Omega Solutions Newsletter: March/April

Omega Solutions Newsletter:

March/April in Review

Huzza! Only Two Months in between this time!

Omega News

Neck Blenders for Men
First.. because there has been many.. many requests…I FINALLY got the Neck kit updated for men! It now includes 1 neck size and 3 neck blender options for menfolk.

Head Updates: In an attempt for a more intuitive design, I’m experimenting with a new method of Makeup Application. I’ve started updating select heads and kits to react to the “HUD” and “ALL” buttons by bringing up a popup for you to select where to apply a texture.  Theoretically, this should reduce the need to use the routing hud and help folks who just sorta blindly click. 🙂 (Since all buttons on the applier will either apply the texture in the default areas or bring up a popup!)

Full Perm Kit Changes:  Well.. it looks like Full Perm Heads are going to be more and more of a thing, so after talking with Customers, Creators and my Minions I’ve decided to make a change in the pricing Structure. Before, to reflect the Added work of keeping such a kit secure and providing Customer Service for it, I set the price at 299L for the Meli Imako Kit as well as the Safy Belle One.   I’ve decided to change this as to not punish end users. Instead there is now two kit editions for each of these products and future products like them.

  • The Creator Edition includes a transferable Plug-in script to be placed in the head before sale, instructions for naming, test appliers and anything else I think might be useful with a particular head. It is priced at 299L, only available inworld and only available after purchasing the “Customer Edition”
  • The Customer Edition includes an Installer and because I know some people won’t set the head up correctly before selling it…  a no-transfer “demo” version of the Plug-in Script along with instructions.   It won’t include any of the other tools and bits I decide to include with the Creator Edition. It will cost the normal 99L but will not have a Group Discount available.

Phat Azz Channel Updates: 

Well…. it took 2 years.. and giving up completely.. but I did it… I found CK Winx! (Rather he found me.. ) For those of you who aren’t 100yo in SL years, that’s the creator of Phat Azz, not the first mesh booty, but the one that really launched them into the mainstream. You can still find TONS of appliers for it on the MP and every booty had its’ own instructions for converting them!

And now, with CK’s help and permission, I’ve updated the Generic Router to convert allll those Phat Azz appliers into an Omega Ones.

Simply make sure you are wearing the router when you use the phat azz applier.  No more clunky Notecard swapping for phat azz (thank goodness).

And if you want to make a permanent applier for yourself instead, I’ve also updated the Applier Converters to listen for Phat Azz as well. 🙂

Continue reading »

Instructions – NX-Nardcotix

Omega System Kit for NX-Nardcotix

The Details: 

Omega Kit Instructions:


Step One: Wear your NX-Nardcotix
Step Two:  Attach the “Omega System Installer – NX-Nardcotix”
Step Three: Click the installer, and verify each piece of the mesh thanks you in local.

Your mesh will now respond to Omega Appliers!

Next Steps

Thats it, enjoy!
-Chellynne Bailey
Omega Solutions – Home of the Omega Applier System


Is there a Neck Blender?
There is an Omega Friendly Neck Blender.

The Nails arn’t Working!
This Mesh has their own UV so we’re not able to support them at this time. 🙁

Is there a Demo?

Where can I get it?

How Much is the Mesh? 

How Much is the Kit?

Where Can I get the Kit?
On the MP:

Instructions – LeLutka

Omega System Kit for Lelutka


This slideshow requires JavaScript.

Note, this kit only works on select heads. Look for the Omega Symbol!
2/25/2017: Currently this means just their Bento Heads! 

The Details: 

  • Creator Info:
  • Plug-In: This mesh needs an easy to use Activator.
  • Permissions: Copy/No-Modify/No-Trans
  • Materials and Tinting
    • Materials: This kit DOES support Omega Material Appliers
    • Tinting: This kit DOES support Omega Tinting Appliers
  • Head and Makeup Layers:
    • Type M Head : Multiple Makeup Layers, split into 3+ texture zones
      • 4 Partial Makeup Layer(s) (Brows, Eyeshadow, Lips and A most-of-head tattoo)
      • 4 Makeup Zones(s) (+ 1 Non-Omega Hairbase Layer)
      • Makeup Layers are attached.
      • Makeup Layers overlap and do not interlock neatly.
      • Makeup Layers cover almost whole head.
      • Ears are not covered by Makeup Layers.
    • Layer Associations:
      • OmegaHairbase => Tattoo
      • OmegaForehead/OmegaBrows => Brow
      • OmegaEyeshadow => Eyeshadow
      • OmegaEyeliner => Tattoo
      • OmegaCheeks => Tattoo
      • OmegaLipstick => Lipstick
      • OmegaHTatt1/OmegaHTatt2 => Tattoo
  • Mesh Type:  Bento: This item works with the Bento update and requires a Bento friendly viewer to view properly.
  • See what people are saying about it:

Omega Kit Instructions:

Step One: Wear your Lelutka Head.
Step Two:  Attach the “Omega System Installer – Lelutka”
Step Three: Click the installer, and verify each piece of the mesh thanks you in local.

Your mesh will now respond to Omega Appliers!

Makeup Appliers
You can just use the Tattoo button to apply to the whole head… but who wants to do that? For instructions on how to use the Routing HUD for Mixing and matching your makeups, click here:

Omega System Makeup and Routing Info -Type M

Next Steps

Thats it, enjoy!
-Chellynne Bailey
Omega Solutions – Home of the Omega Applier System


Does this work on older Heads?
No, at this time, the kit only works on their latest head(s).
Make sure you look for the Omega Symbol on the Product information!

Is there a Neck Blender?
There is no Neckblender for this Mesh. If you feel you need one, you can get one here:

Are there Alphas?
Yes, Scalp & Ears are both Hide-able

Is there a Demo?
yes –

Where can I get it?

How Much is the Mesh? 

How Much is the Kit?

Instructions – LAQ

Omega System Kit for LAQ

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The Details: 

Omega Kit Instructions:

Congratulations, you’re the owner of a mesh with a Pre-Installed Omega Kit.
That means there’s literally nothing you have to do to make it accept Omega appliers. It already does that.


Is there a Neck Blender?
There is an Omega Friendly Neck Blender.

Does it come with Eyes?
There are no eyes for this mesh. If you need some omega friendly eyes, you can get some here:

How Much is it?

Where Can I get the Kit?

It’s not working! T.T
Check out our handy troubleshooting tips:

Basic Trouble Shooting

Basic Trouble Shooting!

If you’re here, either you’re seeing this section embedded on an instructions page or you’ve been sent here because your Omega Isn’t working!

Things to Try when appliers aren’t working:

  1. Verify you’re on a sim that allows scripts. Easiest way: Toggle something on your Mesh HUD to see if it reacts.
  2. Attach the Relay or Installer that came with your Omega Kit.
    1. The Name of the Kit should match the Name of your Mesh. Ie, you should have a Maitreya Relay for Maitreya or a Logo Installer for Logo.
    2. If it’s an installer, click it and verify all your bits say “Thank you” in local chat. If it doesn’t say thank you, grab a redelivery of your mesh or open a new copy.
    3. If it’s a relay, keep it attached.
  3. Verify your mesh layers are turned ON. Mosts Body Meshes and some head meshes let you toggle your layers on and off. Sometimes, this will make it look like applier’s aren’t working. Take a moment to toggle them ALL off, and then back on.
  4. Check for Alpha-Glitch issues. Do this by turning all, or all but 1 of your body layers to Masking.
  5. Verify it’s not an applier issue. Take the applier to one of our inworld Mannequins and try it there. If it works, nothing is wrong with the applier. If it DOESN’T work, you may need to contact the applier creator.
  6. Verify you didn’t bork your Mesh. Many meshes now feature methods to remove their scripts. It helps with lag on RP sims. This does mean that occasionally a customer accidentally clicks on these buttons, ruining their ability to use appliers or their hud. To check, simply play with Mesh HUD to make sure the body is still reacting to it.  The easiest way is likely to play with the Alpha hud. If that works, you should be ok. If you DID bork your mesh, just grab a redelivery of your mesh or open a new copy.

I still need help with this mesh/kit!
If your issue is Omega Related:

  • First, try The Omega Solutions Support Group:  secondlife:///app/group/276e12ea-52c3-008f-d6c9-31fc8bd2ba73/about
  • If you don’t find help there, contact our CSR: OR Fill out a Support Ticket

If your issue is NOT Omega Related, try the following:

  • LAQ Inworld Update Group: secondlife:///app/group/9751fa1e-8550-1b83-d1d9-b689de71b057/about
  • Contact their CSR Jaqualine Rembranch via Notecard: secondlife:///app/agent/43e249e4-a108-4917-a9ec-e9753926d915/about
  • Mesh Body Addicts Group: secondlife:///app/group/830963e4-91fe-da74-003e-a4390de9a5cc/about
  • The Omega Solutions Support Group:  secondlife:///app/group/276e12ea-52c3-008f-d6c9-31fc8bd2ba73/about

Remember when asking for help in ANY support group to be polite and specific with your query. For best results, do not open with “hi” or “can someone help me?” but instead open with an explanation of the problem. 

Response rate varies based on who is online and what they know, so be patient. Sometimes you can get a delayed response, and sometimes there’s simply not someone online with an answer to your specific question. In this case, try one of the other support groups/options or come back later and try again when more or different people are around.

If you’re not sure if the problem is Omega, don’t stress, just try any of the above support options. If nothing else, they can help you sort out if it’s an Omega problem or something else.

Omega Friendly APIs

Building an Omega Friendly API

Ok, you’ve decided you want an Omega Kit for your Mesh Body, and looking through the options, you think you’d rather go through an API instead of directly applying to your body. It takes some extra work on both our parts but results in fewer bugs and issues when you update your body.

We essentially have 2 options for doing this.

Use Omega’s Generic API

If you don’t already have an applier system or don’t want our fingers in yours, it may be simplest to use our api. Additionally, Mesh Makers who make my life easier by using my API instead of their Own get a 50% Affiliate Kit instead of a 35% one.

Data Formatting: 

Thanks to multiple updates, there are several iterations of the Omega Data String. (Story about that.) but ultimately all Omega Data Strings are an Extension of the Format originally put out by Tango.

Full String: Found in Material and Tinting appliers
If an applier has any sort of materials or spec information, this is the format you will see:

string layerName:key texture UUID:vector repeats:vector offsets:float rot:vector RGB:key normalUUID:key specularUUID:vector shineRBG:integer glossy:integer environment
lolasBra:99597e60-41f9-48d2-d1a3-491731e9aa6c:<.5,.5, 0.0>:<-0.25, 0.25, 0.0>:0.0:<1.0,1.0, 1.0>:99597e60-41f9-48d2-d1a3-491731e9aa6c:99597e60-41f9-48d2-d1a3-491731e9aa6c:<1.0,1.0, 1.0>:135:42

Short Strings: Found in Standard or “simple” appliers.
If the applier has no Materials or Tinting information, or is an old Tango applier, it may be the much shorter:

string layerName:key texture UUID:vector repeats:vector offsets:float rot
lolasBra:99597e60-41f9-48d2-d1a3-491731e9aa6c:<.5,.5, 0.0>:<-0.25, 0.25, 0.0>:0.0

or even:

string layerName:key texture UUID

New: Stand Alone Material Strings
Additionally, with the introduction of Omega Evolved, it is possible to see data strings with the texture, normal map or spec map omitted or replaced with a null key!

lolasBra:00000000-0000-0000-0000-000000000000:<1,1,0>:<0, 0, 0.0>:0.0:<1,1, 1>:99597e60-41f9-48d2-d1a3-491731e9aa6c:99597e60-41f9-48d2-d1a3-491731e9aa6c:<1,1, 1>:135:42

This enables appliers that JUST apply materials! When you get a string, nulls and blanks should simply be skipped over, utilizing the rest of the string. The exception being if a texture is present. When a texture is used, it should start fresh with only the spec, normals and tinting it arrived with, not any leftovers from previous appliers.

Essentially, the logic is:
if (TUUID != NULL_KEY) <replace texture>
if (TUUID != NULL_KEY || NUUID != NULL_KEY) <replace normal map>
if (TUUID != NULL_KEY || SUUID != NULL_KEY) <replace spec map/gloss/env>
if (TUUID != NULL_KEY) <replace color>

The other exception to this is if you see a string that has a Null Key for Texture, Normal and spec map like so:
lolasBra:00000000-0000-0000-0000-000000000000:<1,1,0>:<0, 0, 0.0>:0.0:<1,1, 1>:::<1,1, 1>:135:42
This is the result of someone hitting “remove materials” on their applier, and it should do just that!

Important: Repeats, Offset and Rotation are NOT used except by Implants. Unless your mesh is a Tango UV Implant, do not use them. 

Data Layer Names:

Clothing Layers:
With Omega Evolved, we’ve expanded the Clothing Keywords to include keywords for left and right arms.  Note that lolas Top, lolasBra and omegaUTattoo should STILL texture the arms as they did before. If an item has the new arm appliers it will apply AFTER the torso texture has been applied.




Makeup Layer Keywords:
Makeup is a bit.. complicated.  Heads come in a ridiculous number of configurations. The number of layers and zones vary a TON.  To make some sense of the Madness, we’ve created a Head Categorization System that sorts heads based on how they are built.  You can see what sort of head yours is here.  Once you know what sort of head you have, we have Keyword Implementation Guides for your specific Head Type:
(If you’re the least bit unsure, chat with Chellynne. She’ll make sure you know what to send where.)

Type B Implementation (1 Makeup Area)

If you have Makeup area, assign all these keywords to texture it


Additionally, assign as many of the following Keywords as the area covers:


Type B Implementation (2 Makeup Areas)

Assign the following Keywords to Texture BOTH areas.


Assign the following keywords to texture the “top” or the “outer” texture.

Assign the following to texture the “bottom” or “inner” texture.

Additionally, assign as many of the following Keywords to each area as makes sense. Try not to use any of these on both, but do try to assign them in the most intuitive way possible:


Part of any pipe script I give you will be included a popup function that triggers when either
a) Older HUD, ALL, MAKEUP and TATTOO buttons are used or
b) When they click more then once on a newer hud.
The popup will send the texture where needed. Be ready to give me preferred zone labels.

Type A, Y and M Implementation (3-12 Zones)

Assign the following Keywords to Texture the Entire Layer:

omegaAll – Textures ALL SLUV Makeup Zones. EVERYTHING

Assign Each of the Following to the Zones that make the most sense. Do not be afraid to assign more than one keyword to a zone if it fits.  Do not be afraid to have a keyword assigned to more than one zone if it makes sense to. (Blush and forehead often do).  DO however make sure each zone has One Keyword that is it’s own and not shared with other zones.

omegaEyeliner  Special Note: If you have two Eye makeup zones, Eyeliner should be on TOP.

Now, if you have such zones, assign the following:

omegaMisc – This is for smaller Misc Areas…that don’t quite fit the above zones. Like perhaps your ears are their own makeup area. Or a strip of neck or the Nose!
omegaHTatt1 – This is for Whole head makeup zones or full face zones. It can also serve as a 2nd “Misc” zone if you have multiple weird cuts going on.
omegaHTatt2 – Just in case you have 2 such zones. If you only have 1, put them both

The above three are pretty flexible,  the important thing is a) Keep things intuitive if possible and b) Make sure each zone can be individually textured by one keyword or another. If need be, you can add additional keywords as needed, but understand they will only be available via popup, so avoid unless it’s something rarely used.

Finally, when you’ve made your choices,  part of any pipe script I give you will include a popup function that triggers when either
a) Older HUD, ALL, MAKEUP and TATTOO buttons are used or
b) When they click more than once on a newer hud.
The popup will send the texture where needed. Be ready to give me your preferred zone labels.


Skin Layers:  Since Omega caters to a variety of hand/feet styles, both old and new, we use separate textures for more detailed hands/feet.   “omegaHands” and “omegaFeet” textures apply to any mesh feet with separated toes and prim nails. For older meshes without separated toes and/or prim nails, the lolasSkin and skin textures are used instead.

Update/Clarification: lolasSkin and skin should also apply to hands and feet respectively. Hands, Feet and Arm Textures are all essentially “optional” textures. Some skins have them, some don’t. Our appliers are set up to send torso and legs first, then hands and feet and then lastly arms. This ensures firstly that everything is textured, and then, if hand/feet textures are available, it replaces the texture on JUST the hands, and then if arm appliers are present and the mesh supports it, the asymmetrical portion overrides the appropriate hand and arm.

omegaHead – SLUV Head Texture
omegaNeck – Neckblending Texture (part SLUV Head, part SLUV upper)

lolasSkin – SLUV Upper Body. Textures the entire upper body including hands and arms.
omegaSkinLArm – Used for asymmetric Upper Skin appliers.  Should texture the entire arm from the fingertips to the seam at the shoulder.
omegaSkinRArm – Used for asymmetric Upper Skin appliers.  Should texture the entire arm from the fingertips to the seam at the shoulder.
omegaHands – used for “pretty” hands that have prim nails. Textures both hands.

skin – SLUV Lower Body
omegaFeet – used for “pretty feet” that have prim nails

lolasNipps – uses tango UV. (a circle centered in the texture >.>)

Misc Layers:

omegaNails – uses Slink Nail UV ( A square with the cuticle at the bottom of the texture)
omegaLashes – uses this UV: LeLutka~Omega-Eyelash_UV

About Case Sensitivity: 
I try to keep cases consistent with all appliers and broadcasters, but just in case I goof, make sure your listener scripts are case-insensitive. 🙂

RLV Compatability:

Omega Evolved has added RLV APIs into meshes. This allows Collar and toy makers to dress and undress the mesh and lets ME explicitely exclude meshes that are inappropriate from this feature. (Aka, kid meshes).
There are a couple ways to implement this:

  • Lend me your API for Toggling Layers
  • I can save and send textures through the pipe, essentially handling the whole to-do in my script.
  • I can give you the api to implement properly yourself. Basically, you just need to worry about the following keywords coming from said pipe:
    • Redress:all
    • Redress:top
    • Redress:bra
    • Redress:upTatt
    • Redress:pants
    • Redress:undies
    • Redress:lowTatt
    • Strip:all
    • Strip:top
    • Strip:bra
    • Strip:upTatt
    • Strip:pants
    • Strip:undies
    • Strip:lowTatt

Create/Adapt your own API

If you prefer, you can create or adapt your own API for us to use. Keep in mind it should be capable of the following:

  • Setting Textures, Spec Maps, Normal Maps, Tint, Shine, Environment and Glossy
  • Setting all of these things for each layers Upper, Lower and Head textures separately, one texture at a time.
  • If your hands/feet are detailed, (Separated toes/prim nails) the ability to set a texture just to the hands and feet. (Fancy Hands/Feet get their own textures without nail beds/excessive shading that would otherwise ruin them)
  • If you have  prim nipples, the api for them
  • If you have prim nails, the api for them
  • Basically everything you see above in the Omega API.

Also bear in mind that using your API usually results in higher setup fees.

Regardless of which you’d prefer to do, make sure you talk to Chellynne Bailey to decide if this API will be used via a channel or via Linked Messages. Bear in mind, we will only do Linked Messages in objects that are no-mod.
Update: 11/7/2017 Information added for Omega Evolved.