RLV Folders, Outfits, and Inventory Setup

As many know, searching for a clear or concise guide for setting up one’s inventory for RLV can be a daunting task, especially now with mesh body parts.  After research and testing, trial and error, I decided I wanted to share my findings with as many as I can.  Note most of my experience is with mesh bodies and Firestorm which uses RLVa.  Notes on what type of RLV viewers use is listed at the end of this article.

We’ll discuss how to set up items for use once in a while with “RLV Shared Folders”, how to be dressed with “Outfits”, and how to be undressed by new RLV functionality.


Top Level #RLV

If you don’t already have an #RLV folder, Open your inventory (CTRL+I), make sure you are on the “Inventory” Tab, right click the “Inventory” folder, and select “New Folder”.

RLV_Top_Level

Be aware that even though #RLV looks like a system folder, it can be moved, deleted, and more than one can exist.  All of which can have unknown or negative results.  So if you put important items in the folder, make sure not to move or delete the folder accidentally.


RLV Shared Folders

RLV Shared Folders are the folders inside the Top Level #RLV folder (but not contained in the .outfits folder).  RLV commands can view, and force wear/remove contents located here.  Items such as cuffs, blindfolds, spankers, or various other items are placed in here for when the need arises.  It is my opinion that these folders were not meant for outfits or detaching items already worn, since there are other methods in place which will be discussed in the sections where they apply.  Here is an example layout of RLV Shared folders:

RLV Folders Expanded

Notes:

  • RLV can only access folder names not scripts, so everything in a folder will be replaced, attached, removed, locked, unlocked, etc. at the same time
  • Certain symbols at the beginning of folder names can effect how RLV handles that folder, or can just make it easier for the user to navigate:
    • “\” Backslash or other symbols can be used to denote a folder that should not be worn/added, but contains subfolders which can.  It helps navigation, but is optional.
    • “+” Plus symbols are used to denote a folder that should only be added. This should prevent RLV from replacing (removing items that filled the same slots).  Without a plus symbol the items in the folder could could be replaced (like the physics example above), but certain RLV devices are scripted to only use add commands regardless.
    • “+\” Both the plus and backslash (or other) symbols together: show that you can add that folder (along with its subfolders), or navigate to the subfolders.
    • “.” Period symbols are used to effectively hide folders from RLV’s view (with certain exceptions to the rule).
    • “~” Tilde symbols indicate items that were sent to your #RLV folder from a scripted device.  You can use “Forbid Give to #RLV” in your RLVa drop down to keep this from occurring.
  • Folder names or (items names) that have the sub string “nostrip” in them wont allow RLV to remove the items.  This will be discussed in more detail later on.
  • Be careful what symbols you use for folders.  Both the forward slash “/”, comma “,”, and pipe “|” (and possibly others) should not be used, since they can cause unknown results.  So far symbols this list of symbols has proven to be safe in folder names: ~!@#$%^&*()+-_={}[]\:;”‘.?
  • Avoid having too many folders in one level, or long folder names.  RLV chat messages are limited to 1023 characters, and the whole list of folder names are read at each level individually when they are navigated to via RLV.
  • Within the folders, you can also use links or the actual items.  There are pros and cons for whichever you decide to use.

RLV Outfits

An outfit folders, even though they have to be specifically programmed to an RLV device, are pretty widely used.  In this case I’ll go over how OpenCollar does outfits.

The “.outfits” folder

The “.outfits” folder is accessed by an RLV device to allow RLV to replace your full outfit, with outfits you set up in folders underneath it.  It appears to remove everything you wear, waits 1.5 seconds and then adds everything from the outfit folder you chose.  This can take a while since all your parts will have to rerez again, especially on sim that has lag on the server-side.  One way around this is to use nostrip (or lock) on many of your items.  This will significantly increase the speed at which these outfits are worn via RLV, especially if you have lots of mesh parts.  To create these outfits, just create folders like you normally do.  You can even copy whole outfits from your normal inventory “Outfits” folder or “Current Outfit” folder.

Outfits

  • Only the lowest level folders under “.outfits” is wearable.  In other words, if a folder has subfolders then it is not wearable.  In my example I put a “\” backslash on the front of the folder name to help indicate that there are subfolders.
  • The outfits folder must be named exactly “.outfits” without additions.  So you can’t call it “.outfits (nostrip)” for example.  The RLV device has to specifically call this out by name since otherwise the “.” in front of the folder name makes it invisible.
  • All rules from the RLV Shared folder apply, except there’s probably no use for the “+” symbol with outfits, since they are set to always replace everything.

The “.core” folder

In addition to the many outfits you can set up, to create a “.core” folder directly underneath your “.outfits” folder.  This folder can be used as a “base” outfit that will be included with every other outfit you wear.  This is optional but I feel it keeps things tidier.  To set this up, its suggested you strip down to the basic items you will be wearing with every outfit, and then navigating your Inventory > “Current Outfit” folder and copying all the links from there to your “.core” folder.  While still wearing only your core items, go to every outfit in your .outfits folder, and delete all the links that are worn (they will appear in bold since they are being worn).

Core

  • Everything in .core will be added when adding an outfit.  This should include all subfolders if you have any.
  • The .core folder must be named exactly “.core” without additions.  So you can’t call it “.core (nostrip)” for example or it wont add to each outfit.

A common set up for what is put in the .core folder for someone with a mesh body:  Mesh body/hands/feet, mesh ears, mesh eyes, mesh head, your RLV device, and the necessary system layers.  Some possible additions to that might be Mesh nails, hair, piercings or whatever you wear with all outfits, though this will be different for everyone.  For example, you might want to wear different hair with different outfits.  But for anything that will stay static for sure, you’ll want to set nostrip (or lock).  More on that… next.


NoStrip/Locking

NoStrip is a mechanism that is used to keep RLV from removing items from your avatar, while still allowing you to remove the items yourself in the usual ways.  This is used mostly for items that you never want to see taken off by RLV, such has body parts.  It can be especially useful with RLV devices that switch your outfits, or ones that just try to strip all your items, so that all your mesh body parts aren’t removed, to where you are left in a system body only, with no alpha.

NoStrip

How to set items as nostrip:

  • The preferred method is to append ” (nostrip)” to the end of the folder name, that actually contains the item.  Thus a folder named “Physics” would then be named “Physics (nostrip)” (note the space).  This wont work if the item is in a subfolder of the renamed folder.
  • Another method would be to append ” (nostrip)” the actual item’s name, however not all items are modify friendly.
  • You can do this with items that aren’t even within the #RLV folder.  As shown in the image above, the body itself is not actually under #RLV.
  • From testing, it appears you can rename items or folders with just the name “nostrip” anywhere in the name and it will be effected too, but this might not be compatible with other versions of RLV.  So if you just happen to be wearing something that is named (or its folder is named) “ThereRNoStrippersallowed_SIGN_Hand”, it wont be stripable by RLV.

Suggested Quick Setup: If you’ve set up a “.core” folder, then wear only what is in that (right click > Replace Current Outfit), and subtract or add items that you feel should or should not be set to nostrip.  Open your inventory and look at the “Worn” tab, and hit the “Expand” button.  From here you should be able to change the folder (or item) names, by appending ” (nostrip)”.  Alternately: If you aren’t in an area where you can dress down,  you can use the more tedious method of opening your “.core” folder and right click > “Find Original” on each item you wish to set to nostrip.

In order to see if you’ve succeeded with your nostrip tagging, open up your locks windows.  In your viewer this should be under RLVa > Debug > Locks.  If you dont see RLVa at the top of your window, it might be under your Advanced menu instead (CTRL ALT D).  And remember to use the refresh button at the bottom of that window as you change tags in your inventory.

RLVa > Debug > Locks

RLVa_Locks_Menu

RLV_Locks

Everything that is correctly set as nostrip and is currently worn, will show up on the Active RLV Locks with the method “nostrip”.

A locked item is different from nostrip in a few ways.  First, while the items stay locked, they cannot be removed by you or RLV commands.  Second, instead of changing a name, it takes an RLV command to lock and unlock items (usually through a device).  So what this means… like nostrip, this will keep these items on even when changing outfits, but unlike no strip, you wont be able to remove them yourself.  This seems especially useful for items that restrain you in some way, keeping the person that is being restrained, from removing the items.  These items should also show up in your locks window (as show above), but should have the “rem” method, instead of “nostrip”.


Detaching Items

Older RLV command allowed removing items (system layers and attachments) by the slot they were attached.  All a user could possibly see was the layer name or attachment point name before deciding to take everything off in that slot.  This could be fine for layers by themselves.  However for attachments, this does not work so well, especially with mesh.  Given that a lot of creators tend to leave clothing and body parts on the default attachment point (the right hand), and given the uncertainty of which mesh items should be associated with which which attachment points, makes the user guess at will be detached.  This in effect makes people look towards RLV shared folder instead, for detaching, which could end up being a lot of work to set up.

Now there is a newer @remattach: RLV command which can be used in combination with the LSL llGetAttachedList().  What this means, is RLV devices can now have (and some already do) the possibility of detaching items that you are currently wearing … without having to to guess at what is being detached, and without putting links to everything in your #RLV folders.  Instead, a user decides what to remove from a list of the attachment’s actual names.  As usual, locking or setting items to nostrip, will keep them from being removed in this way, so that you can keep your mesh body parts intact.


SmartStrip

As stated in the last section, a lot of RLV devices remove clothing and attachments by choosing the layer or attachment point.  Additionally, there is a way dubbed “SmartStrip”.  This allows anything worn in the folder and all subfolders of the same clothing layer will be removed, when the layer is removed.  (Behind the scenes, instead of using RLV command @remoutfit, it uses @detachallthis).  This requires that you have to have the actual items (not links) in the same folder as the clothing layer you are having removed, and that folder has to be somewhere under #RLV.  These clothing layers are usually dubbed “dummy layers” in the case where you are only wearing the layer to remove the other items, since the layer itself may be unseen.  You can create dummy layers easily by right clicking a folder and selecting “New clothes”.

The benefit is that your items would then be detachable with the old undress functionality per clothing layer point.  The downside, is the actual items must be under your RLV folders, which means moving or copying all the inventory you wanted to be removable into #RLV folder (which isn’t a true system folder, and can be accidentally moved or deleted).


RLVa vs RLV

As far as inventory is concerned, the biggest difference I could see is “Sharewear” that is set to on by default in RLVa and not in the original RLV.  Sharewear simplifies RLV Folders so you no longer need to tag item’s attachment/clothing points (Legacy naming), by default.  Options are there to revert to the legacy methods.

The differences between RLVa and RLV are explained on this page of the Catznip Wiki.  Catznip is a third party viewer, coded by Kitty Barnett, who also develped RLVa, which is an extended reimplementation of Marine Kelly’s original RLV.  This post on the firestorm site explains some of the history between RLV and RLVa as well.

Marine Kelly’s RLV has its API written up on the second life wiki: RLV API.  This API is a great reference for RLV and RLVa alike since there are very few differences.  The Catnip wiki has Kitty Barnett’s documentation for RLVa.


The Viewers

From this Catznip wiki page, and cross referencing that with SL’s third party viewer list, and some research, this is best guestimate on which viewers use what RLV (please check the links for more details):

RLVa: Firestorm, Catznip, Black Dragon, Singularity

RLVRestrained Love, Kokua

RLVa v1.23 (older version): Radegast

Unknown or NOAlchemy, Official SL Viewer

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One thought on “RLV Folders, Outfits, and Inventory Setup

Add yours

  1. Very nice guide Davros. Well written and explicative. Wish OC web pages was as good. That would have avoided so many headaches.
    You saved me in world expeining the trick was to have the (nostrip) placed on the folder containing the actual object and does not have effect on just linked object.
    Kudos to you!

    Vipy

    Like

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