Sunday, April 16, 2017

Second Life vs. World of Warcraft

A picture is worth a thousand words. Here is a height comparison of the various WoW races, with a typical, maxed out SL avatar superimposed into it. The SL avatar is in scale to the WoW characters.


Actually, after I made this, I realized that the Aesthetic, I believe, uses deformer tricks to be larger, so it would probably actually be over 9' tall with the height maxed out.

The odd things is, more and more women avatars in SL are actually human sized, and it's pretty common to see SL women who are about 5' to 5'10", wearing 6" heels so they don't look quite so short. Not all of them, of course, but definitely a lot of them. More and more as time goes on. So I've added an example of such an avatar as well.

Tuesday, April 11, 2017

The Penny FAQ

 Over the years I've said a lot about SL, but when I post in forums or talk to people in SL I keep running into people who put words in my mouth instead of listening to what I actually say. I end up repeating myself a lot in correcting these people. So much so that a poster on SLU wrote up a "Penny FAQ".

I've taken that and rewritten it slightly and will add to it as I come across more constantly repeating questions and accusations.

* Why should the average SL user have to be an expert on digital design?  

I frequently talk about how optimizing content can greatly benefit your SL experience and this has lead to some people mistakenly taking this to mean that I believe the average SL user should be doing these things.

I do not. My position has always been that the average SL user should not even need to think about optimization or any other digital design issues. Good content should be made available by proficient builders.


* So then you believe only those who are experts on digital design should be allowed to create content?

 

 Again, no. I believe there are things LL can and should do to make it easier for the average SL user to follow some basic practices which result in a better shared experience for everyone, without SL users even thinking about it.

* Why should LL force people to do things according to what you think is best?

 

LL should not force people to do anything. They should make it easier, though, to create content that conforms to standards which result in a better experience. LL should also make it easier for people to find information to support their efforts. Having said that, if people want to sell things on the LL hosted marketplace then they should be open and honest about what they are selling.

* Are you saying that lower resolution textures and fewer details look better? What the hell are you smoking, Penny?

 

No, I am saying that higher resolution textures and more details will not look "better" in some circumstances and the trade off is not worth the degradation in the viewer's and network's performance.

* But Penny! My customers are very discerning and demand the most biggest textures and most finest details imaginable.

 

Fine, but what you do impacts others. You should consider communicating with your customers and offer them choices and alternatives. If you want to deliver the very best quality and experience to your customers you may discover there are ways to deliver a high quality appearance without such a heavy toll on performance.

* Dammit Penny, I just want to build stuff and not worry so much about all these technical details. 

 

Me too, but this is not about you. It is about a few basic practices and ways to make it easier for us to just muck about and have some fun. This is also why the emphasis of my arguments is always on the fact that LL should provide us with better tools.

* Penny, you are a cow. I mean, you are literally a cow. Does that not imply that you a furry and your opinion means nothing?

 

Moo.

* *Sigh* Not THIS again? Why do you have to bore us with this over and over.

 

Because what you do impacts me. Unfortunately, this is a community, and we have to share SL. Also, nobody is forcing you to read this. Seriously, just move on and let me rant and get over yourself.

* My products are most precious, and I cannot let those savages change them. Why should I make them mod when those bastards will ruin it?

 

Those "bastards" are giving you their money in exchange for a little entertainment. If you let them change things in ways that make it a little more enjoyable for them then they will be happier with you.

* But Penny, those idiots will ruin my things, and then will expect me to fix it. What kind of drugs are you on, Penny???

 

Yeah, some of them will. That is what people in the real world call "customer service," and yes it sucks. Most people are better than that, but people ruin everything. If you do not want to deal with people then maybe selling things to anonymous people on the Internet is not your best option.

* Maybe so, but my things are wonderful as they are. I cannot imagine those savages ruining my pretty things. 

 

Then put your things in a museum behind glass. If you do not want people to touch your things then do not let others have them.

* Sell my things modifiable? But that will let people steal my content, won't it? Penny, is this some sort of scheme to ruin the livelihood of every SL content creator? I read this on a blog somewhere!

 

No. Letting people copy and modify content will not also somehow let them steal it. The people telling you otherwise don't understand how SL's permissions system works.

* Penny, why are you trying to force everyone to shrink their avatars?

 

I'm not. I just point out how a consistent sense of scale can make SL more immersive, more engaging, and better looking. I understand that for many their priority is simply fitting in, and if the places they go are filled with 8' tall avatars they will feel more comfortable in an 8' tall avatar. I also understand that some will choose to be giants specifically because they want to be a giant. They benefit from a consistent sense of scale in that it allows their 8' tall avatar to feel like an 8' tall avatar.

 * But what's wrong with scaling things to 8' tall avatars? As long as the scale is consistent, what's the difference?



An 8' tall avatar is 1/3 taller than a 6' avatar. Don't forget that when talking about land, everything is squared. That 1/3 linear difference when squared scales out to a 6' avatar having almost twice as much space on a 512 plot as an 8' avatar would. Instead of just a house, you can have a house, an outbuilding, a garden, and a boat dock. Given the price of land in SL, using a 6' avatar puts money in your pocket.

*More space is good and all, but won't I run out of prims/Land Impact faster by scaling down and trying to put all this extra content on my land?



Mesh costs less prims/LI the smaller you make it. Already smaller items like a chair or book probably won't cost fewer LI points, but larger structures like a house, outbuilding, garden, or boat dock could end up being reduced to nearly half their original LI cost. Again, using a 6' avatar instead of an 8' avatar puts money in your pocket.

*Even if that were true, it's impossible to make a 6' avatar that doesn't look like a dwarf!



If you only use the height slider you'll ended up with your avatar looking like it's been squashed down. Unfortunately LL doesn't provide us with an Avatar Scale slider, so we have to adjust a whole bunch of proportions manually to achieve normal proportions if we make any significant changes to our height. Luckily there's a guide that helps you do this.


Wednesday, March 8, 2017

A Tale of Two Content Creators

A Tale of Two Content Creators

A short story of two ways content creators can
respond to criticism and what their decision
means for you.

I can be rather blunt when positing a marketplace review. When I was in art school, the value of blunt, honest criticism was drilled into me because if you can't accept criticism you'll never improve and your career won't last long.
In Second Life, the rules are a bit different. You don't need years of school, decades of training, to become a content creator for SL. Anyone can put their creations on the marketplace and become a seller....and that's fantastic!

There is, however, a downside. Since the Lindens themselves lacked any sort of background in 3D rendering when they set about creating SL, they neglected to develop the tools in such a way as to discourage the bad habits common in inexperienced artists which can be harmful to performance. Lag and poor framerates are not the result of "old, badly written code", they're the result of unoptimized content.

There is a lot of unoptimized content in Second Life.

When I purchase such content I try to shine a light on these issues where I see them in the hope that more people will begin to understand how 3D rendering works, and why they need to reduce their polygon counts and texture use as much as they can.

 Sometimes it works, sometimes it backfires.

 Years and years ago I was building a fantasy sim in Second Life and I purchased a fantastic looking set of viking style buildings. These buildings looked great. The creator clearly had talent and I told them as much. However, their texture use was death on framerates.

A single small house, the smallest of the buildings available, used around twenty 1024x1024 textures. Twenty! Many of these textures were nearly identical. The walls for the building, interior and exterior, were nearly identical, with only the slightest of differences in backed shading. These textures were so similar that they could have used the same texture on every wall and no one would have noticed the different.

In addition, many of these textures were filled with blank, unused data. A 1024x1024 texture where half the texture went unused. These textures could have been condensed into a single file at no loss to visible detail.

 When I reviewed the item on the marketplace, I mentioned all of this. In retrospect I should have contacted the creator directly, but at the time I felt these issues were obvious and should be treated as such. The creator did not take the review kindly, accusing me of setting out to destroy their business and banning me from their sim.

 Currently, they are a very popular content creator indeed, but their content still suffers from the same overuse of textures that their old village set did. They seem to have gotten better about wasting texture area with unused space, but there's still a lot of room  for improvement and they still do not use repeating textures to increase detail without driving up texture memory. For some of their creations this has meant very blurry, N64-ish looking items even with their high texture use. They seem to be trying to get around this by throwing yet more textures at their creations which is not the way to go.

 I'm not naming names because I'm not setting out to shame anyone. That's not the point of this. The point is that abusing textures in this way, filling up content with what amounts to gigs of unnecessary files, is why everyone has such terrible performance in SL. I want to see creators like this succeed by recognizing this problem and learning to create better looking items that don't kill framerates.

And sometimes it works.

During that same period, I was also putting together a fantasy look for my own avatar and purchased some items from a store that had the exact same problems described above. I purchased a body harness where each strap, although appearing identical just mirrored, was a separate sculpt map and texture. There was a chain across the front, each link in the chain was it's own 1024x1024 sculpt map and 1024x1024 texture.The whole thing had to be like 30-50 sculpted prims, each with its own 1024x1024 sculpt map and 1024x1024 texture.

 It looked fantastic but was murder on framerates, and I said as much in my review of it.

 This creator also sent me a message. This one was a positive message. They said the information I'd provided was eye-opening and that they would be using this feedback in creating their next product. As they switched to mesh they began releasing content that was far and away better looking than their old sculpted work, but also much lighter on textures.


 They released a mesh version of that same body harness and despite looking far more detailed than the old one it uses only 3 textures, total. And that's only because it includes spec and normal maps. I will name this creator, Dais Abonwood, because everyone should shop at their store, Dark Prophet Designs.

 And that's why I speak up about these issues. Not because I'm out to destroy someone's business, or try to humiliate them or whatever. If I comment at all it's because you're doing something right, and I want to see you improve.

Friday, March 3, 2017

Draw Weight Revisited

Draw Weight Revisited

About two years ago I wrote an article showing how, with some modding chops, it was possible to drastically reduce avatar draw weight. I posted this image, showing how I cut my fantasy style minotaur woman avatar down to about a quarter of the original draw weight.



Recently, I got the fantasy bug again and decided to dust off that old avatar and update it.

I purchased the Nana fitness body from ::dev::, the creator of which was willing to sell me a modifiable version when I asked, which included hands and a mesh head using Bento, and had a couple of features I've been constantly astounded are lacking from other mesh bodies. Namely, the left and right arm are separate texture faces, meaning they can have two different textures, and the mesh hands are separate attachments!


 Because of this, I was able to put an underarmour texture on the right arm and while I used the included bento hand for the left arm, the armoured right arm instead has a heavy mesh glove. I've always been going for this ancient gladiator style armour look to my minotaur outfit and these details made it so much better.


 On top of that, there was a fitmesh bikini top I was able to mod into a scale mail top, I don't think it looks as good as the PFC scale mail bikini, but being fitmesh it fits perfect and I can use physics with it. And with the texture work I put into it, I don't think it looks bad.

 So lets put a draw weight to these improvements. As my avatar appears in these screenshots my draw weight is currently 34,740, which means I've made my goal of getting my base avatar, fully dressed, under 35,000.

So what's my point with all of this?

Mainly, I wanted to show that having a good looking, detailed avatar does not require a high draw weight as so many people believe. I also wanted to show that it's not mesh, that drives up draw weight, and that the newer mesh features like fitmesh and bento aren't to blame, either.

 I think it's important to say that I'm also not trying to say that optimizing content you've purchased in SL is easy. It's a lot of work, and you need to have some fairly advanced chops when it comes to modding.

What it comes down to is that the biggest, perhaps only, reason any avatar in SL has a draw weight over 50,000 is because content creators aren't optimizing their work. So many content creators in SL either don't know enough about 3D rendering to understand why optimizing is important, or they're just lazy and don't want to put in the extra effort to optimize. Some believe they can't optimize without sacrificing quality, which isn't true.

 If content creators did optimize their work it would be easy for anyone to keep their draw weight low with off the shelf content, no modding required.


 I don't want to sound like I'm placing the blame solely at the feet of content creators, either. Many people came to SL to have fun and discovered that they enjoyed creating content. Everything they know they learned over the course of creating content for SL, and let's face it: Linden Lab could do a lot more to encourage better content creation habits.

 LL ignores, or is ignorant of, the impact heavy texture use has on framerates. LL placed no real restrictions on the render weight of avatars. None of the tools in SL really try to encourage good building habits because the Lindens themselves never bothered to learn about content creation.

 Of course now we have the "jelly dolls" feature which renders avatars with excessively high draw weight as a brightly coloured pixel figure and while some just turn this feature off, a lot of people do keep it on in order to boost their framerates, so there is some incentive now towards having a lower draw weight.

Content Creators: Start optimizing your work. Reduce your texture use. Don't release content bloated with hidden surfaces. Utilize LOD.

Modders: Only buy moddable content then look for all the ways you can reduce the draw weight of that content. Unlink hidden pieces. Replace oversized textures. Set alpha textures to masked instead of blended. Check out that previous article for more tips on how you can reduce the draw weight of items you've purchased.

Lindens: If you're reading this, start encouraging your userbase to be smarter about content creation. Hire someone who knows how all this works and can help your programmers create tools that discourage bad habits and push people towards creating better content. Don't be afraid to be firm where you need to, like finally putting hard restrictions on avatar draw weight. You can tie them to new features, like Bento, so you're not breaking old content. Ultimately, you're the only ones who can solve SL's performance issues by addressing the issue of bloated, unoptimized content.

Everyone Else: Just keep enjoying SL. Like I said, reducing draw weight isn't easy and it's unreasonable to expect everyone to learn how. So don't fret about it. That said, when you buy something, take a moment to see how it affects your draw weight. If it causes your draw weight to go way up, make sure you tell the content creator so that they know customers are expecting low draw weight content. Let them know you don't want to be a jelly doll on someone else's screen.

Saturday, December 10, 2016

Are Rigged/Fitmesh Items Impossible to Mod?

 No. There's plenty of ways you can mod rigged/fitmesh items. Stop making them no-mod.


 Ok, so there's this trend going around where content creators are making their rigged mesh items no-mod, explaining that since you can't resize or reposition rigged mesh, there's no point to it being mod. We're going to put this misinformation to bed and explain why content creators should not be releasing rigged/fitmesh content as no-mod.

First: Resizing and repositioning are not all there is to modding. They're not even half of what there is to modding. Here's a list of ways you can mod rigged mesh.

  • Adding scripts
  • Removing scripts
  • Retexturing 
  • Tinting the colour
  • Adding custom materials
  • Adding custom alpha masks
  • Changing the objects alpha textures from "blended" to "masked"
  • Making parts fullbright
  • Removing fullbright
  • Linking the object to others so you use fewer attachment points
  • Unlinking parts to use individually
  • Renaming

 This isn't even a complete list. As you can see, resizing and repositioning barely scratch the surface of what it means for an object to be moddable in Second Life. Every single piece of rigged mesh clothing, every single rigged mesh hairpiece and bodypart I own is modded in some way or another.

 Here are some specific examples of how I've personally modded rigged/fitmesh items:
  • Replaced multiple 1024x1024 textures on a hair piece with custom 256x256 textures.
  • Changed the alpha textures on hair from "blended" to "masked" to solve a variety of rendering issues.
  • Scripted fitmesh shirts to change my shape, physics and add/detach nipples when worn/removed. 
  • Added custom materials to mesh body.
  • Fixed issues with a mesh head caused by the applier leaving alpha skin texture as "blended" by switching it to "masked" manually.
  • Linked multiple rigged/fitmesh items together to be worn as a single attachment.
  • Removed the unused clothing layers from my mesh body to greatly reduce my draw weight.
So whenever you hear someone claim "rigged/fitmesh cannot be modified anyway" you set them straight and tell them that's just not true.

 Another explanation I've heard for making rigged mesh no-modify is to protect it from content thieves. The problem with that explanation is that making something no-mod offers no protection whatsoever from content theft. None. It's not even an inconvenience. The tools they use to steal content don't care what permissions the content has.

 So there you have it. There is no reason to sell rigged/fitmesh content no-mod. None. It provides no benefit to the creator, and it only has downsides for the customer. If you are a content creator who sells no-mod hair, bodies, clothing, I just want you to ask yourself, "Why am I selling these items no mod? Is there a reason, or is it just habit? Am I just doing it because everyone else seems to?"

 If you're a customer, I want to encourage you to support those content creators who do release moddable rigged/fitmesh content and I want you to encourage more content creators to do the same.

Sunday, November 6, 2016

The Improved SL Camera (Revisited)

My old guide to improving the SL camera contains a lot of information about older viewers which is no longer applicable, so I'm making a touched-up version for new users. 

The Improved SL Camera
(Revisited)

First you need to reveal the Advanced menu at the top of your screen. To do this simply press ctrl+alt+d and the menu will appear to the right of the Help menu in your menu bar. You can also go to the Advanced tab in Preferences and select to have the Advanced menu shown, shown below.



 From the newly revealed Advanced menu at the top of your screen select "Show Debug Settings", near the bottom.



 The Debug Settings panel will appear. At the top of the Debug Settings panel is a field where you can type the name of the setting you'd like to adjust.

Type "CameraOffsetRearView".



The panel provides you with three integers to change for the x, y and z placement of your CameraOffset.  Change them to these settings;

x: -3.000
y: 0.000   ( For an "Over the shoulder view" use -0.400 for right or 0.400 left shoulder. )
z: -0.200

 Once that is done click on the input field again and move to the next setting;

Type "FocusOffsetRearView".



 Once more you will have x, y and z  positions, this time for the focus point.
 Change them to these settings;

x: 0.900
y: 0.000   ( For over the right or left shoulder us -0.700 or 0.700, respectively. )
z: 0.200

Here's some solutions to issues some people run into.

Avatar fills entire screen?
Simply zoom the camera out! The mousewheel zoom controls work exactly like before. You can also adjust the "x" CameraOffset to move the default camera position forward or back.

The view is odd, I can't see where I'm going/camera points up!
 Make sure you change both the CameraOffset and the FocusOffset. If you only change one and not the other it wont' do you much good at all!

 If you did everything correctly your view in SL should resemble this:

And this:

Click and hold on your avatar to angle your view up or down, even as you move!
You can improve your SL view further by altering the FOV.
First, press ctrl+9 to make sure your FOV is at the default. Then, hold the ctrl key down and press 0 about 5 times. The resulting effect is that SL seems to have a greater sense of depth.

 Don't like it? Press ctrl+9 again to revert to the default.

 Pressing ctrl+8 a few times has a fun effect, too, perfect for haunted house sims! Again, you can press ctrl+9 to revert to the default.

 I've found this to be a huge improvement in making SL look more cinematic.

 If you enjoy these settings, contact the developers of your favourite viewer and request that they add this camera placement as a preset in the camera drop-down menu, so you don't have to manually re-enter the settings every time you install a new viewer and you can more easily share the experience with your friends.

Tuesday, September 13, 2016

Virtual Space/Infinite Space


Virtual Space/Infinite Space
How to never run out of prims or space on any sized parcel or sim.


Over the years I’ve tried to help shed light on tips and techniques to allow anyone to get the most value out of their SL land, from shrinking oversized builds and altering your viewer camera settings to make your parcel larger, to squeezing out the most from your prim allotments by optimizing prim and mesh builds. Still, there’s one aspect of virtual land that is long overdue for a discussion.


That is the nature of land in SL itself.

Most people see their virtual land in Second Life as finite. You have your prim limit and your land area and that’s it. If you want a bigger house, a bigger RP area, more content to play with then obviously you need more land, right? Everyone knows this, it’s the typical understanding of how SL works.

It's also wrong.

Land in Second Life is virtual. Bolded and underscored. Everything about it, from the terrain to the content you fill it up with, is nothing more than a collection of 1’s and 0’s. What’s more, Second Life gives users an infinite amount of storage space for those 1’s and 0’s. You have an infinite inventory and can store as much content as you like in rezzed, in-world containers. What’s more, you can script those containers into what we call “rezzers” or “Holodecks”, after the famous virtual reality room from Star Trek.

Chances are, you’ve used one of these already. Ever bought a house or other large SL object which came in a scripted package? One that would allow you to rez and position the item just by clicking on and moving the package around? Or a skybox that lets you choose from a selection of pre-made scenes it can rez for you? These work in the exact same way and you can use the same sort of scripts to make any size land into an infinite space for all the content you could ever want.

And this works for any sized land, from tiny 512sq.m. parcel homes to full sim RP builds. The size of the land you own only limits the amount of content which can be rezzed at any one time.

Let me illustrate using my own home as an example. I have a 64x64 square parcel of mainland.



This is considered a mid-sized piece of land. It supports about 1000 prims. Most of the neighboring 64x64 parcels have a single house with maybe a quarter of the space left over for a tiny yard.Most of these parcels devote all of their prims to said house and the furniture inside. Possibly a single skybox for the illusion of privacy.

 We can do better than that.

Paying for Land

Now, before I continue, let’s look at the cost involved here. If you decide to upgrade your tier to purchase a mainland parcel this size, it’s going to cost you $25 a month on top of your Premium Membership. That’s $372 a year, a little more than a sim owner pays for one month. However, as I pointed out in a previous article, there’s cheaper ways to buy land. You can check out that article by clicking this link, but here’s a quick recap:

  • If you have multiple accounts, upgrade them to Premium with an annual membership. This will cost you $72 per account up front, but if you save the stipend and cash it out to put towards your annual payment, each account will only cost you $14/year afterwards.
  • If you have accounts made before LL lowered the stipend in 2006, then the tier will more than cover the annual payments.
  • Lump their 512sq.m. tier into a landowner group, giving you a 10% boost, and use that to purchase the land.

To buy a 4096sq.m. parce like mine you’d have to upgrade 7 accounts to Premium. That’s a lot of money up front but also look at it this way:

  • If you pay tier annually that’s costing you $372 up front and $372 every year after if you upgrade your tier and buy the land directly.
  • If you upgrade 7 accounts that’s $504 the first year then only $98 a year every year after.

On top of that, you don’t NEED to upgrade all those accounts at once. If you can afford the monthly tier costs, but not the up-front expense, upgrade the accounts with a monthly payment, then upgrade each to a yearly as you can afford to.

I’m Not Very Neighborly

I didn’t buy land in SL to experience mainland neighbors, so I ignore the ground level entirely and built my house as a skybox, complete with self-contained yard. Seen here:



Of course, no one wanders around SL with their camera pulled out that far and when you live on a 64x64 parcel there’s no reason to have your draw distance any higher than 88m while home. To anyone visiting my house, the yard looks like this:




As you can see, 64x64m is actually pretty spacious if you build efficiently. What’s more, the yard only uses about 300 prims and acts as a hub area for the rest of the build. Remember, we’re taking advantage of the infinite space virtual land affords. This yard, and the 200 prim barn interior, are the closest my home has to “permanent” structures.

Pick a Door


Spread around the yard are doors. Most of these doors, when clicked, will play a sound effect and give you a dialog message saying “This door appears to be locked but maybe there's a way to unlock it?” And there is!


Underneath the bridge people arrive at there is a terminal labled “Door Lock Terminal”.



Click the terminal and you get a menu asking “Unlock which door?” and a selection of doors to open. Choosing one will “lock” the currently “unlocked” area and “unlock” the newly selected area. If someone is in the currently “unlocked” area, you will instead get a message saying “The lock controls are overridden from the other side.” and nothing will change.

My liberal use of quotation marks is because this terminal is really the rezzer controls for the parcel. When you “unlock” a room, you’re derezzing the currently selected room and rezzing another. In addition, the rezzer replaces the locked door with a door that acts as a teleporter. The teleporters use the (as of this writing) recently added Experience Features so you just click the door and walk into it to teleport to the room interior.



Since I have nearly 500 prims free, and all of the rezzable areas are connected via teleporters, each rezzed area can be anywhere from a small room using only about 200 prims:



Or a 64x64m outdoor area bigger than the yard:


And I can add as many of these additional areas as I want! There’s no limit. Already my 64x64m parcel has more content, more places to go, than any homestead on the grid. Eventually, as long as I keep adding new areas, it will be larger than many RP sims.

Affordable RP Sims

That’s right, if you ever wanted your own RP sim but can’t afford, or justify the cost of, a sim, this is a great alternative. Sure, people can’t spread out to the four corners of the world, but unless you’re building a sim like Doomed Ship, where most of the experience is in exploring a twisting maze of corridors and secret passages, there’s RP benefits to keeping people restricted to a few locations at a time.

Not to mention, RP sims are rarely self sustaining. That’s why they’re always shutting down. Rather than spending hundreds of dollars a month on a brand new RP sim, the best bet has always been to start with a small, affordable RP area and expand only as your growing player base allows for it.

On top of that, as long as you expand in a modular fashion, an RP area that finds itself facing a dropoff in support can easily scale back during tighter times  without a whole lot of work, or permanently sacrificing content. That kind of flexibility means a greater ability to whether the ups and downs every RP area in SL faces.

Keep it Simple!

You don’t even have to get as fancy as I have. Have a 512sq.m. parcel for your house and want to take advantage of this to have infinite rooms? Keep the home furnishings to a minimum and put a door inside to act as your teleporter. Make the rezzer a lightswitch next to the door and use it to select the room the door will take you to.

Or, even simpler, a holodeck skybox where you just change the scene around you, without the need for a HUD. Setting up and packing your own scenes is super simple, and you can get free holodeck scripts off the marketplace to set up your own right now!

Thinking Big

The larger your land, the more you can do with a system like this. Have a full sim and you want to make the most of it for an RP area? Then taking advantage of the virtual nature of SL land will let you turn a single sim into an entire world of environments. Where my previous examples each used a single rezzer, a full sim build could use multiple rezzers spread across the sim.

You could have entire sim-sized environments accessible via rezzers, as well as multiple, smaller rezzers for individual areas. And since each of these rezzers can have an infinite number of rezzable environments, your RP sim can keep growing as long as you keep coming up with ideas.

Using Doomed Ship as an example again, using a rezzer the sim could be set up so that all of the core decks act as the permanent hub area, with rezzers built into various controls and locking mechanisms on each deck to open up further areas for exploration, separate from the main, twisty maze of rooms and corridors that make the sim so much fun to explore.


No-Mod/No-Copy Costs You More Than You Know

There is a catch. Rezzers only work with copy/mod content. So any no-mod/no-copy content you own will either have to be retired or limited to the hub areas. The best policy, of course, is to avoid no-copy/no-mod content altogether and encourage your favourite content creators to abandon bad, anti-consumer business practices which prevent you from getting the full value out of your virtual land.

Not all content creators sell no-mod/no-copy content to intentionally screw you over like this, most are simply unaware. Luckily, there are solutions for content creators who've been selling no-mod/no-copy content which could allow customers to update their content with more sensible perms, such as using this handy Item Exchanger/Updater from DesolateStudios.


Conclusion

SL has it’s share of problems, but the cost of land has always been overstated. Every landowner in SL has, at one time or another, wished for more space or more prims and I hope this article shows how you can achieve that easily, without breaking the bank.