Embedding Second Life 360 images directly into WordPress

via Linden Lab

I recently covered the promotion of the Second Life 360º Capture viewer to de facto release status (see: 360º Capture viewer now de facto SL release viewer), in which I referenced uploading images to platforms such as Flickr. Since that article, I’ve received questions on embedding images from the viewer into blogging platforms such as WordPress or viewing.

While I cannot speak to other platforms, it is possible to directly display 360º images (including those produced via the Second Life viewer and TPVs) directly into WordPress posts / pages. There are actually two ways of doing so:

  • If you are using Automattic’s own platform / hosting via WordPress.com, you can use dedicated shortcode created by Automattic.
  • If you are self-hosting and using WordPress.org, you can either use a dedicated WordPress.org plug-in such as Algori 360 Image, or try the shortcode option (which I believe should work, although I cannot verify, being a WordPress.com user).

For the purposes of this article, I’ll be covering the use of Automattic’s shortcode option. The key points of this approach are:

  • It works with both of the WordPress editors, Classic and Guttenberg (the “block” editor).
  • It supports any suitable 360º image with a .jpg file extension (not just those created with the SL viewer, although the notes below assume you are using the 360º viewer to initially create your 360º image(s).
  • It allows images to be viewed when embedded in a post / page, and has an option to display them in a full-screen mode and returning you to the post / page in which they appear when done.
  • As it works with URLs, it can be used to display 360º images you have uploaded to other platforms, such as Flickr (which I’ve also covered below).
  • It defaults all images to a single image size rather than a more usual equirectangular aspect ratio (2:1), which can look overly large within a post or page, depending on the theme you are using, as per the example below:

Embedding a 360º Image Uploaded to WordPress via the Classic Editor

  1. Use the 360º viewer to take your image.
  2. Upload the image to your WordPress Media Library.
  3. Edit the image via your Media Library, and copy the URL as it is given.
The image URL can be found in the image editor Attachment floater (WordPress Classic dashboard version shown). Manually highlight and clip it to your clipboard or use the Copy URL to Clipboard button. Click for full size, if required.
  1. Edit the post in which you wish to embed the 360º image and position the cursor when you wish the image to appear.
  2. Switch to the Text view (click the tab at the top right of the WordPress text editor), and enter the following shortcode:

Where “path-to-photo” is the 360º image URL.

  1. Switch back to Visual (click the tab at the top right of the WordPress text editor), the shortcode should appear as you’ve typed it.
  2. Go to Checking Your Results, below.

Embedding a 360º Image Uploaded to WordPress via the Guttenberg Editor

  1. Use the 360º viewer to take your image.
  2. Upload the image to your WordPress Media Library.
  3. Edit the image via your Media Library, and copy the URL as it is given.
  4. Create a Shortcode block, and within it type:

Where “path-to-photo” is the 360º image URL.

Checking Your Results

Once you have created the 360º image shortcode:

  • Use the WordPress Preview option to check the layout of your post / page and that the image is properly displayed.
  • Use the Full Screen toggle option in the bottom right corner of the image to expand it to a full screen view and then click the icon again to return to the post / page view.
  • If you see a message similar to “Enter valid URL” or “failed to load the VR scene”, check to made sure you have added the shortcode and / or image URL correctly.

Embedding a 360 image uploaded to Flickr

As noted above, you can also use the WordPress shortcode option to display360º images you’ve uploaded to Flickr directly into your WordPress posts / pages, where they will play when clicked. Here’s how:

  1. Upload a 360º image you’ve captured to your Flickr photo stream.
  2. Click on the image in Flickr to display it.
  3. Click the Share Photo arrow icon at the bottom right of the screen.
  4. This will open a floater with a series of share options. Click on BBCode.
  5. The floater will display URL information. click on the information to highlight it, then paste it into a suitable editor. It will look like the example below.
Flickr image BBCode – note the element highlighted in yellow
  1. Trim the URL to just leave the part highlighted in yellow that starts with “https://live.static” and ends with “jpg”.
  2. Follow the instructions above to create the 360º image shortcode using either the Classic or Guttenberg editor, replacing “path to photo” with the Flickr image URL from the BBCode.

The image below is an example of a 360º image uploaded to Flickr and embedded into this page using the above method, and which can also be seen here.

And that’s it! For any additional information, see: Embedding 360° Photos and Virtual Reality (VR) Content via WordPress.

Second Life Multi-Factor Authentication: the what and how

via Linden Lab

Linden Lab has announced the initial introduction of Multi-Factor Authentication for Second Life accounts, and has done so in request to numerous requests for increased account security from users to protect personal data.

Traditional user name and password requirements (referred to as single factor authentication) have long be regarded as vulnerable to hacking – up to and including “long” passwords involving alpha-numeric combinations, as the recent publishing by hackers of a 100GB text file of 8.4 billion passwords demonstrated. Multi-Factor Authentication (MFA) adds an additional layer of protection when accessing personal or protected information on-line, and does so by using a combination of elements.

Rather than relying just on something you know (your user name and password), MFA requires a combination of something you know, together with at least one of something you have (such as a electronic token /device capable of generating such a token, something inherent to you (e.g. a fingerprint, your voice, etc), or where you are (e.g. using a specific network connection or via GPS location).

Of these, Linden Lab is implementing MFA based on something you know – your user name and password – and something you have, in this case an authentication token in the form of (preferably) a 6-digit code that can be generated via a user’s smartphone or tablet from a unique QR code from Linden Lab.

With the introduction of MFA, it is important to stress – as noted in the official documentation – that:

  • It is entirely opt-in: you decide if you want to use it or not.
  • It is currently only being applied to the sensitive account information accessed via Account drop-down menu on the left of your Second Life dashboard (so the options relating to account password change, payment method change, transaction information, e-mail settings, etc.).
    • It does not currently impact or change how you log-in to Second Life using any viewer / client.
    • It will be extended across further Second Life web properties (e.g. the Marketplace, etc), in time, and eventually to the viewer as well.
  • E-mail authentication is being developed.
  • Information and initial instructions for setting-up MFA can be found here.
  • Even with MFA enabled, you should still routinely change your Second Life password, using strong and unique options in accordance with best practice.

Setting-Up MFA

Setting-Up MFA is actually relatively straight-forward, and is carried out from your account dashboard via Account → Multi-Factor Authentication.

Selecting this option will display an initial page outlining the process, together with a Get Started button at the bottom.

Accessing the MFA set-up page, and the QR Code / set-up key page (see below)

To complete the process, proceed as follows:

  1. Install a suitable MFA app on a device with a camera (if using the QR code approach). I opted to use Google Authenticator.
  2. Read the introduction notes via Account → Multi-Factor Authentication (above left) and click the Get Started button.
  3. A page will be displayed on your screen with a unique QR code and set-up key.
    • Make sure you make a note of the set-up key – you may need this to help unlock your account should you be unable to use your authenticator of choice.
    • If you are using the set-up key alone, skip to step 6.
  4. Launch your authenticator app and select the option to scan a QR code, then:
    • Point the camera to the QR code on your screen so it is centred within the frame / cross hairs.
    • When positioned correctly, the  authenticator app should automatically capture an image of the QR code (or if a button is available to tap, tap that.
  5. The app will update to show a page that displays your Second Life account name and a 6-digit account token (2 groups of 3 numbers separated by a space).
    • Note this code will update every 30 seconds.
  6. Click Continue on the MFA set-up page. It will update to prompt you to enter two tokens into two fields on the page (see below).
    • If you are using the 6-digit token generated by the QR code, type the displayed code into the first field.
    • Wait for the display to update with a new 6-digit token, then enter the second code into the second token field.
    • If you are using the set-up key, enter this into each field.
  7. Click Activate MFA.
  8. Providing you have done everything correctly, you’ll be informed MFA is now successfully active on your account.
Entering the tokens generated by your MFA app: one unique token per field, as generated by the authenticator app. If you are using the set-up key given on the MFA page, enter that.

How it Works

When MFA is active on your account, clicking any option in the Account drop-down menu to which it has been applied will display an MFA Challenge page.

The account options that – at the time of writing – will present the MFA challenge page. Use your MFA app to obtain a 6-digit code

The MFA Challenge page requires you enter one new token, as generated via your MFA app (or use of the set-up key). Just open the app, select your Second Life account (if using MFA on more than one account – if you are using MFA on just a single account, it will be displayed be default), and then enter a fresh 6-digit code as generated by the app.

Removing MFA

As the official documentation notes, you can disable MFA at any time using Account → Multi-Factor Authentication, entering a code from your app and clicking on the Remove MFA button.

Official MFA Links

EEP Tutorial: reflective floors

With EEP, it is now possible to have reflective floors at the parcel level that everyone can see, and contained within the parcel

Within Second Life there have been numerous ways to produce reflective floors within buildings – the most popular being to build a near-duplicate of what is in a room / building and inverting it “below” a textured, semi-transparent floor, allowing the duplicate to act as a reflection.

It’s a clever means of achieving the idea of reflections in polished floors, and has the advantage of being relatively “efficient” performance-wise (if a little hard on land impact, depending on the degree to which a person goes with the “reflected” items under the floor), as it means re-use of loaded textures and avoids rendering avatar reflections and mirroring movement. Although that said, the fact that the technique doesn’t show avatar reflections can spoil the effect.

Nitroglobus Roof Gallery provides an excellent demonstration of using a duplicate build to create the illusion of a reflective floor (although note the lack of any avatar shadow)

As has long been known, Linden Water can also be used as a means of producing reflective floorsthat can reflect avatars as well as objects. However, under Windlight, it has tended to suffer from a couple of observable weaknesses: if applied at the region level, it meant all water viewed from the region with produce the mirror effect – which could be a problem when outdoors (e.g. a mirror-flat surrounding sea); while to use it at parcel level meant using a viewer that accepted viewer-side parcel Windlight support – so anyone not using such a viewer would see a building / room with “flooded” floors.

EPP, with its simulator support for for parcel-level environment settings, means that is now possible to use Linden Water to create reflective floor effects within ground-level building that can more easily been seen by anyone entering the building, regardless of the viewer they are using. There are some pre-requisites involved, both it terms of creating the effect and viewing it, but even so, it is relatively easy to implement for anyone who wishes to do so.

Those prerequisites are:

  • As the approach uses Linden Water, it can only bee used at ground level (and on ground-level rooms of such buildings).
  • Some skill with terraforming is required, in particular:
    • Lowering / levelling land – this is important as the “reflective” floors must be at water level.
    • Ability to sub-divide land into parcel – this is particularly important if there is Linden Water is visible from outside the building with reflective floors, as you’ll be making changes to how Linden Water appears.
  • For parcels, you’ll need to have permission to set the environment at parcel level – if you do not own the region, and parcel level EEP support has been disabled via the region level controls, you will have to discuss the matter with the region holder / owner.
  • Those visiting the building must have Preferences → Graphics → Water Reflections set to All Avatars and Objects or Everything in order to see the water reflecting everything, including avatars.

The approach works best with your own builds, but can be used with pre-fab builds if they are modifiable, and can have floors modifed / replaced.

1 Prepare Your Land and Building

The first thing you need to do, is determine the shape of the floor space you wish to has as a reflective space and prepare the part of your land where it is to go.

  • Make a simple prim template of the shape of the room / building.
  • Place the template on your land where the room is to be positioned.
  • Keep in mind that depending on your location, you may want to sub-divide your land (if you have the necessary permission) so you can see natural-looking Linden Water when outside your house.
  • Use the terrafrorming tools in the Build / Edit floater to carefully lower the land under the template to expose the Linden Water.
  • Note that the “reflective floor” will, when the work is finished, need to sit just below the level of Linden Water. This means you may have to set it lower than the floors in other rooms on the ground floor of the building, or have the building itself surrounded by a mesh / prim surround to blend it with the ground level.
  • When you’re set, position the building and if necessary sub-divide your parcel.
  • Edit the building and:
    • Sset each of the floors you wish to be reflective to around 80% transparent – note that you may have to experiment with this setting, depending on the floor texture you use.
    • Apply a suitable texture for the reflective floor(s) (e.g. a wood texture for a polished wooden floor, or a marble effect for a public building).

2. Set the Water Environment

As noted above, you’ll need a suitable normal map to replace the one used for Linden Water.

  • The easiest way to do this is to use the Mirror Water environment asset that is included in the viewer under Library → Environments → Water.
  • You will need to copy this asset from its default Library location to your inventory (e.g. to the Settings folder – or a sub-folder within Settings, if you organise your EEP assets in sub-folders).
You can use the Mirror Water environment asset to help create your reflective floor. Make sure you copy it (e.g. via drag-and-drop) to your Settings folder
  • With the Mirror Water environment asset copied to your inventory, double-click on it to edit it. This will open the Fixed Environment – Water panel.
  • Within the panel, make the following changes (see the image below for reference):
    1. Set the water fog colour to white (note that depending on things like ambient lighting, the floor texture you use, etc., you may need to adjust this towards a more grey colour).
    2. Set all of the following to 0.0:
      • Fog Density Exponent and Underwater Multiplier.
      • Fresnel Scale.
      • X, Y, Z Reflection Wavelet Scale.
      • Large and Small Wave Speed.
      • Refraction Scale (Above) and (Below).
    3. Set Fresnel Offset to 0.50 (note that depending on things like ambient lighting, the floor texture you use, etc., you may want to adjust this up or down).
    4. Set Blur Multiplier to 0.80 (note that depending on things like ambient lighting, the floor texture you use, etc., you may want to adjust this up or down).
    5. From the Save / Apply Drop-down, select Save As and save your updated environment asset under a new name (e.g. “Reflective Floor”).
Adjusting the water settings for a reflective floor effect
  • Once saved, Select Apply to Parcel from the Save / Apply drop down to apply the environment to the parcel.

3. See How It Looks / Fine Tuning

You should now have a nicely reflective floor to your building, as shown below.

The finished product again, as per the banner image, note the avatar reflection and well as the reflections of in-world objects (1), and also the use of steps to access the low-set floor of the gallery from the outside “ground level” (2)

What’s more, if the building is sitting within its own parcel, when you leave the building, any visible Linden Water should look like natural water  / waves (although if you cam into the building or glimpse the “reflective floor” from outside of the parcel, it might look a trifle odd until you actually enter the parcel).

You might find that some additional “fine tuning” of the build is required to achieve a perfect result. If you’ve placed your floor a little above the level of Linden Water, for example, you may find your avatar “floats” over its reflection (below left), or if the floor is set a little too far below the level of Linden Water, the avatar and reflection may appear to “merge” at feet / ankles. But errors can be corrected with careful adjustment of your floor either down or up.

You may have to adjust the floor level relative to the Linden Water level to prevent avatar reflections giving the impression avatars are floating above the floor (l) – or standing with feet embedded in it – and actually standing on the floor (r).


There are still some limitations on the effectiveness of this approach: as noted above, it can only be used for ground-level interiors, and the effect does require visitors to have their graphics preferences set to reflect avatars in Linden Water. However, once set-up, it can add a certain edge to places like stores and galleries.

I’m not sure how much of a performance hit would occur in viewers trying to render a lot of avatars and their moving reflections in a ballroom or other dance venue, so these might require greater consideration. But if you do want to have a different ground-level flooring for your building, and you can meet the prerequisites noted above, it might well be worth giving it a go.

Tutorial: Viewer Camera Presets

The default viewer camera placement has long been the bane of the Second Life viewer. Placing the camera well above and behind the avatar, it gives an awkward over-the-head view of the world, rather than the more intuitive over-the-shoulder view seen in many video games.

While the camera’s debug settings have allowed a custom camera preset to be set-up, it has never really been possible to easily create, save, and swap between presets according to need.

Table of Contents

The Camera Presets controls, developed and contributed by Jonathan Yap, the developer responsible for the graphics presets options in the viewer (see Avatar Complexity and Graphics Presets in Second Life for more), changes this. It is a capability that allow users to create one more more custom camera presets within the viewer to suit particular needs and then save them. This means, for example, you can now have a camera position for general exploring, another suitable for combat games, another for building, etc., all of which can easily be accessed and used at any time.

This tutorial explains how to create and use presets via Camera Presets options.

Note: at the time of writing, the camera presets options are only available in the official viewer, version or later.

UI Elements

There are five UI elements associated with creating and using camera presets:

  • The Camera Presets icon and drop-down – presenting the means to quickly access and use created camera offsets.
The Camera Presets icon, found in the top right of the viewer window, and a populated version of the drop-down that can be displays on clicking on it.
  • The Camera Controls floater. This provides access to provides access to the following:
    • The familiar “on the fly” controls for positioning the camera / selecting any of the pre-set camera positions, setting the camera focus or switching to Mouselook. These can also now be used to create a custom camera preset.
    • Camera Position floater for creating new camera presets numerically.
    • Save Camera Preset floater – save any preset you have created or replace an existing preset with new values.
    • My Camera Presets floater – allows you select and delete any preset you have created, or reset your camera to one of the viewer’s default front, side or rear camera positions.
    • In addition, the Camera Controls floater includes a drop-drop menu to provide quick access to any custom camera presets you have created.
The Camera Controls and camera presets floaters – click for full size, if required

Creating a Custom Camera Preset

Using the Camera Controls

  1. Open the Camera Control floater by:
    • Hovering the mouse over the Custom Preset icon at the top right of the viewer window to open the drop-down and then clicking the Open Camera Floater button OR.
    • Clicking on the Camera Controls (Eye) button in your viewer’s tool bar, OR
    • Selecting Me→Camera Controls… from the viewer menu bar.
  2. With the Camera Control floater open, clicked the required view button (Front, Side, Rear) if required.
  3. Use the camera orbit, slide and zoom controls on the left of the camera floater to position your camera as you would like it to be relative to your avatar.
  4. When you are satisfied with the camera position and angle, click Save As Preset button in the floater, and:
    • Either make sure the Save As New Preset radio button is selected and type a name for the preset in the text box.
    • Or click the radio button for Replace a Preset, then click the button to display a list of current presets and highlight the one you wish to replace (including one of the three default positions, shown in italics).
  5. When you have entered a name or made your choice, click Save.
Using the camera controls to create a camera preset

Using the Precise Controls

If you have a numeric set of camera and focus offsets you use (e.g. such as those provided by Penny Patton, or use the table below to set your camera to some typical view points):

  1. Open the Camera Control floater by:
    • Hovering the mouse over the Custom Preset icon at the top right of the viewer window to open the drop-down and then clicking the Open Camera Floater button OR.
    • Clicking on the Camera Controls (Eye) button in your viewer’s tool bar, OR
    • Selecting Me→Camera Controls… from the viewer menu bar.
  2. In the Camera Controls floater, click on Use Precise Controls.
  3. In the Camera Position floater:
    • Enter the X, Y and Z figures for the camera offset position.
    • Enter the X, Y, Z figures for the focus offset position,
    • Use the slider to set how near / far the camera is to be positioned from your avatar.
  4. When you are satisfied with the camera position and focus, click Save As Preset button in the floater, and:
    • Either make sure the Save As New Preset radio button is selected and type a name for the preset in the text box.
    • Or click the radio button for Replace a Preset, then click the button to display a list of current presets and highlight the one you wish to replace (including one of the three default positions, shown in italics).
  5. When you have entered a name or made your choice, click Save.
Setting a precise position for a camera preset

The following table offers Penny Patton’s recommended positions for over-the-shoulder camera presets.

Over the Left Shoulder
Over the Right Shoulder
Camera Offset
X= -2.0
Y= 0.4
Z= -0.2
X= -2.0
Y= 0.0
Z= -0.2
X= -2.0
Y= -0.4
Z= -0.2
Focus Offset
X= 0.9
Y= 0.7
Z= 0.2
X= 0.9
Y= 0.0
Z= 0.2
X= 0.9
Y= -0.7
Z= 0.2
Offset Scale Slider
1.5 1.5 1.5

Using Your Custom Presets

From the Presets Icon

  1. Hover the mouse over the Custom Preset icon at the top right of the viewer window to open the drop-down.
  2. Click on the required preset name to select it.

From the Camera Controls Floater

  1. Click on the Use Preset button in the Camera Controls floater.
  2. A drop-down of custom camera presets is displayed.
  3. Click on the required preset name.
  4. The preset is selected, and the button updates to display the preset’s name.
Using a custom camera preset

Deleting or Resetting Default Presets


  • You can only delete custom presets and reset default presets.
  • No confirmation is requested: actions will be immediately implemented – so if you have overwritten one of front, side or rear camera position presets, your custom version of that preset will be lost when reset.
  1. Display the Camera Controls floater.
  2. Click the gear icon.
  3. The My Camera Presets panel opens (may default to the top left of your screen).
  4. Hover the mouse over the preset you wish to delete or reset.
    • Custom presets will display a trash can. Click it to delete the preset.
    • Default presets will display a reset icon. Click it to return the preset to its original values.

Tutorial: Environment Enhancement Project (EEP)

Note: As I’ve had a number of Firestorm users directed here from the Firestorm Team’s EEP Beta release blog post who have commented directly to me about that release, please note that I am aware of it, and in fact blogged it at the time it was made available – see Firestorm 6.4.5 Beta: EEP and Camera Presets – which highlights some of the additional EEP / Phototools integration work the Firestorm team has carried out.  

EEP, the Environment Enhancement Project, is a set of environmental enhancements designed to replace windlight XML settings to control the water and sky environments seen in Second Life, and provide a wide range of additional capabilities for region holders, parcel holders and general users. It represents a fundamental shift in how environment settings are used and applied

In brief EEP:

  • Uses environment objects that you can keep in your inventory and / or share with others – including selling (subject to the SL permissions system) via in-world stores and on the Marketplace.
  • Provides parcel-level control of environments.
  • Allows up to four different, independently controlled sky layers.
  • Allows the Sun, Moon and Cloud textures to be replaced with custom textures uploaded to the viewer.
  • Provides an extended day cycle of up to 168 hours (thus allowing a 7-day, 24-hour day / night cycle to be defined, for example).
  • Allows users to override region / parcel settings as seen within their own viewer for the purposes of photography, etc.
  • Provides new LSL functions to allow scripts to interact with parcel environments.

In addition, key aspects of EEP are:

  • Estate / region / parcel settings are simulator-side, and so by default are automatically seen by anyone using any EEP enabled viewer on entering the region / estate / parcel.
  • Provision of a Personal Lighting capability that allows photographers, etc., to make rapid / temporary changes to an region / parcel’s environment visible only in their viewer.
  • Allows environments settings to be applied to your own avatar, allowing you to see the same environment (sky, clouds, Sun / Moon position, etc.) wherever you go in-world – useful for vehicle drivers travelling across multiple regions.
Table of Contents

This tutorial is designed to walk you through the essentials of EEP, including the terminology used. It is split into a number of sections:

  • Terminology and Concepts – key terminology and concepts with EEP.
  • The viewer UI elements associated with EEP.
  • An overview of creating and editing EEP assets.
  • An overview of applying EEP settings
  • Breakdowns of the floaters used to create Sky, Water and Day Cycles in EEP.
  • An overview of importing windlight XML files into the viewer and saving them as EEP settings / assets.
  • A summary of EEP LSL resources with links.

Some of these sections are self-contained, other can be used together (e.g. creating assets, using the Sky, Water and Day Cycle floaters, and applying EEP settings). To further assist referencing, major topics appear on their own page – please make sure you use either the table of contents or the page numbers at the foot of each page for ease of navigation.

Official information on EEP can be found in the EEP section of the SL wiki.

Note: at the time of writing this piece, the official Second Life viewer – version, dated April 15th (or later) to see / use EEP capabilities. However, TPVs will be releasing version supporting EEP in due course. Check their websites, listed in the panel on the right, for updates that may not be covered in these pages.

My sincere thanks to Rider Linden, EEP maestro, for his assistance in the writing of this tutorial.

As well as bringing a range of new environment capabilities, EEP also lets you use custom textures for the Sun and Moon (and clouds). So Isla Pey can appear with Earth slowly setting, and Jupiter and one of the Galilean Moons also strangely in the sky! Note that both the size of the “sun” and “moon” textures can also be adjusted

Terminology and Concepts

EEP uses some key terminology that should be understood.

  • Settings: used to define the environment you see. There are three settings types:
    • Sky: define the atmosphere and lighting for a day (or night); the movement, density, etc., of the clouds; and the appearance of the Sun and  / or the Moon (which remain in a fixed point in the sky).
    • Water: define the appearance of Linden Water (prim or mesh animated water is not affected): water colour and reflection; wave movement; amount of light refraction, etc.
    • Day Cycles: collections of Sky and Water settings that are combined to present a dynamically changing environment over a user-defined time period representative of a “day” (by default this is set to the legacy Second Life day / night cycle of 4 hours, but can be extended out to represent physical world time periods of up to one week).
    • Note that Sky and Water settings are referred to as Fixed Environments.
  • EEP assets: physical “containers” for storing EEP settings. These are inventory items that by default, are stored in the new Settings folder in your inventory (see below), they are split into three types:
    • Sky – Sky settings. Icon: a blue sky with clouds.
    • Water – Water settings. Icon: a water droplet.
    • Day Cycle – for Day Cycles. Icon: a split Sun / Moon.
    • EEP assets (permissions allowing) can be exchanged, given away, and / or sold through a store or via the Marketplace.

Note that EEP settings are:

  • Created or edited using their corresponding EEP asset (e.g. to create Sky settings, you use the Sky asset type).
    • New EEP assets can be created directly from inventory, just like any other system inventory asset type (notecard, clothing item, gesture, script, body part).
    • Creating / editing EEP assets and settings is covered in depth in my EEP tutorial.
  • By default stored within a new system folder in inventory – the Settings folder. This folder may be hidden until such time as an EEP asset is created.
By default, EEP assets are stored and created in the Settings folder in your inventory (l). If you want, you can manually sub-divide your settings into suitable folders for easier tracking (r)

EEP Permissions

There are a few notes on permissions associated with EEP settings / assets.

  • Copy/no-copy: EEP settings assets may never be marked no-copy. A person who owns a setting object may always make a copy of it in their inventory.
  • Transfer/no-transfer: the no-transfer permission is persistent. If you import any no-transfer day or water setting into a day cycle, that day cycle will also become no-transfer. Once saved, this change can not be undone.
  • Modify/no-modify: these permissions behave as normal.

EEP Library Assets

EEP includes a collection of around 200 Sky, Water and Day Cycles, together with a set of textures that can be used for clouds and / or to replace the Sun and Moon, etc.

  • These are located in Inventory (CTRL-I) → Library → Environments.
  • They can be used in once of two ways:
    • Unmodified, directly from Library → Environments.
    • By copying them to your inventory (e.g. to your own Settings folder, if it is visible through the creation of an EEP asset; if not, any other folder can be used), where they will become modifiable, allowing you to adjust them / use them to create your own settings.
    • See my EEP Tutorial for editing / modifying EEP assets and settings.

Differences to Windlight

  • EEP settings are stored in inventory assets, not as XML files saved to your computer.
  • Because they are server-side, EEP settings are by default seen by any viewer affected by the. This can mean:
    • Parcel owners using a specific set of environment settings no longer have to request visitors manually switch to them.
    • Settings are no longer dependent on visitors to a parcel with a custom environment having the precise Windlight XML file stored on their computer.
  • EEP setting do not require any external storage (e.g. Dropbox) in order to be shared with other users, if they are to be given away.

Tutorial: Second Life Names Changes

via Linden Lab

Second Life offers Premium Account holders the opportunity to change the the first name, the last name or both the first and last names of their account at any time, or to revert to any name they name have used in the past (again, first name, last name or both).

This Tutorial is intended to provide an overview of using the Name Change capability.

Important Points

First some points to note:

  • Premium members may change their first name or their last name or both their first and last name whenever they wish.
    • First names are free-form.
    • Last names are selected from a list, with the available names updated periodically.
  • There is a fee applicable each time the capability is used. This fee is displayed as a part of the Name Change process.
    • VAT at applicable rates will be added to accounts in VAT-paying countries.
  • Once a first name+ last name combination has been applied to an avatar account, it cannot be used by any other account (so “Josephine Bloggs” cannot use Name Change to become “Inara Pey”).
  • It is possible for you to revert back to any previously-used name assigned to your account.
  • If you are Premium and use the Name Change capability, then subsequently downgrade to Basic, you will retain whatever avatar / account name you have at the time you downgrade. You will not not “revert” to any past name you may have had, and you won’t be able to change you name again until such time as you re-up to Premium.
  • Name Changes is not replacing Display Names – these will remain available at no charge to all who wish to use them.
  • Name changes are made via the Second Life dashboard, and you must be logged-out of Second Life in order to make sure any Name Change you make is correctly applied to your account.

Changing Your Name

Note: It is possible (and based on some feedback received), that a name change might take a little time to propagate through SL’s various services, which may have some impact on things like scripted objects such as security systems.

Premium Members can change their names as follows:

  • Log out of the viewer if you are currently in-world.
  • Log on to your dashboard at secondlife.com.
  • Click Account on the left-menu.
  • Click on Change Name.
  • The Change Your Account Name page is displayed. This comprises:
    • The account availability of Name Changes (including a link for Basic account holders to upgrade to Premium.
    • The fee that will be applied to your account, including and VAT that may be added.
    • A reminder than you can change your first name, your last name or both.
    • An option to go ahead and change your account name.
The Change Your Account Name page
  • Click the Next Step button to proceed.
  • The Choose a New Name page is displayed. This comprises three parts:
    1. The Change First Name option.
    2. The Change Last Name option with a list of currently available last names names.
    3. A list of previous last names you have used – if you have not previously used Name Changes, only your current last name is displayed.
The Choose a New Name page, showing the three options for changing your first name (1); selecting an new last name from a list of currently available names (3), and for any previously-used last names (if available – 3)

Change Your First Name Only

  • Leave the Change First Name option checked.
  • Use the text input field to enter your desired first name.
  • Uncheck the Change Last Name option.

Change Your Last Name Only

  • Uncheck the Change First Name option.
  • Leave the Change Last Name option checked.
  • Click the radio button next to last name you would like to use.

Change Both Your First and Last Names

  • Keep both the Change First Name option and the Change Last Name option checked.
  • Enter your desired first name in the text input field under Change First Name
  • Click the radio button next to last name you would like to use.

Reverting to a Previously Used Name

If you have previously used Name Changes, and would like to change back to an “old” name:

  • Enter the first name in the Choose a First Name text input field (if required).
  • Click on the require last name from the list of your previously used Last Names (if available).

Completing the Change

  • When you are happy with the name(s) you have set / selected, click the Review Changes button.
  • A summary of your changes is displayed (if you have made no changes, you’ll be taken back to the Change Your Account Name page).
The Name Change summary – use it to make sure you are happy with the name(s) you have selected
  • Make sure the details are as you want them, or use the Go Back link to change your selection(s).
  • If you are certain of the changes:
    • Log out of the viewer if you have not already done so.
    • Click on Continue to Checkout.
  • On the check-out page, you are presented with your payment options:
    • Via an US dollar balance on your Tilia account.
      • Requires acceptance of the Tilia Terms of Service, if you have not already done so.
      • If you have a sufficient US dollar balance on your Tilia account, but do not with to use it, click the Don’t Use button.
    • Via any credit / debit card already tied you your Second Life Account.
    • By clicking the More Payment Options… and making a selection (e.g. assigning another credit / debit card to your account).
  • When you have selected your preferred payment method, click the blue Buy Now button to complete your Name Change.
Name Change payment options