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authorDave Seikel2018-05-27 00:25:07 +1000
committerDave Seikel2018-05-27 00:25:07 +1000
commitda51a199c057e61e50a87bd161854716a1c3876a (patch)
tree08ba9872cf4652ce79a7a3789fe5099e37853b2e
parentMore markdown experiments. (diff)
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Proper Markdown headings.
Now that I know how they work, and thet HRs don't work.
-rw-r--r--README.md35
1 files changed, 14 insertions, 21 deletions
diff --git a/README.md b/README.md
index 910793d..e038ad2 100644
--- a/README.md
+++ b/README.md
@@ -26,7 +26,6 @@ CONTENTS:
26- DIFFERENCES FOR THE MLP lite v3.0 for OpenSim VARIATION 26- DIFFERENCES FOR THE MLP lite v3.0 for OpenSim VARIATION
27- OPENSIM THREAT LEVELS 27- OPENSIM THREAT LEVELS
28 28
29------------------------------------------------
30 29
31## INTRODUCTION: 30## INTRODUCTION:
32 31
@@ -72,9 +71,8 @@ perm.
72Some parts of this document is mostly copied from the .readme file I got 71Some parts of this document is mostly copied from the .readme file I got
73with the latest MLP versions I had laying around. 72with the latest MLP versions I had laying around.
74 73
75------------------------------------------------
76 74
77FEATURES: 75## FEATURES:
78 76
79- Put all your poseball animations into one object (110 pairs or even more 77- Put all your poseball animations into one object (110 pairs or even more
80should be no problem). 78should be no problem).
@@ -89,9 +87,8 @@ persons/locations).
89 PINK, BLUE, PINK2, BLUE2, GREEN, MAGENTA, RED, ORANGE, WHITE, BLACK, 87 PINK, BLUE, PINK2, BLUE2, GREEN, MAGENTA, RED, ORANGE, WHITE, BLACK,
90 YELLOW, CYAN, RED2, TEAL, GREEN2 88 YELLOW, CYAN, RED2, TEAL, GREEN2
91 89
92------------------------------------------------
93 90
94OPERATION: 91## OPERATION:
95 92
96- Click the MLP object to switch it on. 93- Click the MLP object to switch it on.
97- When everything has loaded the main menu will appear. 94- When everything has loaded the main menu will appear.
@@ -101,7 +98,7 @@ appear.
101- To remove the balls, select 'EXTRAS>>' then 'STOP', or just walk away, 98- To remove the balls, select 'EXTRAS>>' then 'STOP', or just walk away,
102it will shut down automatically when no one is around. 99it will shut down automatically when no one is around.
103 100
104TO ADJUST POSITIONS: 101### TO ADJUST POSITIONS:
105 102
106You can adjust the poses to fit your own avatar and those you share MLP 103You can adjust the poses to fit your own avatar and those you share MLP
107with. 104with.
@@ -114,7 +111,7 @@ select more than one).
114- 'EXTRAS>>', 'OPTIONS>>', then 'Save Pos' stores the positions into a 111- 'EXTRAS>>', 'OPTIONS>>', then 'Save Pos' stores the positions into a
115new notecard. 112new notecard.
116 113
117TO MAKE A BACKUP: 114### TO MAKE A BACKUP:
118 115
119Saved positions are stored in memory but are not permanent. They are 116Saved positions are stored in memory but are not permanent. They are
120lost on script error (See "Script run-time error / Stack-Heap Collision" 117lost on script error (See "Script run-time error / Stack-Heap Collision"
@@ -129,13 +126,13 @@ Note: After changing any *.POSITIONS* files, use the 'Pos Reset' command
129to verify your changes, if desired. This also helps to avoid losing 126to verify your changes, if desired. This also helps to avoid losing
130changes due to Stack-Heap collisions. 127changes due to Stack-Heap collisions.
131 128
132TO ADJUST HEIGHT OFFSET (Z): 129### TO ADJUST HEIGHT OFFSET (Z):
133 130
134Select 'EXTRAS>>', 'OPTIONS>>', then'Height>>' and click the 'Z'-buttons, 131Select 'EXTRAS>>', 'OPTIONS>>', then'Height>>' and click the 'Z'-buttons,
135this will adjust the height for all poses. Note: the offset height is 132this will adjust the height for all poses. Note: the offset height is
136stored in the objects Description, so any descriptions will be replaced. 133stored in the objects Description, so any descriptions will be replaced.
137 134
138TO ADD POSES: 135### TO ADD POSES:
139 136
140Copy all animations into the MLP object (if you want to use existing pose 137Copy all animations into the MLP object (if you want to use existing pose
141balls, open them to rip their animations). Note: you can use any object 138balls, open them to rip their animations). Note: you can use any object
@@ -194,7 +191,7 @@ you begin the pose name with "☊" (which looks a bit like headphones, the
194best I could find for the purpose). This serves as a clue to the user 191best I could find for the purpose). This serves as a clue to the user
195that the button plays a sound. 192that the button plays a sound.
196 193
197TO CREATE ANIMATION SETS (menus): 194### TO CREATE ANIMATION SETS (menus):
198 195
199Create .MENUITEMS.xxx and .POSITIONS.xxx files (where xxx is whatever you 196Create .MENUITEMS.xxx and .POSITIONS.xxx files (where xxx is whatever you
200want) and put the corresponding menu configs and poses in them. This 197want) and put the corresponding menu configs and poses in them. This
@@ -210,7 +207,7 @@ associated animations for the customer to drop into the furniture.
210Customers can easily select furniture appearance and pose bundles 207Customers can easily select furniture appearance and pose bundles
211independently! 208independently!
212 209
213SWAPPING POSES: 210### SWAPPING POSES:
214 211
215Each menu can have a swap command: 212Each menu can have a swap command:
216 213
@@ -243,7 +240,7 @@ Also, the original one should be supported, that uses the default:
243 240
244 SWAP 241 SWAP
245 242
246ACCESS TO THE MAIN MENU: 243### ACCESS TO THE MAIN MENU:
247 244
248The owner is the only one who can shutdown, in all cases. Anyone 245The owner is the only one who can shutdown, in all cases. Anyone
249can start it. 246can start it.
@@ -258,7 +255,7 @@ to ALL or GROUP, individual SUBMENUS can still be blocked (you can
258define access for each submenu in .MENUITEMS, see examples in 255define access for each submenu in .MENUITEMS, see examples in
259.MENUITEMS). 256.MENUITEMS).
260 257
261PORTABLE USE: 258### PORTABLE USE:
262 259
263Attach the object to the HUD, you can use it's default shape and colour 260Attach the object to the HUD, you can use it's default shape and colour
264for clickable bar on one of the edges of your screen (to move HUD 261for clickable bar on one of the edges of your screen (to move HUD
@@ -268,9 +265,8 @@ the balls will appear relative to the initial MLP position (to reset
268where the balls appear, press STOP to remove the balls, and reselect a 265where the balls appear, press STOP to remove the balls, and reselect a
269submenu to rez them again). 266submenu to rez them again).
270 267
271------------------------------------------------
272 268
273FAQ for END USERS: 269## FAQ for END USERS:
274 270
275- Will my animations be lost if I lose a poseball? 271- Will my animations be lost if I lose a poseball?
276 272
@@ -307,9 +303,8 @@ Most likely, you named it differently in the MENU line versus the TOMENU
307line. When MPL sees a MENU line, it looks for the same name in a TOMENU 303line. When MPL sees a MENU line, it looks for the same name in a TOMENU
308line. 304line.
309 305
310------------------------------------------------
311 306
312UPGRADE GUIDE: 307## UPGRADE GUIDE:
313 308
314For the sake of these instructions, let's say you want to upgrade the 309For the sake of these instructions, let's say you want to upgrade the
315scripts in an object called "My Old Bed", this is what you would do. 310scripts in an object called "My Old Bed", this is what you would do.
@@ -352,9 +347,8 @@ If you still want to edit the poses / props, or do any of the other
352tweaking, then you might want to add the "~MLP lite tools" script to My 347tweaking, then you might want to add the "~MLP lite tools" script to My
353Old Bed. Leave it out, or remove it, once My Old Bed is fully set up. 348Old Bed. Leave it out, or remove it, once My Old Bed is fully set up.
354 349
355------------------------------------------------
356 350
357DIFFERENCES FOR THE MLP lite v3.0 for OpenSim VARIATION: 351## DIFFERENCES FOR THE MLP lite v3.0 for OpenSim VARIATION:
358 352
359As mentioned above, this variation drops a few rarely used features, and 353As mentioned above, this variation drops a few rarely used features, and
360tries to make things a bit better for OpenSim users. Note that some of 354tries to make things a bit better for OpenSim users. Note that some of
@@ -486,9 +480,8 @@ anyway.
486 480
487- There may be a thing or two I forgot to mention here. 481- There may be a thing or two I forgot to mention here.
488 482
489------------------------------------------------
490 483
491OPENSIM THREAT LEVELS: 484## OPENSIM THREAT LEVELS:
492 485
493OpenSim developers introduced a concept of "threat levels" for their new 486OpenSim developers introduced a concept of "threat levels" for their new
494os* LSL functions. In my not so humble opinion, they where very 487os* LSL functions. In my not so humble opinion, they where very