[opensource-dev] Open Development project: extending avatar wearables

Carlo Wood carlo at alinoe.com
Thu Mar 25 05:29:23 PDT 2010


Ah yes, using the descriptions would avoid the need
for extra protocol changes.

I'd suggest to use the keywords "skin", "tatoo", "underwear",
"shirt", "jacket", but also allow "shirt 2", "shirt 3", etc
to put things inbetween shirt and jacket.

On the downside, no-mod wearables would disallow reordering
them.

I'm greatly in favor to create bits for wearables and objects
that stay user changable even for no-mods.

Normally when I think about that, I assume that such bits
are stored on the viewer only, and uploaded to the sim like
the bake textures (sim-local only thus).

Combine that, you arrive the logical conclusion that we
can use unused pixels in the uploaded baked textures to
communicate avatar related bits (wearables and attachments)
with other avatars around us.

What is needed is to define a list of things we want
to be able to change even on no-mods, and then assign
corresponding meanings to pixels in the baked textures.

On Wed, Mar 24, 2010 at 08:32:07PM -0700, Dzonatas Sol wrote:
> There was a suggestion (from Nyx?) to use the individual item's 
> description to help with the order. Maybe something like "outer" 
> "middle" "inner" "skin" could be keywords left in the description to 
> give a default order without a outfit list. When you add an item to the 
> list, it would check for such keyword, and place it in a default order 
> based on such keyword.

-- 
Carlo Wood <carlo at alinoe.com>


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