nyuuzyou/wikis huggingface dataset:
Enregistrer des textures sur son disque dur

== Tutoriel vidéo ==
Vous disposez de peu de temps ? Regardez ceci !
<videoflash>6OvldDSmRaU</videoflash>
Plus de tutoriels vidéos !
== Comment enregistrer des textures sur le disque ==
Vous pouvez exporter de Second Life n'importe quelle texture si vous disposez de toutes les permissions et les enregistrer sur votre disque dur (ou tout autre moyen de stockage).
Disposer de toutes les permissions(en) signifie que vous devez avoir TOUS les droits de "copie", "modification" et "transfert/vente" pour la texture. Vous pouvez vérifier cela dans votre inventaire(en) en sélectionnant "Propriétés".
Exemple de texture avec toutes les permissions :
Par défaut, les textures chargées par vous, que ce soit via le menu Fichier > Importer > Image ou le bouton Photo > "Enregistrer dans votre inventaire", auront pour vous toutes les permissions.
Ainsi, voici comment le faire :
* Cliquez deux fois sur la texture dans l'inventaire pour l'afficher.
* Allez dans le menu Fichier > Enregistrer la texture sous....
* Donnez-lui un nom (le nom de la texture n'est pas copié automatiquement) et enregistrez la dans un répertoire.
Si vous allez dans ce répertoire sur votre ordinateur, vous devriez trouver un fichier "texture.tga". TGA indique le format de fichier Targa, qui peut aussi être utilisé pour envoyer des textures vers Second Life. La plupart des éditeurs d'images sont capables d'afficher du TGA et certains sont gratuits tels FastStone ou XnView, qui peut également assurer la conversion vers d'autres formats.
Dans tous les cas, un fois la texture enregistrée sur votre disque local, vous pouvez l'éditer librement et la renvoyer vers Second Life si vous le souhaitez. Vous pouvez aussi l'envoyer vers un site de partage d'images tel que Flickr, qui a des groupes Resident-run et Linden-run Linden Village. 
Consultez la liste des groupes Second Life sur Flickr(en)
== Pourquoi est-ce qu'il y a deux icônes pour les textures ? ==
Bonne question! Pour des raisons pratiques, car elle fonctionnent de la même manière, mais l'icône indique comment la texture est arrivée dans Second Life. Si vous utilisez le menu Fichier > Importer > Image, la texture qui en résulte est rangée dans le dossier Textures () et son icône ressemble à ça : 
Et si vous prenez une photo dans Second Life (bouton Photo > "Enregistrer dans votre inventaire, puis cliquez sur Enregistrer), la texture qui en résultera sera rangée dans le dossier Photo Album () et son icône ressemblera à ceci : 
Un autre différence : si quelqu'un vous envoie une photo avec l'icône qui précède, elle sera rangée dans le dossier Textures.
Nous le savons — différentes icônes pour des éléments identiques peut être source de confusion pour certains et cela pourra être amélioré dans le futur.
== Comment puis-je enregistrer des textures par lot sur mon disque dur ?? ==
Une personne ayant accumulé des mois (ou des années) de souvenirs de Second Life et veut les enregistrer sur son disque dur.
Il n'y a malheureusement pas moyen de faire cela pour le moment — les textures doivent être enregistrées une à la fois et nommées à ce moment là. Cela serait toutefois très utile !
Category:Tutorials
Environment Sounds

==Environmental Sounds==
There's a handful of ways to generate sound without an avatar in Second Life.
* Sound clips
* a parcel's music stream
* a web page displayed on a prim
You can change all of them via scripting. The latter two can be set up without using scripts.
=== Soundtrack ===
If your build has a soundtrack or theme music that you want heard clearly across the parcel, consider using streaming music. It can be set in the About Land window. The llSetParcelMusicURL() call lets you change it via script.
You can play a series of sound clips in order, but there's no guarantee that the "song" will be heard as seamless.
=== Looping ===
Looping a sound clip can add ambiance. Consider it for nighttime bugs by a lake, a crowd murmuring, or the hum of electric signs.
default
{
 state_entry()
 {
 llLoopSound( llGetInventoryName( INVENTORY_SOUND, 0 ), 0.5 );
 }
}
Shift-drag will allow you to create multiple copies of an object that will have their looping sounds synched together.
=== Synchronized ===
Do you want your ocean wave sounds to all synch up? Does your surreal build have a slow steady heartbeat?
Try this synchronized sound script.
=== Random ===
Short ambient sounds played randomly can make a space feel more alive. 
Some good choices for this would be frogs, underbrush rustles and snaps, a distant car horn or squealing brakes.
Try this random sounds script.
=== Day/Night ===
Some sounds are best played during certain times of day. Consider birdsong, or bats and owls. If your build is taking advantage of a region's natural day/night cycle, you can alter your ambient sound selection by the time of day your region shows.
integer IsSunUp()
{
 vector sunPosition = llGetSunDirection();
 return ( sunPosition.z > 0 );
}
integer IsTwilight()
{
 vector sunPosition = llGetSunDirection();
 if ( sunPosition.z > 0.0 && sunPosition.z < 0.15 )
 return TRUE;
 return FALSE;
}
Try this daytime random sounds script.
=== Wind activated ===
Do your bushes rustle more or louder when the wind blows? What about wind chimes?
float GetWindStrength()
{
 return llVecMag(llWind(ZERO_VECTOR));
}
Try this wind powered sounds script.
=== Loud ===
Using llTriggerSound multiple times in a row can make a sound seem much louder than calling it once. This can be useful for tower bells and explosions. Be careful using this; too many times can cause an unpleasant echo-like effect.
integer n;
for (n = 0; n < 5; ++n)
{
 llTriggerSound(soundname, 1.0);
}
=== Scripting comments ===
==== Sound clips ====
*llTriggerSound()
** Unattached - sounds occur where they're triggered.
** Cannot be stopped with llStopSound().
*llPlaySound()
** Attached - sounds follow the object they are in if it moves.
** Only one at a time per prim. Playing another will stop the current sound.
*llLoopSound()
** Attached - sounds follow the object they are in if it moves.
** This continuously loops the sound.
** Only one at a time per prim. Playing another will stop the current sound.
----
Return to Good_Building_Practices
EscapeXML

=====EscapeXML=====
// Escape standard reserved XML chars with entities
// Copyright 2008, JB Kraft & Strife Onizuka
// Released under BSD license
// http://www.opensource.org/licenses/bsd-license.php
// ------------------------------------------------------------------------
// escape standard reserved XML chars with entities
// ------------------------------------------------------------------------
string escapeXML( string str )
{
 integer i = llStringLength( str );
 if(i)
 {
 string unescapedChars = "&\"'<>"; 
 list escapedChars = ["&", """, "'", "<", ">"];
 integer ndx;
 do
 if( ~(ndx = llSubStringIndex( unescapedChars, llGetSubString(str, --i, i))) )
 str = llInsertString( llDeleteSubString( str, i, i), i, llList2String( escapedChars, ndx));
 while(i);
 }
 return str;
}
// ------------------------------------------------------------------------
// D E F A U L T
// ------------------------------------------------------------------------
default
{
 state_entry()
 {
 llSay(0, escapeXML("<Black> & \"White\" & 'Red' & <Green>"));
 }
}
Category:LSL Examples
Escorts

Escorts and Escorting in the context of Second Life historically has meant the exchange of Lindens for cybersex by some means, generally in the context of sexual roleplay. This can include use of scripted objects such as SexGen beds or other animations. In recent years, voice and webcam girls have appeared bringing a high degree of reality directly into the grid. 
Because no actual sexual contact occurs, escorting, as commonly practiced in Second Life, is completely legal in the United States.
== Related Links ==
* GFE (Girl Friend Experience)
* PSE (Porn Star Experience)
* Adult content
Category:Adult
EstablishAgentCommunication

<llsd>
 <map>
 <key>events</key>
 <array>
 <map>
 <key>body</key>
 <map>
 <key>SimulatorInfo</key>
 <array>
 <map>
 <key>Handle</key>
 <binary encoding="base64">AAOnAAADjwA=</binary>
 <key>IP</key>
 <binary encoding="base64">2FIQKg==</binary>
 <key>Port</key>
 <integer>13005</integer>
 </map>
 </array>
 </map>
 <key>message</key>
 <string>EnableSimulator</string>
 </map>
 <map>
 <key>body</key>
 <map>
 <key>SimulatorInfo</key>
 <array>
 <map>
 <key>Handle</key>
 <binary encoding="base64">AAOnAAADjwA=</binary>
 <key>IP</key>
 <binary encoding="base64">2FIQKg==</binary>
 <key>Port</key>
 <integer>13005</integer>
 </map>
 </array>
 </map>
 <key>message</key>
 <string>EnableSimulator</string>
 </map>
 <map>
 <key>body</key>
 <map>
 <key>agent-id</key>
 <uuid>2f498785-fc10-4ec9-939b-99fa44971b25</uuid>
 <key>seed-capability</key>
 <string>https://sim2037.agni.lindenlab.com:12043/cap/92794ea0-e3b5-4e5c-a033-9f7e39a9bc90</string>
 <key>sim-ip-and-port</key>
 <string>216.82.16.42:13005</string>
 </map>
 <key>message</key>
 <string>EstablishAgentCommunication</string>
 </map>
 </array>
 <key>id</key>
 <integer>2</integer>
 </map>
</llsd>
EstateCovenantReply

==Message Layout==
{
 EstateCovenantReply Low Trusted Unencoded
	{
		Data Single
		{	CovenantID		 LLUUID		 }
		{	CovenantTimestamp	U32 		 }
		{	EstateName		 Variable 1	} 
 { EstateOwnerID LLUUID }
 }
}
==Usage and Notes==
Category:Messages
EstateOwnerMessage

==Message Layout==
{
 EstateOwnerMessage	Low NotTrusted Zerocoded
	{
		AgentData 		Single
		{ AgentID LLUUID 	}
		{	SessionID	LLUUID		}
	}
	{
		MethodData 	Single
		{	Method		Variable 1 }
		{	Invoice		LLUUID	}
	}
	{
		ParamList		Variable
		{	Parameter	Variable 1 }
	}
}
==Usage and Notes==
Client can send the following things:
Use	Raw Method String 	ParamList
 	colliders 	
 	estateaccessdelta 	
 	estatechangecovenantid	
 	estatechangeinfo 	
 	estateexperiencedelta 	
 	estateobjectreturn 	
 	estateupdateinfo 	
 	getinfo 	
 	help 	
 	instantmessage 	
 	kickestate 	
 	refreshmapvisibility 	
 	restart 	
 	scripts 	
 	setaccess 	
 	setexperience 	
 	setregiondebug 	
 	setregioninfo 	
 	setregionterrain 	
 	simulatormessage 	
 	telehub 	
 	teleporthomeallusers 	
 	teleporthomeuser 	
 	terrain 	
 	texturebase 	
 	texturecommit 	
 	texturedetail 	
 	textureheights 	
Category:Messages
Estate Deeding test

Category:Test Scripts
06/09/05 Cleaned up script - Sabin
= Private Island Deed Test =
work in progress
*For this test, you will need a User A who owns a private island and is an officer in Group Y and a member of Group Z. You will also need a User B that is an officer in Group Z. You may need to manually update the database or go to the csr tool to get User A to completely own an island, or hijack an appropriate account to perform the testing.
== Deeding ==
# User A: Edit the land and subparcel to create two large parcels name them 'Y land' and 'Z land'. Associate 'Y land' with Y and 'Z land' with Z and turn on 'allow deed to group' for both. 
# User A: Deed 'Y land.' This should work and become part of Y's holdings. Check this by bringing up the group information for Y and select the Land tab. Note that the billable square meters should be 0.
# User B: Deed 'Z land' to group Z for A. This should work and become part of Z's holdings. Note that the billable square meters should be 0.
== Traffic calculations ==
Groups should accumulate traffic individually on each parcel.
FIX: How is this done?
Traffic does not accumulate on the Preview. This can only be tested on the live grid.
== Reclaiming ==
# User A: Select 'Y land,' bring up the about land dialog, and click on 'Reclaim Land.' This should work. Verify that the parcel is no longer in the group Y's holdings and is part of A's land.
# User A: Select 'Z land,' bring up the about land dialog, and click on 'Reclaim Land.' This should work. Verify that the parcel is no longer in the group Z's holdings and is part of A's land.
# User B: Kick A out the group Z because A is obviously petty for reclaiming land.
Estate Land Sales

=== Feature Design Document ===
(none)
=== Functional Spec ===
Estate Land Sales Functional Spec
=== Test scripts ===
Estate Deeding test
=== Discussion for future improvements ===
(none)
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
(none)
=== User Guides ===
(none)
Estate Management

=== Feature Design Document ===
(none)
=== Functional Spec ===
(none)
=== Test scripts ===
Estate Tools test
Telehub Tools test
=== Discussion for future improvements ===
(none)
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
Estate Visibility - Verify you can still ban people from or allow people into your Estate.
Teleport - Make sure you can still teleport to and from regions in your Estate.
=== User Guides ===
(none)
Estate Sandboxes

A043 (or Estate Sandboxes) could be considered a Sim Cluster. It is made of 4 microcontinents, each Microcontinent made of 4 sims. Their Coordinates are 1023-1024/932-962, Grid Sector J9. They are the South border between Little Pacific Ocean (Estate Sea) and Central Ocean. Access is restricted, so there is no clear information what is there. All sims share the word sandbox in their names and there are people visible inside them.
Recently, one of the microcontinents almost vanished.
Each microcontinent also shares a common name, sims are identified by numbers:
*Main Channel Sandbox
*Blue Steel Sandbox (reduced to a single sim)
*Magnum Sandbox
*Le Tigre Sandbox.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
Estate Sim Cluster

Estate Sim Cluster is an extension of Estate Continent. It is a Sim Cluster with high density of sims. It is placed both in Grid Sector I9 and J9, Estate Sea (part of Little Pacific Ocean) and has coordinates 980-1009/944-964. It is very visible since it is in the space between Jeogeot and Sansara. It has the temporary name A207.
== Structure ==
It is formed of many subdivisions:
#Cosmic Sims: 995-1003/957-962 
#South Islands: 980-989/948-958 
#South-East Islands: 990-1004/944-956 
#Staging sims (no access): 1006-1009/960-964 
== Geography ==
It shows a high diversity of structures. Some of them are related to what is found on Estate Continent, some are different.
Very interesting are the Standing Sims. They form a Microcontinent that looks like the LR Sims microcontients and has no access, just like them.
== Land Status ==
This sim cluster is owned by multiple estates from the continent. It very clear that its economy is dominated by what is on continent.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans
Estate Continent
Estate Visibility

=== Feature Design Document ===
(none)
=== Functional Spec ===
Estate Visibility Functional Spec
=== Test scripts ===
Estate Visibility test
=== Discussion for future improvements ===
(none)
=== Relationship to other features ===
 List of features that need to be tested when this feature changes, and why. 
Teleport - Teleport should follow Estate visibility rules.
Login - Login should follow Estate visibility rules.
=== User Guides ===
(none)
Etiqueta na wiki

Os gabaritos {{Etiqueta}} ou {{Ediquette/pt}} tem a finalidade de serem utilizados para orientar os novos editores da wiki, para que sejam mais cuidadosos em suas edições. Os dois botões de auxílio a edição: Mostrar previsão e Mostrar alterações situados no final da página de edição, ajudam a verificar como ficaram as suas edições, antes de apertar o botão Salvar página, para identificar erros de digitação ou a exclusão acidental da edição de outros usuários.
== Erros comuns ==
* Corrigir um erro de digitação ou de gramática e não assinalar que é uma edição menor.
* Salvar uma edição sem antes visualizá-la, para depois ter que fazer outras edições para corrigir alguma coisa. 
* Fazer várias edições em uma seção de um artigo, quando uma simples edição poderia ser suficiente.
* Esquecer de preencher o sumário de uma edição.
Fazendo muitas edições quando uma simples edição poderia ser suficiente, provoca um desnecessário enchimento no histórico do artigo além de imundar a página das mudanças recentes e as páginas de páginas vigiadas sua e talvez de outros editores também.
== Fazendo grandes edições ? ==
Quando tiver a necessidade de efetuar várias edições em um grande artigo, procure fazer o uso do botão Mostrar alterações. Ele vai ajudar você a acompanhar as alterações feitas ao longo do artigo. 
Você vai verificar que o botão: Mostrar previsão poderá ser útil para ser útil, em dar-lhe uma visão geral de como as alterações vão ficar, sem a necessidade de salvar o artigo.
== Fazendo pequenas edições ? ==
Quando fizer uma pequena edição em um artigo, como a de corrigir erros de gramática, ou de digitação, assinale no final da página o quadro: Marcar como edição menor. Isso vai fazer com que a página seja classificada como uma edição de menor vulto e vai facilitar quem monitora edições nesta wiki.
Em ambas as páginas mudanças recentes e páginas vigiadas possuem a opção de assinalar ocultar pequenas edições, por isso assinalar que uma edição em um artigo foi pequena, beneficia usuários da wiki do Second Life que necessitem vigiar muitas páginas.
==Veja também==
Guia de edição em páginas de discussão
Category:Ajuda/Wiki
Europe Continent

Europe Continent (or Europe Sea) is a private continent, created with the particular style of European middle-ages. The geographic features vary from place to place. There are many navigable channels and internal seas. Buildings are middle-age themed and usually the residents wear middle-age costumes. The name is not official.
The official name is Buona Pesca Archipelago. The owners didn't see it as a continent (even if it has more then 30 sims, so it is a continent).
In September 2014, its size slowly decreased to 30 sims and its shape changed into a square. So, Bueno Pesca is in a great risk of becoming a Microcontinent if it loses one more sim.
== Statistic Data ==
Size in sims: 30 (7/6)
Size in meters:2.16 square km (1.79/1.54 km)
Sea sims (flooded with water): 0
Coast sims (with water access): 30
Land sims (no water): 0
Sims with road access: 0
Population density: high.
== Geography ==
This continent is composed of a high number of islands, separated by rivers or channels. Waterways are not large to form inland seas, but they still are navigable. Islands are smaller or larger, they fit inside a single sim or cover multiple sims. Average altitude is higher then 20 meters and more then half of the land is above sea level.
The highest Altitude (66 meters) is in Porto Di Crotone sim, on the top of a mountain. There are a few higher hills and some low mountains allover the continent. Flat plateaus are also present.
=== Transportation ===
Except for a few limited paths, there are no (or almost no) roads in Bueno Pesca. Main transportation is done by Waterways (for inter-sim transport) and by walking, riding or possibly flying inside a sim. Waterway Efficiency Index is estimated at 8.796.
There are no (or almost no) ban lines and entity orbs along this continent. Still, since it is a medieval roleplay community, it is recommended to have adequate outfits.
== Coordinates ==
The following Coordinates are in sims, with the format: longitude(min-max)/latitude(min-max). Coordinates can be obtained for every sim from Gridsurvey .
Continent: 898-903/1306-1312
Grid Sector: H13, I13
== See also ==
 - a few words
 - About Buona Pesca Archipelago
 - Rules
 - Pictures
List Of Continents
Second Life Geography
EventGodDelete

==Message Layout==
{
	EventGodDelete Low NotTrusted Unencoded
	{
		AgentData		Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		EventData		Single
		{	EventID			U32		}
	}
	{
		QueryData		Single
		{	QueryID		LLUUID		}
		{	QueryText	Variable 1	}
		{	QueryFlags	U32			}
		{	QueryStart	S32			}	
	}
}
==Usage and Notes==
Category:Messages
EventInfoReply

==Message Layout==
{
	EventInfoReply Low Trusted Unencoded
	{
		AgentData		Single
		{	AgentID		LLUUID	}
	}
	{
		EventData		Single
		{	EventID		U32				}
		{	Creator		Variable	1	}
		{	Name		Variable	1	}
		{	Category	Variable	1	}
		{	Desc		Variable	2	}
		{	Date		Variable	1	}
		{	DateUTC		U32				}
		{	Duration	U32				}
		{	Cover		U32				}
		{	Amount		U32				}
		{	SimName		Variable	1	}
		{	GlobalPos	LLVector3d		}
		{	EventFlags	U32				}
	}
}
==Usage and Notes==
Category:Messages
EventLocationReply

==Message Layout==
{
	EventLocationReply	Low	Trusted	Zerocoded
	{
		QueryData		Single
		{	QueryID		LLUUID	}
	}
	{
		EventData		Single
		{	Success		BOOL	}
		{	RegionID	LLUUID	}
		{	RegionPos	LLVector3	}
	}
}
==Usage and Notes==
Category:Messages
EventNotificationAddRequest

==Message Layout==
{
	EventNotificationAddRequest Low NotTrusted Unencoded
	{
		AgentData		Single
		{	AgentID		LLUUID	}
		{	SessionID	LLUUID	}
	}
	{
		EventData		Single
		{	EventID		U32		}
	}
}
==Usage and Notes==
Category:Messages
EventNotificationRemoveRequest

==Message Layout==
{
	EventNotificationRemoveRequest Low NotTrusted Unencoded
	{
		AgentData		Single
		{	AgentID		LLUUID	}
		{	SessionID	LLUUID	}
	}
	{
		EventData		Single
		{	EventID		U32		}
	}
}
==Usage and Notes==
Category:Messages
Event Driven Sounds

== Event Driven Sounds ==
=== Touched ===
Would you like your creation to make noise when someone clicks on it?
default
{
 touch_start(integer num_detected)
 {
 string firstSoundInPrim = llGetInventoryName(INVENTORY_SOUND, 0);
 llPlaySound(firstSoundInPrim, 1.0);
 }
}
=== Near ===
If someone is nearby, this script will play a sound.
float distanceInMeters = 3.0;
float timeBetweenSweeps = 15.0;
default
{
 on_rez(integer start_param)
 {
 llResetScript();
 }
 state_entry()
 {
 // AGENT is deprecated, use AGENT_BY_LEGACY_NAME instead
 llSensorRepeat("", NULL_KEY, AGENT_BY_LEGACY_NAME, distanceInMeters, PI, timeBetweenSweeps);
 }
 sensor(integer num_detected)
 {
 string firstSoundInPrim = llGetInventoryName(INVENTORY_SOUND, 0);
 llPlaySound(firstSoundInPrim, 1.0);
 }
}
=== Collided ===
Would you like your bushes to rustle when something walks into them? Or your rats to squeak if someone steps on them?
Which is necessary depends on how the object is set. Pathfinding-enabled creatures require the collision event. Obstacles vary depending on how their pathfinding attributes are set.
default
{
 state_entry()
 {
 if (llGetStatus(STATUS_PHANTOM))
// {
 llVolumeDetect(TRUE);
// }
 else
// {
 llVolumeDetect(FALSE);
// }
 }
 collision_start(integer num_detected)
 {
 string firstSoundInPrim = llGetInventoryName(INVENTORY_SOUND, 0);
 llPlaySound(firstSoundInPrim, 1.0);
 }
}
default
{
 state_entry() 
 { 
 string firstSoundInPrim = llGetInventoryName(INVENTORY_SOUND, 0);
 llCollisionSound(firstSoundInPrim, 1.0);
 } 
}
If you are hearing an annoying "thud" sound when things collide, add this to the objects to silence the default collision sound.
default
{
 state_entry() 
 { 
 llCollisionSound("", 0.0);
 } 
}
=== Sat on ===
Would you like your horse to neigh, or your chair to creak when someone sits on it?
vector sit_position = <0.0, 0.0, -0.1>;
// here an euler rot
vector sit_rotation = <0.0, 0.0, 0.0>;
default
{
 state_entry()
 {
 llSitTarget(sit_position, llEuler2Rot(sit_rotation * DEG_TO_RAD));
 }
 changed(integer change)
 {
 if (change & CHANGED_LINK)
 {
 key sittingAvatar = llAvatarOnSitTarget();
 // when there's no avatar sitting, stop running code here
 if (avatar == NULL_KEY) return;
 string firstSoundInPrim = llGetInventoryName(INVENTORY_SOUND, 0);
 llPlaySound(firstSoundInPrim, 1.0);
 } 
 } 
}
=== Scripting comments ===
This gets the name of the first sound in the object's inventory. You can replace it with the name of a sound or its UUID.
 string firstSoundInPrim = llGetInventoryName(INVENTORY_SOUND, 0);
You can replace llPlaySound() with llTriggerSound() in the scripts above. The latter plays sounds unattached, so consider carefully if you're using it on a moving object or with a several seconds long sound.