Update IMPORT_GUIDE.md
- Add a Quick Summary for the impatient / tl;dr. - Try to refer to both SL and OpenSim without discriminating. - Clarify when to save to a box (step 5). A user was confused by this step. - Make emphasis in "Compile successful/Save complete" to ensure they don't get an error, especially now that it will err if not saving in Mono. - Add misc. notes.
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## Importing the AVsitter2 scripts into Second Life / OpenSim
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Quick summary: Download the scripts from the [releases page](https://github.com/AVsitter/AVsitter/releases); name them in the viewer the same as in the zip file but without extension, saving all of them with Mono enabled; create an [AV]helper *object*,and put the [AV]helper *script* inside and take it; create an AVpos notecard, add something to it and save it.
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Step-by-step guide:
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1. Visit the [AVsitter project releases page](https://github.com/AVsitter/AVsitter/releases) and download the `.zip` file for the latest AVsitter2 release to your computer.
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2. Unpack the file you downloaded to a folder where you plan on keeping your AVsitter distributions. The file for Second Life contains `.lslo` and `.lsl` scripts; the file for OpenSim contains `.oss` scripts.
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3. In your Second Life inventory, locate a suitable place and create a folder named AVsitter, where you'll save all the scripts and needed objects.
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3. In your viewer's inventory, locate a suitable place and create a folder named AVsitter (plus the version name), where you'll save all the scripts and needed objects.
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4. For each `.lslo` or `.lsl` file that you unpacked from the `.zip` file, create a new script in your Second Life inventory and rename it to match exactly the same name as the file you unpacked, but removing the `.lslo` or `.lsl` at the end of the name.
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4. For each `.lslo` or `.lsl` (or `.oss` for OpenSim) file that you unpacked from the `.zip` file, create a new script in your viewer's inventory and rename it to match exactly the same name as the file you unpacked, but removing the `.lslo` or `.lsl` or `.oss` at the end of the name.
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For example, if the script you unpacked was called **[AV]sitA.lslo** then the script you create in Second Life should be named simply **[AV]sitA**. The name of the script is important! Do not add `.lslo` at the end of the name.
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For example, if the script you unpacked was called **[AV]sitA.lslo** then the script you create in your viewer should be named simply **[AV]sitA**. The name of the script is important! Do not add `.lslo` at the end of the name. Ensure the letter case also matches.
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In the case of OpenSim, do the same for every `.oss` file.
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5. If you are using Firestorm or you are in OpenSim, skip to step 6. If you are using another viewer in Second Life:
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5. Only if you are using the official viewer in Second Life (skip to step 6 if not):
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- Create a box.
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- While holding the Ctrl key, drop all scripts you have created in the previous step, from your inventory to the box.
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This is necessary because the scripts must be saved with the Mono checkbox enabled, but the official viewer currently saves them with Mono disabled if saving in inventory.
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This is necessary because the scripts must be saved with the Mono checkbox enabled. The official viewer currently saves them with Mono disabled if saving in inventory, and other third-party viewers may do the same. Firestorm saves by default with Mono enabled, so if you're using Firestorm you don't need this step.
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The Ctrl key ensures that the scripts will NOT be running when dropped in that prim; that will allow you to save them without any side effects.
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- Edit the prim and go to the contents tab. Follow the instructions in the next step using the scripts in the contents of the prim, not in your inventory.
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6. For each script you just created in Second Life:
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- Open the script in Second Life by double-clicking it.
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- Open the corresponding `.lslo` file on your computer with a plain text editor (e.g. Notepad).
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6. For each script you just created in Second Life or OpenSim:
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- Open the script in Second Life or OpenSim by double-clicking it.
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- Open the corresponding `.lslo`/`.lsl`/`.oss` file on your computer with a plain text editor (e.g. Notepad).
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- Select All text in the file (CTRL-A) and Copy (CTRL-C).
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- In SL, replace the script's content with the text you've copied. You can do this by overwriting the text of the default script by Selecting All (CTRL-A) and pasting the code you've copied from your computer's text editor (CTRL-V).
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- If you are using the official viewer and followed step 5 above, ensure that the Mono checkbox is checked, and check it if not.
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- Once you do this, hit **Save** to compile the script. If you get a script error, then you have not correctly replaced the entire script's contents with the content of the file on your computer.
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- No errors? Then proceed similarly with the rest of the scripts.
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- If you are using the official viewer and followed step 5 above, copy all the scripts back to your inventory and delete the old ones.
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- In the viewer, replace the script's content with the text you've copied. You can do this by overwriting the text of the default script by Selecting All (CTRL-A) and pasting the code you've copied from your computer's text editor (CTRL-V).
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- If you are not using FS and you are not in OpenSim, it means you followed step 5 above. Ensure that the Mono checkbox is checked, and check it if not.
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- Hit **Save** to compile the script. If all goes well, it should say "Compile Successful" and "Save Complete". If you get a script error, then either you have not correctly replaced the entire script's contents with the content of the file on your computer, or you are compiling with Mono disabled.
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- No errors? Then proceed similarly with the rest of the scripts.
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- If you followed step 5 above, copy all the scripts back to your inventory and delete the old ones.
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When you have finished this process you should have created one script for each `.lslo` or `.lsl` file that was in the `.zip` file, copied the file's contents from your computer and saved it in the corresponding Second Life script.
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When you have finished this process, you should have created one script for each `.lslo` or `.lsl` file that was in the `.zip` file (or `.oss` for OpenSim), copied the file's contents from your computer and saved it in the corresponding Second Life or OpenSim script.
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7. Prepare an **[AV]helper** object.
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- In Second Life, rez a box and name it **[AV]helper**.
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- In Second Life or OpenSim, rez a box and name it **[AV]helper**.
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- Inside its contents, drop the **[AV]helper** script that, at this point, you must have created by following the above procedure.
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- Take the **[AV]helper** object to your inventory.
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@ -51,4 +56,4 @@ If you would prefer a packaged version of the latest release, and to receive pac
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- *Save* it. This step is very important. Notecards that have never been saved after being created will cause problems.
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- Use that notecard as an empty notecard when following the user instructions below.
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After importing the AVsitter2 scripts into Second Life you are ready to follow the [AVsitter2 User Instructions](https://avsitter.github.io/avsitter2_home). Where the instructions mention the **[AV]helper** object, it refers to the object we've just created with the script inside.
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After importing the AVsitter2 scripts into Second Life or OpenSim, you are ready to follow the [AVsitter2 User Instructions](https://avsitter.github.io/avsitter2_home). Where the instructions mention the **[AV]helper** object, it refers to the object we've just created with the script inside.
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