Looking for the Older Dev Kit Instructions? Click Here
Omega Dev Kit v4.0
- This Dev Kit may not be used to create appliers with textures acquired by Ripping, Hacking, Listening, Snooping or other means of acquiring Textures or UUIDs without the original creator’s consent. (If you need to convert old NC Appliers, use one of the NC Conversion Kits.)
- It may not be used to break LL TOS.
- It may not be used to break Mesh Maker TOSs
- You may not use it to hack our channels or anyone else’s.
- You are allowed to move our Applier Scripts into your own prims, however:
- All Layer Options must Remain Intact. You cannot make a “Tattoo Only” applier for example.
- All Hover Text must continue to function.
- All functional buttons must remain unless otherwise stated.
- Buttons that simply lead to the web, or provide a link may be removed if desired.
Looking for the Dev kit?
Looking for the old Dev Kit Instructions?
(Note, we no longer offer support for the older kit)
What you’ll find in this kit:
- Example Applier HUD
- Applier Script
- Set Up Config Notecard w/Materials
- Set Up Config Notecard w/o Materials
- Materials HUD Add-on
- Tinting HUD Add-on
- Promotional Materials – A NC with signage, information about our spam group, our flicker groups and more!
For HUD Setup, you have two options.
- Create a HUD from scratch
- Reskin the provided Example HUD
We suggest creating one from Scratch, or at the very least, replacing the root prim with your own. Either way, you will need the following:
- A Root Prim
- A prim button for each style option you wish to provide. Pick a name for the style and put it in the name of the prim. Put “apply” in the description.
- A help button with “help” as the prim name. (This is required! It brings up instructions for the body the person is wearing.)
- If you are including Materials, you will need to attach the Materials HUD Add-on. (this is not optional!)
- If you want to include the ability to tint your appliers, then add the Tinting HUD Add-on.
Materials HUD Add-on
Materials Applier HUD Add-On PSD
When you attach this to your HUD, it enables several different things:
- Gloss Bar: This allows the customer to adjust the Gloss Levels of an Applier
- Env Bar: This allows the customer to adjust the Env Levels of an Applier
- Return to Default: This returns the settings back to the default set in the Notecard
- Remove Materials: This allows the customer to go without Materials.
It is very important if you are including Materials in your appliers that this Add-on be attached to your HUD. You may reskin and/or rearrange it however you like as long as it remains functional and sensible. Things to remember when reskinning/rearranging:
- Make sure everything is named/described exactly as the original
- Make sure you have the Bars Oriented correctly. Where a customer clicks on a bar will decide how high/low the Gloss/Env go. As packaged, clicking farther right on the bar produces higher numbers. If you keep the bars horizontal, make sure it stays this way. If you set the bars verticle, make sure that UP = higher values! If it doesn’t, flip the bars around until it does.
- Make sure all 4 buttons/bars are easily found, read and accessible.
Tinting HUD Add-On
Tinting HUD PSD
Tinting Swatch PSD
By Attaching this HUD you can allow your customer to apply various tints to your appliers.
- Clicking on any of the arrows will change the tint in the window, and the next applier they click upon shall use that tint.
- The Tint White Button will change the tint back to white.
- You can add other tint presets by mimicking the Tint White buttons name/desc. Simply add “tint” to the name and add the RBG values you want into the description. (0-255, No spaces, separated by Commas)
- Customers can use the command /43 255,255,255 to manually change the tint to any value they want. Note that this will only work if the Tinting Add-On is added.
Note that tinting is not a required feature, even if you use tints in your appliers. Due to the intricate naming and text scripts in this Add-on, if you decide to use this feature, I strongly recommend doing it the lazy way and linking the prims to your hud as given. It’s easier and familiar layouts keep customers from getting confused. Otherwise, feel free to inspect the Add-on and replicate/change it as you need.
Setting Up the Notecard
Important Note: If you’re ignoring our assembly steps and editing the notecard IN the applier, the script has no way to know the notecard has been changed, so reset the script to get it to load.
The basic setup of the notecard is 1 line per texture/bump/spec combination. Each line is organized as:
Button Name: When you click on an apply prim, every line that has the same button name as the name on the prim will get used.
This means you can have multiple textures apply with one click.
Target: This is the Keyword, it specifies where on the mesh something should apply, or in the case of a couple keywords, triggers the mesh to ask where to apply.
Data: This can be either JUST a Texture UUID OR Texture UUID, Spec Maps, Normal Maps along with Tint, Gloss, Env and Shine values.
Short vs Long
There are two different ways the data can be formatted:
If all you have is a texture. Then use the Short format. If you have Materials or Tinting Info, use the Long.
Important: Note how the Data is broken up by “:” while the line is broken into 3 by “|”.
Now let’s get to more specific info…
Setup for Skins
Make sure you read the Syntax Section above first!
Skins, you would think only need 3 textures, but thanks to the variety and capabilities of mesh bodies, we actually use more than twice that. Bellow you will find notes about what keywords correspond with which bits, the UVs you should use and notes about how to order them in your notecard.
- omegaHead – This will texture the head. (Download UV)
- omegaNeck – This is the neck-blender. (Download UV, Download PSD)
- lolasSkin – This will texture the entire upper-body. For this texture, use full shading for the nails just as you would a normal SL skin. (Download UV)
- omegaHands – This will texture both hands on bodies with detailed hands. For this texture, Remove ALL nails and nail shading. (Download UV)
- omegaSkinLArm – This is the Left Arm Texture. On some bodies, this will texture the left arm and hand. Note: This is a NEW feature we’re still rolling out this feature, so it is not available for all meshes. (Or even most). For more details, click here: <Link Coming soon> (Download UV)
- omegaSkinRArm – This is the Right Arm Texture. On some bodies, this will texture the right arm and hand. Note: This is a NEW feature we’re still rolling out this feature, so it is not available for all meshes. (Or even most). For more details, click here: <Link Coming soon> (Download UV)
- skin – This will texture the legs and feet. For this texture, use full shading for the nails just as you would a normal SL skin. (Download UV)
- omegaFeet – This will texture the feet on meshes with detailed feet. For this texture, Remove ALL nails, nail shading, shadows between the toes, etc. (Download UV)
- lolasNipps – This will texture any separate nipples the mesh may have. (Download UV)
In the notecard, the set up for a single standard skin button that includes body and hands looks like this:
or if you’re including materials, it looks like this:
A Note on Line Order:
Do notice the order it’s in. It’s rather important to use the same order, or at least make sure that it goes lolasSkin –> omegaHands –> LArm/RArm. omegaHands will overwrite anything on the hands and lolas skin will overwrite anything on the torso/arms/hands. The same goes for skin and feet. Feet needs to come AFTER skin.
A Note on Textures:
Not all bodies use all the textures. So it’s very important NOT to black out bits of the texture you think may go unused. Some bodies only use the upper and lower texture and rely on it to texture hands, feet and arms. Other bodies use the Hand textures but do not use the arm textures. Still, other bodies I’m forced to use the hand/feet texture on the entire lower and upper body because they only have 2 faces (one upper, one lower) but have detailed hands and feet that need the hand/foot textures. If you block out any of the textures torsos, arms or hands you may find out that a particular niche body does not play nice with your applier.
Notecard Setup for Makeup (Download UV)
Make sure you read the Syntax Section above first!
Due to the array of Mesh Heads and their capabilities, we recommend at least 2 buttons:
- Button 1: Specific Keywords – For this button, you can use any of the keywords bellow to map out where you want the texture to go.
Do note, that every mesh is different, so unless you do them all.. there may be some clipping. (I’m not suggesting you do them all!) This is why we have a fancy new feature! Click once, and the applier will apply normally, click the same button again, and it’ll issue an “omegaHMakeup” command and either trigger a pop-up asking where to apply or if it’s an older, un-updated kit, they will be able to use the Generic Routing HUD to select a spot.
- Button 2: omegaHTatt – On older meshes, this will texture the lower/inner makeup layers. On Newer meshes, it will either texture the tattoo layer (if there is one) or the entire head (if it’s a Type A head where the makeup zones don’t overlap). This button is on it’s way out, as we update every single mesh to have a pop-up with a “texture all” option. Untill we finnish, I recommend keeping the button. (Or knowing how to use the Layer Converters so you can show your customers.)
For a Single Makeup (lets say lipstick), you should end up with a Notecard that looks like this:
or if you’re doing materials…
Now, just like with skins, you CAN put multiple lines all using the same button. So if you’d like to have 2 buttons instead of 3, you could use the same button for multiple zones, like so:
Do not however, also put omegaHTatt in with the rest. Several Older Heads still use it. When I’m done with the system revamp, I shall remove the requirement for it and we’ll all be able to use 1 button! K? k!
Notecard Setup for Clothing
Make sure you read the Syntax Section above first!
Mesh bodies, in general, have 3 layers, so that is what we support. Annd a skirt layer.
For each item on the hud, you will need minimum 3 buttons. Outer, Inner, and Tattoo. This is REQUIRED. Additionally, you SHOULD (although are not required to), have upper and lower textures as separate buttons. Why? It gives more layering possibilities. Example: The ability to have a dress use the Bra and Pants layers (which are Inner and Outter layers respectively), means you can layer a jacket over the dress, an upper tattoo under the dress all on top while having a tattoo and stockings on the bottom.
Note: There is also currently an issue with Maitreya’s popups making two buttons essentially mandatory. I’ve been trying to find a solution for this, but in the meantime, please keep your upper and lower buttons separate.
Example: The ability to have a dress use the Bra and Pants layers (which are Inner and Outter layers respectively), means you can layer a jacket over the dress, an upper tattoo under the dress all on top while having a tattoo and stockings on the bottom.
- Outer Appliers: These will apply to the outermost clothing layer of the body. (regardless of what the creator has called it)
- lolasTop – Upper Body (Download UV)
- omegaTopLArm – This is the Left Arm Texture. On some bodies, this will texture the left arm and hand. Note: This is a NEW feature we’re still rolling out this feature, so it is not available for all meshes. (Or even most). For more details, click here: <Link Coming soon> (Download UV)
- omegaTopRArm – This is the Right Arm Texture. On some bodies, this will texture the left arm and hand. Note: This is a NEW feature we’re still rolling out this feature, so it is not available for all meshes. (Or even most). For more details, click here: <Link Coming soon> (Download UV)
- pants – Lower Body (Download UV)
- Inner Appliers:
- lolasBra – Upper Body (Download UV)
- omegaBraLArm – This is the Left Arm Texture. On some bodies, this will texture the left arm and hand. Note: This is a NEW feature we’re still rolling out this feature, so it is not available for all meshes. (Or even most). For more details, click here: <Link Coming soon> (Download UV)
- omegaBraRArm – This is the Right Arm Texture. On some bodies, this will texture the left arm and hand. Note: This is a NEW feature we’re still rolling out this feature, so it is not available for all meshes. (Or even most). For more details, click here: <Link Coming soon> (Download UV)
- underpants – Lower Body (Download UV)
- Tattoo Appliers:
- omegaUTattoo – Upper Body (Download UV)
- omegaLArmTattoo – This is the Left Arm Texture. On some bodies, this will texture the left arm and hand. Note: This is a NEW feature we’re still rolling out this feature, so it is not available for all meshes. (Or even most). For more details, click here: <Link Coming soon> (Download UV)
- omegaRArmTattoo – This is the Right Arm Texture. On some bodies, this will texture the left arm and hand. Note: This is a NEW feature we’re still rolling out this feature, so it is not available for all meshes. (Or even most). For more details, click here: <Link Coming soon> (Download UV)
- omegaLTattoo – Lower Body (Download UV)
- Misc Clothing Appliers:
- skirt – This is for any mesh with a skirt (Like Kitties Lair) or the Omega Skirt Kit. Do note, Pants WILL texture anything skirt would texture. This keyword is here in case you want to do something different for the skirt than for the pants.
For a single outfit, your notecard might look like this:
or if you’re doing materials:
(Obviously, if you don’t need separate arm textures, omit those lines!)
Notecard Setup for Nails, Eyelashes, and Eyes.
Make sure you read the Syntax Section above first!
These might be the simpliest…. one texture = one line!
Your lines should look something like:
Put “mode:loud” on it’s own line before your applier data and your data will be printed to local chat as it’s saved.
Careful with this one! Put “mode:autodelete” on it’s own line anywhere on the Notecard and the Notecard will be deleted after it’s been loaded. (Make sure you have a copy saved!)
If you like, you can use multiple notecards for better organization.
If you have a lot of Data, you may run out of Memory. You can save memory having multiple buttons reference the same data. To do this, you can replace “apply” with “apply,” and a layer number.
So if these are your HUD Button names and descriptions:
Name: Cute Top1 Desc: apply <– Will apply as indicated in Notecard
Name: Cute Top1 Desc: apply,1 <–Will apply to Top or Pant Layer
Name: Cute Top1 Desc: apply,2 <–Will apply to Bra or Undies Layer
Name: Cute Top1 Desc: apply,3 <–Will apply to UpperTatt or Lower Tatt Layer
This is even handier for Makeup!
Name: CuteMakeup Desc: apply <–Will apply as indicated in Notecard
Name: CuteMakeup Desc: apply,1 <–Will apply to Hairbase
Name: CuteMakeup Desc: apply,2 <–Will apply to Forehead
Name: CuteMakeup Desc: apply,3 <–Will apply to Eyebrows
Name: CuteMakeup Desc: apply,4 <–Will apply to Eyeshadow
Name: CuteMakeup Desc: apply,5 <–Will apply to Cheeks
Name: CuteMakeup Desc: apply,6 <–Will apply to Lipstick
Name: CuteMakeup Desc: apply,7 <–Will apply to Blush
Name Framing/Button Prefixes&PostFixes (v4.41+):
I found it.. annoying having to change the name of every button with every new top. So I added this:
Test Skin _ButtonName_ OF DOOM
Replace Test Skin and OF DOOM with your own text that will surround the name of the button when it prints out to local.
This makes it so you can set the Button name to “Red” and “Blue” instead of “Dandy Blue Crop Top”, saving memory and possibly alot of time if you put out alot of similiar appliers.
Gloss and Env Buttons (v4.1+)
You can set buttons that choose a specific gloss amount.
Button Name: gloss
Button Desc: <Integer Value 1-255>
Button Effect: Gloss will be set to the integer value you set.
Button Name: env
Button Desc: <Integer Value 1-255>
Button Effect: Environment will be set to the integer value you set.
Button Name: setMats
Button Desc: Two Integers separated by a comma and no spaces. Ie “100,25” without the quotes.
Button Effect: Gloss will be set to the value of the first integer and Env will be set to the value of the 2nd integer.
Don’t like my arrows for tinting? Prefer some bars similar to gloss and env?
Add buttons labeled RedBar, BlueBar and GreenBar.
(Make sure you test it before shipping! )
Due to popular demand. (Like.. super popular demand), I’ve added some limited scripting support by allowing the emulation of a button press.
To do so, you send a LINKED_MESSAGE with the emulated Link Name and Description, separated by a |
llMessageLinked(LINK_ROOT, 411, "<buttonName>|<buttondesc>", ""); So emulating a .. skin apply button for example would look like: llMessageLinked(LINK_ROOT, 411, "skin_button_1|apply", "");
This should allow all sorts of fanciness going forward!
Bringing it all together!
Ok.. so you’ve made your hud, and made your notecard! What’s left to do?
- Rez your HUD
- Insert the Applier Script.
- Insert the Notecard. At this point the HUD will read and then delete the notecard if you’ve turned on autodelete. (So KEEP a copy of the notecard in your inventory.)
- Verify you’ve set the HUD to No-Mod/No-Trans.
- Verify you’ve set the script to no-Trans.
- Once the HUD has told you it’s ready, it’s time to test it! If you don’t have a mesh body, taking it to the mannequins will let you test most of your appliers. If you’re making something like nails, lashes, single arm appliers or skirts, that are not supported by the mannequins, you may have to purchase a mesh that supports the feature you wish to test. Alternatively, group chat is a great place to find testers!
- Once you’ve verified all your buttons work, pick up the HUD.
- Attach the HUD and rotate it so it is facing the user.
- If needed Shrink it to the desired size.
About Skirt Prims and Other Accessories
Rigged Skirt Prims are a popular way to complete your look, but bear in mind, not all meshes sit at the same height in relation to these rigged skirt prims, so leaving the skirt prim mod so they can adjust the Vertical offset is important.
More Info for Applier Creators
- Info for Clothing Designers
- Info for Makeup Designers
- Info for Nail Makers (coming soon*)
- Info for Skin Makers
- Get PSD/Images for Appliers/Signage
- Get Omega Logos
- Omega Evolved Appliers
- AlaskaMetro Vid Tutorials
v2.0 Added Materials Appliers.
v2.9 Fixed Bug with the Nipple Appliers using the new secure channel instead of the old lolas Nips channel.
v2.9.4 Fixed bug with Materials not applying with Skin and Nipple Tinting applirs.
v2.9.5 Fixed bug with tinting appliers where /43 <color> was not working.
v3.0 Added Neck Fix Textures
v?.? Standard Nail Scripts are less fussy now. All Spaces Now Ignored
v?.? – The Face Applier Change is Done. Read all about the changes.
v3.0.6 Added Compact Clothing Appliers
v3.0.7 Fixed Compact Clothing Appliers Config Scripts
v3.0.8 Fixed Permissions in the Big Box of Signage
v3.0.9 Fixed Fubared Material Face Appliers
v3.9 x.x First Beta Release of Omega Evolved
11/6/2017 Fixed Instructions to show proper format strings. (Shine RBG was removed)
- Fixed Tinting Module and Tinting on Samples to have proper button names and descs. (And thus work)
- Fixed bug with Materials buttons not sending defuse when clicked and thus not working on unupdated meshs
- Added Gloss/Env setting buttons as an advanced option.
- Improved Color Picker. Attempting to raise Red when Red is maxed will now lower the values of blue and green resulting in a redder color. Attempting to lower Red when it is at 0 will now raise the value of Green and Blue, resulting in reds RGB opposite, cyan. The same behavior results from trying to raise green or blue above the maximum or lowering them bellow zero.
- Sample Notecards fixed with proper format strings.
- Changed Hovertext to only appear when materials or tinting is involved
- Fixed issue where all appliers sent full data strings instead of short data strings, causing some implants not to behave properly even when no materials or tinting is present.
- Added Limited Scripting Support. (See Advanced Tricks)
- Added Color Bar Support (See Advanced Tricks)
- Added Button Prefixes and Postfixes. (See Advanced Tricks)
- Added Nail/Lash/Eyes Example
Can I make an applier that is JUST Materials/SpecMap/Normal Map?
Why doesn’t the Arm Appliers work on ____________?
Cause it’s not done yet! You know how many kits I gotta do?! and the mesh makers have to do stuff too! xD