Going underground in Second Life

Isla Myvatn: New subterranean home

As many know, I like in-world building and kitbashing and I’ve been known to bore people to tears blithering on about various versions of my main island home over the years. And I’m about to do so again 😀 .

For the last few years I’ve focused on building various homes using the Marcthur Goosson’s NO Cottage Bizar (and excellent design for considered kitbashing); but I’ve also attempted a more “subterranean” residence on a number of occasions, without ever really pulling it off in a satisfactory manner. However, following my recent re-visit to Sharon Edwyn’s, utterly stunning Goddess Temple, I found myself inspired to have another go.

Isla Myvatn: stairs to Zen Garden

As I live in Second Norway, craggy, rocky islands are not that unusual. Add to this the fact I have rock and cliff kits from  Alex Bader (Studio Skye), Fanatik and – particularly in terms of this build – Cube Republic, I was well placed to start hacking at an idea.

These allowed me to take the basic form of the island on which the NO Cottage Bizar has sat for the past few years and both extend it somewhat and build it out ready to “hide” an underground home, a set of PBR textures from Studio Skye allowing me the blend the rocks from the various kits to give a more unified look to the rock strata.

Isla Myvatn: new house

For the main house structure, I used the Cyber Apartment by Sari6t. This is actually quite ripe for kitbashing in its own right; however, here I used it as a template to map out the floor layout and walls, building these from prims and mesh kits. This allowed me to gradually remove elements of the skybox apartment until only the large front panoramic window and its seating area, together with a hexagonal window were left for integration into my build.

The other element I utilised for the living space was the Empty version of the Fapple Nicolas Skybox (available in-world only), elements of which formed the wall décor (pseudo closets, drawers, etc.) in the bedroom area.

Isla Myvatn: pool area

And here is where I owe the largest apology to Sharon: Goddess Temple features an absolutely gorgeous subterranean bathing area, complete with a large waterfall dropping into a pool behind it. I fell in love with it on sight, and wanted to have something similar.

I have actually converted the NO Cottage Bizar into a pool house in the past, but that wouldn’t work here, so it was back to the magic of the prim to start building and linking a swimming pool and a nook in which to relax. I loved Sharon’s use of a waterfall and statue in the design, so just had to follow suit; my excuse being I have several statues from ArtemisGreece I like to include in my home designs and the pool area seemed perfect for them (with a couple in the house area as well).

Isla Myvatn: pool area

Admittedly, it took several attempts to get the pool area right, but overall it worked out, allowing it to form a space of its own whilst also linking house area with the passages to the front and rear outdoor spaces.

The water for the pool came via the Studio Skye PBR water kit, with an exclusion surface to hide all Linden Water from the pool (given it was effectively at ground level). A Small Waterfall set via Sasaya Kayo’s HPMD in-world store was used both inside the pool area and on the outside rocks as well.

Isla Myvatn

As noted, external texturing large came via Studio Skye, whilst inside, the wall, floor, ceiling, etc., textures all came from ARTSY PBR by Aria111, together with various furnishing items (I think I have about half her store sitting in inventory!). As everything I use is Modify (I almost never buy No Mod items!), the retexturing was relatively easy, other than the monotony of calculating repeats and offsets so that those needing it (floors and ceilings) looked seamless.

Also for the exterior of the island I turned to a mix of Cube Republic and Krystali Rabeni for plants and trees.

Isla Myvatn: new house

These, together with another idea I “borrowed” from Sharon, allowed me to build up a woodland over much of the island that wasn’t exceptionally LI heavy. The trick here being to plant a fair number of trees (I chose wild elm from Krystali) and then filling out the ground under them with foliage taken from other trees and linking it with ground cover to construct large “mats”, as it were, of undergrowth to give the impression of a dense wooded area with underbrush.

Of course, I had to include the Studio Skye Zen Garden, again with some of the rocks repainted in PBR and at least a part of the TLG Chapel Ruins by Marcus Inkpen (in fact the latter might actual see the re-inclusion of further elements!). These almost always form a part of my island / home designs.

Isla Myvatn garden

Furnishing throughout came from different sources; suffice it to say we all have our own preferences, and I’m not going to bore you further with mine. All I will say is I skimped on the photos to a fair extent by using those from my own SL travels.

The complete LI for the house structure + pool comes to 131, which includes all pictures, wall hangings, bookcases, bedroom and wall panelling, rugs, water, etc., which I’m pretty pleased about, having only just over 1219 to play with (and around 200 of that goes on my favourite boats alongside the quay.

Isla Myvatn: new house

So, having bored you to death with this, I’ll now wander off to find something worthwhile to do 😀 . Once again, my thanks and apologies to Sharon Edwyn for the inspiration & blatant stealing of her ideas!

Key Elements Used

Isla Myvatn, garden

Product review: the WALT River 400 Hop in Second Life

The Water Air Land Technologies (WALT) River 400 Hop by Ape Piaggio, a super little boat

Several months ago now, Apo Piaggio passed me her – then – latest creation, the WALT River 400 Hop, a compact little speedboat which is ideal for exploring inland waterways – as the name suggests – and also does very well out on open waters.  I’ve been meaning to review it for a while, so my apologies to Ape to only just recently getting to it.

The first thing to note about this boat is that at L$2,900, it is literally packed to the gills with features and capabilities which make it easily among some of the best small boats (and larger ones for that matter!) in Second Life.

The package comprises the boat, a trailer for moving it around on land, a neat little owner’s HUD in the form of a Smartphone and a box of accessories which includes 2 texture sets (1024 and 2048 resolution); the trailer mentioned above, an avatar adjustment tool; a “Hook” tool and script allowing the trailer to attach to a vehicle (preferably with a towing hook) and the excellent user manual.

The River 400 Hop alongside Ape’s Little Bee speedboat as a size comparator

In terms of size, the River 400 Hop really is small – small that the Bandit 170, which I reviewed back in April 2020 and thoroughly enjoy using, and under half the length of Ape’s ever-popular Little Boat power boat (reviewed in 2015). Like the latter (and the majority of Ape’s vehicle releases) comes neatly packaged in a box feature a miniature of the boat and its trailer.

Handling the boat is presented with keyboard, chat and HUD options, depending on your preference. There is also a comprehensive set of chat commands both for operating the boat and for things like lounging in the seats, setting up on-board options such as the Bimini or canvas “tent” (if out in bad weather!) or permissions for driving the boat, etc. Some of these may trigger dialogue menus in the top right of the viewer window, and the complete family of dialogues can be triggered by simply touching the sides of the boat. I’m not going to go through all of them here as there is that comprehensive user guide – so RTFM 🙂 .

The River 400 Hop’s HUD presents itself as a Smarphone with icons (lfet) to access the various functions such as general status (centre) and navigation (right). The icons themselves are very easy to remember once used a couple of times. HUD operation is covered in full in the boat’s user guide.

The easiest way to start / stop the outboard motor is by typing “start” or “stop” in chat from the driving seat, whilst mooring can be achieved with the “moor” command – moor on that in a bit. Steering is via the Left / Right arrow keys (or A and D if you have your viewer set that way), the Up arrow key (or W) gradually increases the throttle for forward motion, the Down arrow key (or S) retards the throttle for slowing or shifts the boat into reverse. Meanwhile Page Up (or E) steps up the throttle in 50% increments or set it to neutral if moving in reverse; similarly Page Down (or C) will also set the throttle to neutral if moving in reverse, otherwise will set reverse speed to 50%.

As the boat has an outboard motor, this can be manually raised / lowered and trimmed using SHIFT-Left arrow or SHIFT-Right arrow respectively, or the boat can be set to automatically raise or lower the engine when stating / stopping, and to auto trim during operations. Again, more of this in the manual.

Overall the boat handles well – although for river cruising, I would advise against setting the throttle too high; the River 400 Hop is nippy and can pinball along rivers if you’re not careful. The boat includes a region crossing recovery system as well, easing the pain there.

The boat can reach a fair speed on the open water and offers various camera positions for driving.

There is a range of sitting poses for when moored and the seating can become bench recliners with singles and couples poses (all accessed via the dialogue menu’s Seats option), while the front seat can be adjusted by touch and the rear seat touched to reveal the fuel tank – like many of Ape’s vehicles, you have to give the River Hop a drink every so often to keep it going! A ladder for swimming on the left stern quarter can be raised / lowered.

Mooring is one of the interesting aspects of this boat. Issue the Moor command, and the appropriate dialogue will be displayed, given you various choices for mooring – which may vary depending on set-up / where you are. Again, the user guide explains all, but it’s worth mentioning the mooring buoys and side-to-side options.

  • The mooring buoys allow you to effective “moor” the boat anywhere and maintain station, the boat sitting between a pair of fore-and-aft buoys.
  • Side-to-side allows you to tie-up alongside other River 400 Hop boats and (in the future) other WALT boats.

There is an option to drop anchor, but this is also part of the boat’s realism functions which help lift the experience of using the boat. In essence, with the realism options available, you have to correctly position the boat in order for the anchor to work – the HUD can help with this.

The small size of the River 400 Hop coupled with its easy low-speed handling make it ideal for pootling around inland waterways such as the rivers of Bellisseria.

These realism options allow the boat to respond to both the effects of the SL wind, such that it will drift when the engine is off or at idle (unless moored) and the wind can also affect the boat’s head as well, depending on the direction. All of these options can be toggled by the dialogue menu system, as can the boat’s rocking motion (often found in water craft). As with many of Ape’s boats, as well as periodic refuelling, the engine on the River 400 Hop should be monitored against high temperatures.

Anyone familiar with Ape’s Little Bee knows that it includes a trailer and a VW Beetle, allowing it to be carried by road. The River 400 Hop boat offers a similar capability, albeit with some differences. Firstly, there is no “winching” capability on the trailer to haul a boat out of the water and onto it using a suitable slipway. Instead, with the trailer close to water, its own menu system can he used to rez a version of the boat in-world (rezzing permissions allowing)  and hide the version on the trailer, and vice versa, if taking the boat “out” of the water. Secondly, rather than having a dedicated towing vehicle, the River 400 HOP comes with an experimental tow system which can be used to hook-up the trailer to almost any vehicle. There’s even an included tow hook if your vehicle doesn’t have one!

This approach does complicate custom painting the boat if the trailer is used – the version on the trailer will need to be repainted as well if it is to match. Suggestions on how to achieve this are in the user guide. However, to get a version of your customised River Hop rezzed by the trailer, simply edit the trailer, delete the version of the boat in its contents and then drop a copy of your version into the trailer.

The trailer comes with its own comprehensive menu system for fine-tuning control when towing, toggling the light on/off etc. Whilst experimental, it is fun. The boat can also do its share of towing –the AA tube, AA Banana or Ape’s own FI Wakeboard. Again, the user guide covers this.

With a host of additional features – fender rezzing, weather cover rezzing, region crossing recovery steps (if things go wonky), a nice security suite, etc., – all typical of the care Ape puts into WALT products, the River 400 HOP is a nifty little thing and offers plenty of opportunities for fun.

The River 400 Hop

Related Links

Got Blog! – Inara Pey: Living in a Modemworld

Isla Myvatn, August 2024

This is going to be an oddity for me; at the weekend I received a number of tags from bloggers asking me to participate in a blogger challenge created by Sassy Scarborough and Gorgeous Aurelia.

I actually wasn’t sure about participating, mainly because, as the introduction to the challenge states it is primarily aimed towards fashion and décor bloggers – of which I’m neither – and some of the questions are certainly tilted in this direction. However, as a couple of those tagging me outright mentioned me as a source of influence to their own blogging and the organisers of the challenge also state it is open to other bloggers,, I decided to give it a go and answer some of the questions that more directly apply to my style of blogging.

When did you start your Second Life Blog?

Originally, in early 2007 and not long after my return to SL. At that time I was using the Blogspot platform. At the start of 2009, I switched to using WordPress, where for a short time, I ran two blogs.

Why did you start Blogging in Second Life?

Frankly? A combination of ego and brashness.

Ego, because I’d previously written (and been published) on the nature and psychology of D/s relationships, and after being somewhat surprised at how the subject tended to be handled in SL, I believed I could offer better insight into it through articles drawn from my previous writing. Brashness, because I also started offering thoughts and opinions about Second Life when I actually didn’t understand all of the complexities involved in running and maintaining a platform like SL as well as I perhaps should, making some of my own critiques either questionable or hypocritical. So I opted to educate myself and try to right about the platform from a position of knowledge or understanding, and thus my blogging journey really began.

Cloud Edge 2, July 2024 – blog post
Do you feel the Blogging community in Second Life has changed since you started Blogging, and if so, in what ways?

Certainly the tools available to bloggers have massively improved, as has their ease of use. This has helped bloggers produce far more informative and professional sites. At the same time, may people blogging SL today are far more aware of the platform and its capabilities – and its sheer bloody complexity – than might have been the case a decade or so ago. Thus, there are far more blogs that can deal knowledgably about the specifics of the platform and provide a lasting and valuable service.

Angel of Pain, July 2024 – blog post
Do you think that Bloggers have a positive impact on Second Life culture and community, and if so, do you have any stories about that?

For the most part, yes, and for the reasons noted above. Users with a passion for a specific aspect of SL, who delve into the intricacies of this or that, really are very well placed to communicate and reach an audience. Those who take the time to develop information, present useable tutorials, blogs and summaries, who see their work as a means to help and support their fellow platform users provide an invaluable service which massively benefits the platform in ways that  – in all honesty – LL on their own and can have a very valuable impact on SL culture and communities (emphasis on plural intentional).

Are you approachable as a Blogger by content creators that may have interest in you as a Blogger for their Brand/Store?

As noted above, I’m not actually a content blogger per se; the reviews I provide are large on items I’ve purchased and have especially appreciated having. My forte leans more into blogging region and parcel designs (and occasionally video them!), and review art exhibitions and galleries. Those with ideas for this type of coverage are welcome to contact me.

The ever magnificent Memento Mori, part of the magic Chouchou estate

Have you yourself ever benefited from another Blogger’s post, such as learning a new skill for Blogging, or Second Life functions that you may not have known about?

If I’m honest, I genuinely don’t have the time the peruse many blogs; I have too much going on in-world and elsewhere. That said, I do try to dip into the blogs on my blogroll whenever possible, and there are three past bloggers of SL I would mention, because without them, this blog would never have grown. They are: Tateru Nino – whose encouragement / mentorship did so much to increase my understanding of SL as a platform and as diverse set of communities and technologies; Honour McMillan – through whom I discovered the joys of exploring Second Life and who, along with Ziki Questi, led me to discovering the world of art in SL.

Do you have any advice that you can give other Bloggers that may be new to the experience, or even advice/wisdom that you want to share with the Blogging community as a whole, new or old?

Blog about what you enjoy. Don’t feel a need to do things a specific way – as with all things Second Life, the choice is yours in what you write about, how you opt to write, how frequently you write, etc. Don’t feel you must conform to this or that world-view or subject matter; be yourself – and be opening to learning as you go.

Nong Han Kumphawapi, June 2024 – blog post
Do you have suggestions for which Blogging Platform to use, and why you chose it over others? – WordPress, Blogspot, Wix, Tumblr, etc.

To be honest, no; the platforms we use is very much a matter of choice, as is the approach taken. I simply don’t know enough about what is out there to say whether X is better than Y or if A gives more options than B. The important thing is for people to poke around, investigate, find what might benefit them within the platforms out there, and which fit things like their pocket in terms of any costs involved, and basics like ease-of-use, data exportability (in case a move elsewhere is required), etc.

Do you use Social Media, and/or other platforms outside of your Blog/Website to promote the content you have shared?

In decreasing order of engagement: Primfeed – Twitter – BlueSky – Mastodon – Plurk. And for photos / video: Flickr – YouTube.

What do you enjoy and are most passionate about when it comes to Blogging?

Discovery. I love discovering regions and parcels people have poured themselves into in order to create environments and settings for others to enjoy. Their generosity in time, effort and love never ceases to amaze, together with their sheer passion for the platform. Big hat tip here as well to all the landscaping and building creators like Cube Republic, Alex Bader, Kristali Rabeni, Cory Edo, Marcthur Gossoon and so many more) who do so much to facilitate this kind of creativity and who too often get overlooked by bloggers (myself included!).

Art. The levels of artistic expression in SL and the platform’s ability to platform so much art is simply amazing – and again, special recognition to all those who work so hard to bring us art and who promote it and provide the venues in which it can be presented.

Product review: the WALT Jet Board in Second Life

Relaxing on the WALT Jet Board

It’s been a while since I’ve had the pleasure of reviewing a product by Ape Piaggio, so it was with a sense of expectation and curiosity – Ape’s products have never disappointed – I received the WALT (Water, Air, Land Technologies) Jet Board a few weeks back for a sort-of final evaluation (others had done a lot more work than I in helping Ape bring it to market). And the expectation proved justified.

A jet board is essentially a short surfboard with a water jet propulsion module and hydrofoil suspended beneath it. It is ridden in much the same manner as a surfboard, standing atop it and using bodyweight transfer to steer it. The key difference is the propulsor powers it along rather than it being used to ride waves, with the thrust of the propulsion unit controlled via a hand-held remote operating either wirelessly or via a tether to the board.

Modern, electrically-powered jet boards entered popular use in the 2010’s when board races started to become a common water sporting event. However, their history goes back as far as the 1960s, while precursor to the whole idea, the powered surfboard (the motor in this case allowing the surfer to ride the board our into the surf rather than having to paddle it) goes back even further. However, it is the modern electrically-powered version of the Jet Board that Ape has produced.

The WALT Jet Board packaging

Priced at L$800, the WALT Jet Board is delivered in Ape’s familiar “toy box” packaging (which is attractive in and of itself), and comprises the Jet Board, the WALT Adjust Tool Box (a HUD and script which allow any personal animations added to the Jet Board to be properly adjusted), and an instruction manual. The board itself is a nicely detailed, clean design, weighing-in at 6 LI. Unlike other products by Ape, it doesn’t use a dialogue-driven menu system to access controls and options; everything is managed through clicking on the board itself, with information displayed via a hovertext HUD.

Jet Board Controls and Operation

Using the Jet Board is as simple as rezzing it out on Linden Water and and then right-clicking to sit. This will trigger a nice little animation, positioning your avatar in the water at the back of the board before making a “kick jump” to raise out of the water and straddle-sit the board. Doing so will trigger a local chat display of the board’s key controls, as  outlined below.

Seated, board stationary Seated / standing, board in motion
General:

  • Click the board = page through animations
  • SHIFT + ← = adjust sit position down
  • SHIFT + → = adjust it position up
    (adjustments auto-saved)

Hold-click options (toggle on / off):

  • 2 seconds: battery usage
  • 4 second: battery recharge
  • 6 seconds: board hover text
  • 8 seconds: simulation mode
  • 10 seconds: race mode code
  • 12 seconds: driving tips
Throttle:

  • PgUp = increase throttle – double tap for throttle to 100%
  • PgDn = decrease throttle – double take to reduce to 0%

Driving controls:

  • ↑ = raise the front of the board (“rider weight to the rear”) and ride on the foil
  • ↓ = drop the front of the board (“rider weight forward”) to drop the front of the board & ride with the board in the water
  • ← = turn left (“rider lean to left”)
  • → = turn right (“rider lean to right”)

Once seated on the board, the easiest way to get used to it is to give a double-tap on PgUp. This will set the throttle to 100% and your avatar will stand on the board and ride it as it jets off. You can then use the Left / Right Arrow keys for steering, and the Up Arrow key to push the nose of the board up. This is the equivalent of shifting your centre of mass more towards the back of the board, encouraging the tip to rise. When this happens, the hydrofoil under the board starts to generate lift, pushing the board out of the water, reducing drag.

Once up on the foil, it is not necessary to maintain full throttle. The art is maintaining your centre of gravity over the sweet spot: if you have the full hover text display enabled, you want to keep the nose of the board up around 410mm. at lower speeds this may require occasional taps on the Up Arrow to maintain – but be careful not to over-do it; get the nose too high and the motor will be unable to pull sufficient water through the propulsor, killing forward momentum and dropping the board back down onto the water.

Foil-borne on the WALT Jet Board

When the speed is too low for standing, or if the throttle is cut, you’ll drop down into the straddle-sit position. If you want to move around on the board while seated, just give the PgUp key two or three individual taps to get the throttle up to 10-15%, and you’ll make headway and be able to steer.

Motion on the board is accompanied by some nice animations. When standing, your avatar will constantly bend and flex its legs is response to whatever buffeting / rising and falling the board is experiencing. When you turn, your avatar will naturally lean into the turn as if using bodyweight to influence direction. Similarly, when seated and in motion, turning will see your avatar use one or other leg as a rudder.

Permissions, Animations, Battery Charging and Texturing

Driving Permissions

There are no driving permissions associated with the Jet Board; if you rez it, anyone can hop on and use it. This means it can be easily combined with a rezzing system if desired, or copies of the board can be used with family and friends. However, if you do want to lock a board you’ve rezzed out – then, when you are not seated on it, left-click on it for about 2 seconds and the engine lock will engage, preventing any use of the board. You must repeat this step to unlock the board when you want to use it yourself.

Sit Animations

The WALT Jet Board comes with four default sit animations beside the straddle sit. These can only be activated when the board is stationary – which make sense. They can be cycled through by left-clicking the board when it is at a complete stop.

You can add your own animations to the board as well. Instructions on how to do this and in using the WALT Adjust Tool Box to fine-tune such additional animations are provided with the Jet Board. However, when using the Tool Box, note that while it supports couples animations, the Jet Board is a single person / single seat craft.

Battery Charging

Jet Board recharging

A battery charging system is included, and the need to recharge can be toggled on / off via a hold-click option, as noted in the table above.

  • To initiate charging simply left-cleck the board when not seated on it. The battery cover will open and a little solar charger on its own floatation device will be revealed, with cables connected to the battery.
  • A hover text charge status is displayed over the board as charging takes place.
  • Once charging is complete, the charger will de-rez and the battery cover replace itself. If you do not require a full recharge of the battery, left-click the board at any time to stop the recharge operation.

Texturing

For those who like to custom texture their vehicles (I generally do so with mine, but have yet to settled on a personalised texture scheme), Ape provides a dropbox containing the required .PSD files.

A Personal View

The Jet Board is a fun ride; it takes a little practice to master, but once you’re used to it, you’ll find yourself zipping over the water with ease. The lack of driving permissions makes it easy to share with friends, as noted, while the charging sequence is a nice touch.

While my tests were not exhaustive, I found it handled multiple regions crossings pretty well, even when repeatedly circling back and forth between regions, and I experienced little in the way of total loss of control. The hold-click menu perhaps takes the longest to get used to, and can cause frustration as it is easy to step past the option you want. However, given you’re only likely to want to use these options occasionally, it’s not a mark against the board.

Certainly, at L$800 for a unit that is Copy / Mod, the WALT Jet Board represents really good value and offers something very different to the run-of-the-mill surfboards, windsurfers and single-sit jet skis.

Related Links

Seventeen years in Second Life

 My SL island home, as rendered on the PBR Materials viewer

So it’s another year and another pair of birthdays, physical and virtual – although I admit as the time passes, I get more and more envious of my avatar’s youth; she remains eternally young, trim and fit. Me? While I admit to still being vain enough to work out and maintain something of a trim figure (home rowing machines and exercise mats are both a godsend and a means of home torture), I have to admit that each year I find the back complaining a little more, the feet and knees getting more resentful when I go for walks or spend 20 minutes on the rowing machine…

However, be that as it may, December 5th saw my avatar reach 17 years of age. I actually had to be reminded of this by Johann Neddings (who always sends rezday greetings, bless him!), as I’d totally missed the fact for myself. I guess that as with the physical world, the older you get the harder it is to mark the passing birthdays with any enthusiasm!

2023 has been an interesting year; events in the physical world have – and continue – to mean that my ability to spend time in-world has become choppy. This is somewhat reflected in the number and frequency of posts appearing in this blog decreasing through the year as I’m just not had time to even begin to keep on top of things in Second Life. Sadly, this is likely to continue through the first part of 2024, largely as a result of one set of contractors messing a project up so badly, another project had to be postponed and cannot now commence until the end of January / start of February 2024. However, on the positive side, the project to switch to solar for the bulk of the house’s electricity requirements did go ahead without fuss or bother (although very nearly derailed by the aforementioned mess-up), and in the last 2 months alone has seen a reliance on the national grid for electricity drop by some 40%.

Anyway, what time I have had in-world has largely been devoted to various personal projects and following the ongoing updates to the platform  – particularly that of PBR Materials and the Lab’s work to adopt the Khronos glTF 2.0 specification. With the first phase of the PBR Materials work now live across the grid (see: A simple introduction to PBR materials, reflection probes & glTF in Second Life), I’m looking forward to getting the home island updated with reflection probes. I’m also eagerly awaiting the availability of the PBR Materials terrain work Cosmic Linden is working on, to see what that allows.

Another view of the island home, with two copies of the No Cottage Bazar used to form the “pool house” (lower left) ad “main house” (behind it, upper left) overlooking the old “castle courtyard”, the two linked via a small walled inner courtyard and be dint of swapping out windows on the upper level of the “pool house” for a door

In terms of the home island, Second Norway remains my “home” estate, but time being what it has been, I’ve not had the ability to fiddle-fart around with trying out new island designs and kitbashing houses as frequently as I’ve been known to do in the past. There are certainly a lot of house designs I’ve encountered whilst wandering SL and reporting on public regions, but even if I’d had the time to start playing with ideas, I’m not sure I would; a good deal of available effort this year has been in putting together a home design based on what remains one of my favourite models to be offered with Second Life: Marcthur Goosson’s NO Cottage Bizar, which I first obtained in January and initially kitbashed into – of all things – a home swimming pool and lounge area (see The NO Cottage Bizar in Second Life).

Since then, that build has gone through a couple of iterations, but remains very much in use, becoming the nucleus for a scratch-build home design using renovated ruins as a theme before I finally opted to simply bring two copies of the model together to form a single extended home. Although me being me does mean the layout has had a couple of updates since I originally blogged about it (notably swapping the positions of the “house” and the “swimming pool” with one another).

Under full sail

Due to the lack of time, sailing & boating – a particular pastime I enjoy in SL – has also taken a back seat in 2023, whilst flying has been almost totally absent my SL. However, I would like to again thank Spartaco Zemenis and Analyse Dean for their individual generosity in supplying me with versions of the ’86 Domino cruiser and Skûtsje Barge respectively. I’ve enjoyed taken both out on the water (even if the ’86 Domino is by far the largest vessel I’ve operated in SL!) and equally enjoyed modding them to suit my needs.

The other thing I’ve continued to enjoy / appreciate is Second Life is the art exhibitions and installations I’ve been privileged to be invited to view. I haven’t always been able to make every invite  – and certainly not every exhibit or installation; but the fact that my opinion is actively sought and artists and gallery owners take the time to write to me either via the blog comments or directly after I have written a review, is both greatly appreciated and genuinely humbling. Thank you to all of you for this – it genuinely keeps me engaged in SL and wanting to see (and often learn about) more art and expressionism in SL.

And, of course, there are all the marvellous public builds across the grid I’ve been invited to visit. Again, apologies to those who have sent an invite I’ve been unable to follow-up on for one reason or another; as noted already, time has often and quite genuinely often been against me. However, the fact that folk do take the time to offer a personal invitation is deeply appreciated, and I do try to respond whenever I can by paying a visit, even if time later conspires to prevent me from offering a writing-up.

A final but by no means lesser thank you to everyone who does continue to read this blog, comment on articles and who suggest ideas for articles and / or pass on news and pointers; all of you genuinely make these pages what they are as much as I (only with fewer typos! – I’m still exceedingly lazy in checking my own pieces after a day of checking other people’s written work; my apologies again for that).

Each time my rezday rolls around, I tend to wonder about the portion of my life spent in Second Life, and whether it has been a meaningful, worthwhile effort, and whether or not I should continue to devote time to it. But the flipside to this is just where else is it possible to see such a rich and diverse gathering of creativity, companionship and artistic outreach and expression from the comfort of an armchair and in the company of your own cats (yes, both of mine will actually sit on my lap / on the desk and watch SL on the screen in fascination – and occasionally try to paw something so it will stop moving!)? As long as all of that remains available, it’s kind-of hard to imagine stopping altogether.

Besides, next year my avatar will be old enough to vote! 😀

Making NO Cottage Bizar a home in Second Life

Th No Cottage Bizar combined: foreground: the version used to create the house; Centre Background: the version containing the swimming pool / home gym

Back in January 2023, I wibbled on about the NO Cottage Bizar by Marcthur Goosson (see: The NO Cottage Bizar in Second Life). Despite its unusual name, this is a sublime mesh model of a ruin dating back to medieval times and which has seen more recent attempts to revitalise it through the construction of newer brick walls and installation of modern windows, frames and doors.

As I noted in my previous article, the model is particularly well suited to kitbashing and / or modding, something which back in January saw me convert it into a pool house with hot tub and (after that article was written) a personal exercise space, and which has remained a part of the home island since then. However, having recently got my periodic itch to change things up, home-wise, I started wondering how it might be turned into a comfortable home and perhaps combined with the existing pool house. The answer turned out to be a combination of “surprisingly easily” – further demonstrating the potential for this building design.

The original build – it is delivered as a complete 99 LI build, without a rezzing box, and the Copy-Mod version includes a set of shadow maps to help with the production of custom textures. There is also a full permissions version.

To give a recap on the basic model, it comes in 2 versions, both at 99 LI. One is supplied at Copy / Mod / No Transfer and priced at L$1,499; the second is supplied Full permission, at a price of L$11,500. Both include shademaps, and the Full permissions version includes all diffuse, normal and specular maps. I opted for the Copy / Mod version, but have recently come to rue not getting the Full permission version. The building is supplied boxes but without a rezzer; after unpacking it’s just a case of pulling it from inventory, placing it and you are good to go.

By default, the building has 5 rooms, three on the ground floor, with one extending out to one side so its roof forms a terrace / broad balcony,  and two on the upper. There’s also a small courtyard formed by the addition of brick walls at some point in its recent history, seen on the left of the image below. The textures and material maps used give a good degree of depth to the build, with enough variation in style to give the impression of a building extend over time using different stonework.

The rooms themselves are of mixed size, with two on the ground floor linked by an impressive stone arch into which modern doors have been set, guarded by heavy wooden doors on one side. The two upstairs rooms can be accessed separately, one by a pair of wrought iron stairs leading up from the innermost of the ground floor rooms, and the other via original stone stairs within the building’s single tower (which also provides access to the rooftop terrace / balcony mentioned above).

Four of the rooms of the  No Cottage (out of the box”: two on the lower floor, linked by the large arch and two sets of doors and the paired stairways to the upper level (top), and the two upper floor rooms (bottom).

Now admittedly, the default interior texture do give the building a drab, dank look – entirely intentionally and no critique of Marcthur as they fit the broad theme of the building “as is”; however, for a comfortable sense of home, some of them probably need brightening up. Fortunately, Marcthur has considered this and provided sufficient mesh elements / mesh faces in the build to make this relatively easy for the most part. Thus, with some suitable wall, ceiling and floor textures it is very easy to brighten the place up, whilst leaving the original stone untouched as a contrast.

For my part, I opted to use the room off to one side of the build as a new kitchen, retexturing the wall in a mix of “wallpaper” and (for their exteriors) stucco. Running the full width of the No Cottage, the room is ideal for this kind of use. Meanwhile, the rooms linked by the archway became, respective, the dining area (complete with sofa for enjoying pre- and after dinner drinks!) (also replacing the cement on the outer wall with a white stucco to enhance the look), whilst the first of the rooms linked by the archway and double doors became an ideal dining area with an additional sofa for enjoying pre- and after inner drinks and the living room.

Another view of the two copies of the No Bizar combined. Left and lower, the version forming the house; right and elevated, the version with the pool and home gym, the brick-fronted courtyard of which (centre) forms the link between the two.

In its default form, with huge fireplace, double wrought iron stairways and heavy concrete pillars supporting one side of the arch, this latter room can at first seem too cramped to become a comfortable living space. However, it is very easy to open it out  – such as by the removal of one of the stairways and replacement of the huge fireplace (I used the LISP Mid-Century fireplace by Pandora Popstar), and perhaps the removal of the concrete columns supporting the archway in the room (I also disguised the archway’s broken stonework with an arch of my own).

Removing one of the wrought iron stairways also allows the floor above to be remodelled to give more space, which I opted to use to fell the room become a comfortable bedroom, retaining the door connecting it with the other upper floor room, which became the bathroom (as well as serving a second purpose, of which more anon).

The four rooms after modding, in the same order an shown earlier. Top: the top lower floor rooms, now forming the dining area and lounge. Note the absence of a stairway and the revised arch in the lounge top help open it out. Top: the bedroom, making use of the added floorspace provided by the removal of a stairway, and the bathroom with access at the far end to reach the pool, etc.

If you want even more space, the walled courtyard can be easily converted into a room: just add ceiling/roof, floor and glazing (with the removal of the wrought iron element from the original). How the new room is then used is a matter of personal choice; I opted to install a new “front door” and make it an entrance-come-music room, increasing the sense of space in it by removing the doors separating it from the rest of the house.

One of the things I decided I wanted to achieve early-on in converting a copy of the No Cottage into a house was to combine it with the pool house version I’d created in a manner which suggests they are a single structure. Given the No Cottage essentially has a single mesh forming most of its shell, this might sound a hard-to-achieve goal; but with a little imagination it needn’t be.

Looking down on the “new” room formed out of the original courtyard (shown in the inset image, lower right), complete with glazed windows and a new “front door”.

Cutting a long story short, I managed it through the simple expedient of turning the house through 90º to the existing pool house and then placing it on a lower elevation. This allowed me to align the lower level of the pool house – notably its courtyard with is two stone arches – with the the house version. By aligning ne of the arches from the pool house courtyard with an upper floor window of the house, which could then become a connecting door linking the two (via the bathroom). By removing the wrought iron from the wall of the courtyard, I was also able to provide a second means of access the pool house from the garden (working alongside the double doors off to one side of the building.

To help blend this arrangement with the rest of the land, and to add to the sense this was once a very large structure, I availed myself of the various sets of ruined walls Marcthur also offers, and which are themselves based on elements of the No Cottage build. These were used to construct a ruined gatehouse and tower a short distance from the house, together with the remnants of a curtain wall and a wall to help with the split in elevation between the two versions of the No Cottage.

Looking across the pool house courtyard to where the two versions of the No Cottage have been aligned to give the impression they are a single building. Note the new door within the left-hand archway providing access to the house. The opening in the brick wall behind the sculpture provides access to the pool house from the garden.

As these kits are textured in a manner to suggest they have been ravaged by fire, to don’t entirely blend with the lighter stonework of the No Cottage (hence leaving me rueing the fact I didn’t but the Full permissions version!), but the gap between them and the house hopefully gives the impression the latter avoided the fire experienced by the former.

For those looking for the opportunity to obtain a building design offering some good potential for modding and which can fulfil a variety of roles from house to club venue or bar to deserted ruin – or even to house a swimming pool! – then it is really hard to fault the No Cottage Bizar, as I hope this piece again shows.

The long room to the right of the No Cottage is ideal for conversion for a number of uses. I opted to make a a rather spacious kitchen (partially visible).

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