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!
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!
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.
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.
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!
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.
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 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.
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.
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 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:
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)
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!