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<body class='hmmessage'>Um, still thinking inside the SL box...<BR>
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Whenever an object is 'cloned' as in given or sold, the references can go with it, but the references doesn't necessarily have to be part of the inventory.<BR>
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So, the content producer can establish 'soft references' to the objects that his script would be able to reference (how this would be done in the viewer gui, I don't know - but thinking outside the box, Tribal Net has a separate management gui - or maybe an OSSL command like 'UsingAsset'?) that would be copied to each clone of the object.<BR>
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So, every object would then have a reference list to all 'possible' references without actually having them in object inventory.<BR><BR>
Best regards,<BR>Stefan Andersson<BR>Tribal Media AB<BR> <BR>Join the 3d web revolution : <A href="http://tribalnet.se/" target=_blank>http://tribalnet.se/</A><BR> <BR><BR><BR><BR>
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From: stefan@tribalmedia.se<BR>To: opensim-dev@lists.berlios.de<BR>Date: Tue, 24 Jun 2008 11:11:06 +0200<BR>Subject: Re: [Opensim-dev] UUID [Was: Proposal to eliminate the name, description and invType fields from the<BR><BR>
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Actually, no. What I meant was that in that case, the _content_creator_ would have to have the items in his inventory (and probably set to something like 'anyone can copy'... ;) )<BR><BR>The moment he takes them out of his inventory, they are gone.<BR> <BR>Which, incidentally, probably is the kind of control you'd want anyway.<BR> <BR>If you want some kind of 'system' assets, they could be given to a system user.<BR> <BR>Continuing on the 'detailed keeping track' the _scripted_change_ would also update the references, so that the object itself would then keep a reference to the texture.<BR> <BR>By the way, the same track-keeping thing would go for objects; that would mean that the moment a user is gone, truly unused objects can be reaped from assets and inventory.<BR> <BR>This is not proposing a solution, merely trying to think outside the SL box.<BR><BR>Best regards,<BR>Stefan Andersson<BR>Tribal Media AB<BR> <BR>Join the 3d web revolution : <A href="http://tribalnet.se/" target=_blank>http://tribalnet.se/</A><BR> <BR><BR><BR><BR>
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<BR>> Date: Tue, 24 Jun 2008 10:09:34 +0100<BR>> From: melanie@t-data.com<BR>> To: opensim-dev@lists.berlios.de<BR>> Subject: Re: [Opensim-dev] UUID [Was: Proposal to eliminate the name, description and invType fields from the assets db]<BR>> <BR>> Hi,<BR>> <BR>> Stefan Andersson wrote:<BR>> > Hell, in that scenario we could even say 'you can't reference an asset <BR>> > you, or an object of yours, do not have a reference to' - which will <BR>> > probably make SL-molded content producers wet their pants.<BR>> <BR>> That would mean that if I make a texture-changing bit of furniture, <BR>> I would have to pack all textures into it's inventory? Content <BR>> creators are at the moment extremely happy to not have to do this! <BR>> The ability to reference textures and sounds by UUID is a <BR>> fundamental one, removing it would break every texture-changing <BR>> object and every fountain and door (since they don't contain the <BR>> actual sounds, either)<BR>> <BR>> Melanie<BR>> <BR>> _______________________________________________<BR>> Opensim-dev mailing list<BR>> Opensim-dev@lists.berlios.de<BR>> https://lists.berlios.de/mailman/listinfo/opensim-dev<BR><BR></BLOCKQUOTE></body>
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