Announcing Omega Evolved!

Announcing Omega Evolved!

First, there was Omega, and then Omega Advanced and now, our 3rd Generation of Appliers, Omega Evolved!

Just like Omega Advanced brought Materials and Tinting, Omega Evolved Marks bring s new features to the Omega Applier System!

As some of you know, for Several Months Now I’ve been updating Omega Kits and refining the new dev kit so we can have these new features:

  • Asymmetrical Eye Appliers: You may have already noticed this one! Kits have been being updated to provide a popup whenever you apply an eye applier, allowing you to have 2 different eye textures!
  • Asymmetrical Arm Appliers:  This one I’m super excited about, I’ve added keywords to the system to allow skin, tattoo and clothing makers to create designs for a single arm, or different designs for both arms!
  • Stand Alone Materials: People have been asking for this FOREVER. Now you can create appliers that are JUST the spec and/or normal map!
  • Makeup Routing Update: This too you may have already noticed! Yall hated the Router. Don’t lie, you did! So I’ve been updating all the heads to use a popup when you click on a Makeup/HUD button!
  • Eyelash Appliers: I actually announced this a while ago so mesh makers can do their thing, and luckily enough, quite a few mesh makers have jumped on board/are in the process of jumping! So with the new dev kit IS the ability to make lash appliers!
  • Faster Applications: Ok..I know.. boring update.. but thanks to Signature we have found a much faster way of texturing big primmy meshes! So huzza!
  • A whole new dev kit with more flexibility than ever before! 
    • New Single Script for ALL appliers, standard appliers, materials, tinting, doesn’t matter.  Skins can be on the same hud as makeup or clothing, standard and materials appliers can be on the same hud with Stand-Alone Material appliers, it doesn’t care.
    • We’ve returned to Notecard configurations for easier large hud setups
    • Spam-Click Protection for Makeup Appliers: Click once to send a texture to where you designated, click the same button again to trigger the makeup popup we’ve added to heads!
    • You can now put multiple textures into one button. Send a dress to both top and pants. Send eyes and nails with your skin appliers!
    • Be a pro with our “Advanced Tricks”. Use multiple notecards (because organization?), set notecards to autodelete, try loud mode to make sure all your data is being saved or try our memory saving trick that lets you reuse notecard lines for multiple layers!
    • New Instructions here:
  • Updated Layer Converters: I’ve added extra buttons to the clothing converter for each arm! Turn existing tattoos into single arm tatts, or be creative with clothing colors!
  • RLV Integration: Those of you with the RLV kit know that it’s frankly clunky and inelegant. You have to wear someone’s product that uses it, plus the relay.. and ugg… I hate it. So I’ve started integrating the strip/dress api directly into the kits. No more relay needed and it’s letting me better tailor it’s behavior to individual meshes. (great right?). The caveat, that hopefully not too many of you hate me for is that It’s ONLY for clothing at this time. Given the disparate nature of the mesh head market, I’ve simply not found an elegant solution for makeups, and I’m not sure there’s a huge need. If a good idea comes to me for handling the makeup layers elegantly, I will start adding it in at a later date.

Phew, hope I remembered everything. Now, I need to emphasize, To make all of this possible, I’m having to update every single script in the system just like I did for Omega Advanced when I added Materials and Tinting! I’m going to be updating kits and add-ons through Christmas, maybe through Valentines. So if I’ve not updated your favorite mesh yet, I am sorry. I have a massive pile of scripts to update and MOST of them require some level of collaboration with the individual mesh makers even if it’s just “Hey! Swap this script out for me please?!”.  Even SUPER cooperative folks may need to do a lot of work on their end to get things done! (like the arms!) So hold on and be patient!


So how do I know if my mesh has the new features?

I realized most of the way through I would need to get some sort of spreadsheet going to track it all, which can be found here:
Worksheet Progress:

Do note, it is NOT complete. There’s a lot of incomplete data. So atm, the best way to tell is to grab an update just try it.

Also, now that the update has been announced, as I update meshes, I can start announcing when they’ve been updated and start getting information on their individual product pages!

When are you going to update ______? What order are you doing the updates?!

I don’t know and the best description for my method is “Lowest Hanging Fruit” combined with “Biggest Impact” combined with “”. The first folks who got updates were new meshes and folks who happened to needed new scripts because of their own updates. At this point, I’m just flailing wildly between getting kits done on the “best selling” list done and getting kits done in logical “batches” and hitting the random number generator when I can’t decide what to work on next!

I’m a Mesh Maker, why haven’t I heard from you yet?
Sorry about that! Again.. LOTS of you! I’m getting through you guys as fast as I can! You can read more about the update for mesh makers, as well as get the new logos here:

I’m a Designer, where do I get this Dev Kit?! How can I test it?! Is there new LOGOS?!

The Dev kit, just grab a redelivery, you’ll get the new one.  For testing, if you don’t have a Mesh that has the new features, I’ve erected mesh mannequins inworld for you to test appliers on!

The new logos are on the Dev Kit page!

Do I have to update all my applier products?! Are they going to stop working?

Nuuuuu. Everything from before will keep working, in same cases, like Makeup, it’ll work even better as buttons that used to require the routing hud now just bring up a popup!

Project Unicorn

You’ve been given this link because you are a:

  • Omega Friendly Mesh maker
  • In the process of becoming one.
  • Staff of a Mesh Maker who needs to know
  • or Staff, Minion or Beta Tester of Omega Solutions.

The following is NOT public knowledge yet and may be subject to change, so please keep details close to your chest.  By all means, share with whatever staff, contractors, whathaveyou that you need, but make sure they know to keep quiet about it as well.  I’ve put all the information in a spoiler below, consider opening it your agreement to keep mum! Ok? Ok!

Update: I’ve released the Dev Kit and Layer Converters! Talk away and don’t forget to grab your new Logos bellow if you’ve already updated your mesh!

Project Unicorn Details

Hi! I’m doing the following updates to the kits. Some of you have already gotten scripts from me, others I will get to. I have… ALOT to do, so do not panic if I’ve not reached out to you yet. Everyone WILL get done!

Mesh Updates

Faster Applications:

Thanks to Signature for showing me a new way to do applications that speed things up dramatically on primy meshes. If you mesh has alot of prims, and we’re doing direct application, you should see a dramatic increase in speed after the update.

Eye Appliers

All Eye Appliers will now bring up a prompt asking the user to pick an eye, thus allowing a different eye texture on each eye.
While part of the larger update, this feature will work as soon as new scripts are inserted.

Lash Appliers

Yip! Finally Doing Lash Appliers! There is now a UV for it, and if you want to support the new UV, all you have to do is let me know so I can get you a new script!

More Info Here:

Makeup Appliers

Makeup, Tattoo, HUD and ALL buttons on Face and Cosmetic appliers will now trigger a pop-up asking where to apply the texture. In the past, the Makeup/HUD buttons would require the use of the Generic Router, resulting in alot of confused customers as clicking does nothing without it. Now, it brings up a easy popup. The All/Tattoo buttons are also getting phased out, not being important as heads shift from a single makeup layer to many overlapping ones.

Independent Materials

I’m introducing the ability to make appliers that are JUST spec and/or normal maps. If your skin/ect doesn’t come with materials, you can buy materials separately and apply it after the fact. This is done by simply changing the logic for Textures, Spec Maps and normal Maps.

While the old logic for applying looked like this:

<replace texture>
<replace normal map>
<replace spec map/gloss/env>

The new 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)  <color>

This will allow new appliers to be JUST spec and/or gloss. If your skin/ect doesn’t come with materials, you can buy materials separately and apply it after the fact.

Arm Appliers

This bit has me super excited! I’m adding appliers for single arms. The idea is to let folks have tattoos and skins that are asymmetrical! (Finally!)



Obviously, the idea is to let folks have tattoos and skins that are asymmetrical! (Finally!)
Now, I should note, that Arms should be the entire arm, but also the hand. That way, you can have a mark on one hand and then not the other.

Related Updates:

These updates are directly for the Meshes themselves, but are part of the Update as a whole:

New Applier Dev Kit:

A New Applier will be released that works off notecards and will replace ALL Material and Tinting Appliers in the Dev Kit, with Standard Appliers being phased out later. Due to the nature of the new applier, I will more easily be able to add new keywords and applier types as needed.  This is also how Lash and Arm appliers are being added.

Update: Dev Kit is in Beta and available for any mesh maker who wants to play with it, just contact me and ask.

New Layer Converters:

The Layer converters for clothing will be updated to include buttons for Left and Right Arms.

New Mannequins:
New Mannequins are being commissioned with ALL the applier zones.

New Testing HUD of Doom:
I’m also working on a new Testing HUD of Doom for testing all these new applier types!

Update: New Strip/Redress Commands
Partway through the project Unicorn update, it occurred to me I should get started working on integrating the RLV Kit functions into the kits themselves for better responsiveness and user-friendliness.  Since I’ve already handed out scripts before this decision, this won’t be part of this update but will be a future update. I AM laying down the coding now since I already am updating scripts. So once Project Unicorn is done I’ll only have to go back and update the missed kits.  (For reference, if your Script has an M at the end, it’s been updated for project unicorn. If it’s MR at the end, it’s got project Unicorn + the rlv commands).For any that are

For any that are currious, the API for this is a stupid simple:

  • 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

If you’d like to implement this yourself instead of through our scripts, let me know and I’ll get you the channel involved.

New Logos for Mesh Makers:

These are the new logos for Meshes that have been updated to the Omega Evolved Update. I put them here so you can start working on promotional materials, but do NOT display them yet.
Please wait until the update is announced.  Thank you very much for your cooperation. (And I hope it goes without saying, please use the CORRECT logo… if you’re not sure which to use, ask)

Omega Evolved Plug-in Logo – Full Size
Omega Evolved Pre-Installed Logo – Full Size


Will this cost me anything?
This is an update I am triggering so costs you nothing, except of course anything it costs you to have your staff implement any changes. (Sorry about that!)

Do I HAVE to implement the ______ Update?!
Why wouldn’t you want to?! X.X Ok fine… it depends. If I’m able to get it done with minimal fuss on your end, yes, you must update it. This may mean you need to add name or description info, but I will work with you to do it however which way is easiest. If however, it requires a big fuss on your end, ie, an API update or UV Update, then no, you are not required to do it. I am not an unreasonable monster, I will be working with each Mesh Maker to make sure they get as many of the updates as is practical.

Do the Arm appliers apply to hands too?
Yes, they are intended to texture the entire arm including the hand.

When does all this come out?
The Eye and Makeup updates will work right away as soon as I get you new scripts, the rest will be announced and released with the New Dev Kit. My goal is to have it out on Nov 1st, with the new Mannequins coming soon after so creators can start making things for the Christmas Season. I will, however, be surprised if I’m not still updating kits right through Christmas!

Will Child Avis be getting the RLV API too?! -alarmed look-

Absolutely fucking not. It’s one of the reason’s I’m moving the functionality into the kits themselves so that kid kits can be specifically omitted.
While there are clean and innocent applications for the API, kid avis can live without IMO.

I really don’t wanna support Perverted stuff >.>

I GET that.. but I REALLY wanna get everyone on board for this. If I can get the RLV API working on all the kits, I can make the whole system 100x more elegant, keep the perverts happy AND keep the API AWAY from the child avis. Right now we have an RLV kit and it works on EVERY Mesh. It’s not the best solution (as evidenced by the fact I’m trying to switch to something more elegant), but it doesn’t care what mesh it’s working with. If I can get all the body kits updated, that means I can take the current RLV Kit DOWN and replace it with one that doesn’t work on Kids Avis.


Sooo.. I think that’s everything.
Let me know if you have any questions, objections, suggestions.

Oh, and please let me know when you’ve updated, I’ll do a quick look over before marking you ready-to-go!

-Chellynne Bailey

Dev Kit Instructions v4.0

Looking for the Older Dev Kit Instructions? Click Here

Omega Dev Kit v4.0

Dev Kit TOS

  1. This Dev Kit may not be used to create appliers with textures acquired by Ripping, Hacking, Listening, Snooping or other means of acquiring UUIDs without the original creator’s consent. (If you need to convert old NC Appliers, use one of the NC Conversion Kits.)
  2. It may not be used to break LL TOS.
  3. It may not be used to break Mesh Maker TOSs
  4. You may not use it to hack our channels or anyone else’s.
  5. You are allowed to move our Applier Scripts into your own prims, however:
    1. All Layer Options must Remain Intact. You cannot make a “Tattoo Only” applier for example.
    2. All Hover Text must continue to function.
    3. All functional buttons must remain unless otherwise stated.
      1. 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:

  1. Example Applier HUD
  2. Applier Script
  3. Set Up Config Notecard w/Materials
  4. Set Up Config Notecard w/o Materials
  5. Materials HUD Add-on
  6. Tinting HUD Add-on
  7. Promotional Materials – A NC with signage, information about our spam group, our flicker groups and more!

HUD Setup

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:

  • Short:
    Short Example:
  • Long:
    Long Example:

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

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)

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.
    • omegaHairbase
    • omegaForehead
    • omegaEyebrows
    • omegaEyeshadow
    • omegaCheeks
    • omegaLipstick
    • omegaBeard

    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

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.

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, a 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.

These might be the simpliest…. one texture = one line!

  • omegaEyes
  • omegaNails
  • omegaLashes

Your lines should look something like:




Advanced Tricks

Loud Mode:

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.

AutoDelete Mode:

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!)

Multiple Notecards:

If you like, you can use multiple notecards for better organization.

Memory Saving

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

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.

Bringing it all together!

Ok.. so you’ve made your hud, and made your notecard! What’s left to do?

  1. Rez your HUD
  2. Insert the Applier Script.
  3. Insert the Notecard. At this point the HUD will read and then delete the notecard. (So KEEP a copy of the notecard in your inventory.)
  4. Verify you’ve set the HUD to No-Mod/No-Trans.
  5. Verify you’ve set the script to no-Trans.
  6. 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!
  7. Once you’ve verified all your buttons work, pick up the HUD.
  8. Attach the HUD and rotate it so it is facing the user.
  9. 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



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)
v4.1 Various:

  1. Fixed Tinting Module and Tinting on Samples to have proper button names and descs. (And thus work)
  2. Fixed bug with Materials buttons not sending defuse when clicked and thus not working on unupdated meshs
  3. Added Gloss/Env setting buttons as an advanced option.
  4. 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.
  5. Sample Notecards fixed with proper format strings.


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

Instructions – Tonic

Omega System Kit for Tonic

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The Details: 

  • Creator Info:
  • Pre-Installed: This Mesh Comes with Omega Built in!
  • Permissions: Copy/No-Modify/No-Trans
  • Omega Advanced and Evolved Features:
    • Materials: This kit DOES support Omega Material Appliers
    • Tinting: This kit DOES support Omega Tinting Appliers
    • Stand-Alone Materials: This kit DOES support Stand Alone Materials.
    • Asymmetrical Appliers: This kit DOES support Asymmetrical Arm Appliers.
    • RLV Support: This kit DOES NOT have RLV Integration.
  • Clothing Layers:
    • Includes 3 Clothing Layer
    • Covers Feet and Hands
  • Hands and Feet:
  • Nipples:
    • There are multiple nipple options, one of which supports Omega Nipple appliers.
  • 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:


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 and Tango appliers. It already does that.
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.

Is there a Demo?
On Omega Sim:

Where can I get it?
On Omega Sim:

How Much is the Mesh? 

How Much is the Kit?
No Kit! It comes built in!

This Applier’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:

  • Tonic Inworld Support Group: secondlife:///app/group/a5543cb2-7423-5afb-6c5c-c4d8e0f0c42b/about
  • Contact Tonic via Notecard:  secondlife:///app/agent/66e6d55d-7396-42a0-a0af-6b2f0b50cb77/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.