-6187, Maestro added, “One thing to keep in mind …  is that if your diffuse texture lacks an alpha channel, you’ll also want to set the alpha mode to PRIM_ALPHA_MODE_NONE to avoid the bug, even if you really just want to add a normal map.”

The bug itself doesn’t mean the alpha mode should be set every time a materials map is changed, only when adding a material to a face which previously didn’t have a material. Maestro went on to give some further information on the issue:

What happens when you add a material via the build tool, is that the viewer inspects whether the current diffuse texture has an alpha channel and automatically sets the alpha mode to ALPHA_MODE_NONE if the diffuse texture is opaque, but keeps it at _BLEND if there’s an alpha channel. Unfortunately, the simulator can’t do this, because it doesn’t necessarily have the texture asset and doesn’t have the right libs to process texture assets in that manner. The build tool has some trickery where it always greys out the UI for alpha mode when the texture doesn’t have an alpha channel. Anyway, it’s kind of a hassle, but once PRIM_ALPHA_MODE is set to something ‘friendly’, you should be able to update normal or specular settings without touching it again.

As this is a viewer rendering bug, there is no timescale as to when a fix may appear.

The Lab is particularly interested in seeing how use of these new parameters may affect performance (such as through rapid and repeated changes to maps), and what kinds of rates cause these issues, so that they can more accurately assess the required level of throttling.

Depending upon how further testing goes, what additional changes the Lab needs to make, and what has already been scheduled at the time, these updates might be available on an RC on Agni in a few weeks.