05-29-2015, 07:08 PM
Originally posted by ≧∇≦ but updated a bit >_>
**NOTE: I did post this tutorial on another forum too, but different.**
Hi people! :ThumbsUp:
Because there are always many questions from newbies on the forum who are trying to copybot, here's an advanced tutorial of almost everything.
1. A copybot viewer
If you want to copybot, it needs to start with a viewer ofcourse. There are alot of viewers, some good ones are Darkstorm,Oldskool,Extinction and Shoopedlife.
On the forum, you see a category called "COPY BOT VIEWERS", click on it.
Click on "NEW VIEWER CLIENTS". Choose a viewer from there, and download it.
Install the viewer, and you're ready to use it!
In this tutorial I will be using ShoopedLife.
2. Importing Stuff
So, you've found something nice on the forum, but you have NO idea how to get this in Second Life. This is what to do.
First, download the stuff you want. In this tutorial, I'm using a cute Baby Doll Outfit (this can be whatever you want; buildings, hairs, etc. but I just use an outfit in this tutorial).
So I will press the Download button or link and see if the url is not broken.
If the url is broken, you can comment and ask if the person could re-upload the file. If not, you are not able to get it.
If you press the Download button, you will be redirected to the download page. You can download the XML or RAR file there.
What I've downloaded was a .rar file, if you look inside this, we have this:
![[Image: 2cghevl.png]](http://i45.tinypic.com/2cghevl.png)
First, extract all files. You can simply do this by selecting them and dragging them to the place where you want them to be.
You see a folder with on the end _assets.
This are textures which one can be used in other grids like OpenSim. Not every share has assets included.
As you can see there are a .shirt file and a .underpants file.
That are wearables. They can have many extensions, .pants, .undershirt, .shape, .skin, etc. Those files will usually come into the Clothing folder and have icons like this:
![[Image: ipwsc9.jpg]](http://i45.tinypic.com/ipwsc9.jpg)
And you see a XML file. Those files contain the prim data, which can be converted in Second Life.
If you import a XML file, you are the creator of the object.
There's a clever trick to bypass this, by spoofing the creator. I will explain how to do this later in this tutorial.
Importing Wearables
If you want to upload one or multiple wearables, press on Bulk (Variable L$ per file). You can select the files you want, holding CTRL.
(if you upload wearables trough Bulk, it's free.)
![[Image: 30lp73m.png]](http://i39.tinypic.com/30lp73m.png)
Darkstorm: Darkstorm> Import wearables
Oldskool/EX: File> Bulk uploads> Wearables
Now you will see the imported stuff in your Recent Items.
Importing stuff trough UUID
Because UUID's are getting more popular, it's important to know how to do it.
In some threads you might see a long, weird code. That's a UUID.
This is what we're going to do, copy a UUID from the list. Only the long code, not the text infront of it like Jacket layer etc.
In the viewer, press CTRL+SHIFT+K, or go to the tab ShoopedLife → Clipboard Keytool.
When you look in your inventory, you will see that the wearable has the name of the UUID. You can simply rename this.
Importing a XML file
If you want to import a XML file, go to a rez enabled zone (e.g a sandbox, but make sure no one is seeing you importing stuff, because you have a risk of getting reported).
Then go to File → Import XML.
Select the XML file there, and then a screen will pop-up.
Select the stuff you want to import, then simply click on OK. Now you will see that there start creating prims.
When it's done, you see the prims will attach to yourself. Wear the wearables and then you have your outfit!
Imporing a XML with Assets
If you have OpenSim, or any other grid where you want SL items, check your download map and see if theres a map which one ends on _assets. This will upload textures on the grid, because the SL textures don't exist on the grid yet.
So, go to Import KNG XML:
Then, select your XML file.
Then, on the screen with the prims, check the box "Upload Textures".
On OpenSim, this is free. In Second Life not. But it's not needed in Second Life unless the creator removed the textures.
Then make sure you are in a rez enabled zone again, and press OK.
**NOTE: I did post this tutorial on another forum too, but different.**
Hi people! :ThumbsUp:
Because there are always many questions from newbies on the forum who are trying to copybot, here's an advanced tutorial of almost everything.
1. A copybot viewer
If you want to copybot, it needs to start with a viewer ofcourse. There are alot of viewers, some good ones are Darkstorm,Oldskool,Extinction and Shoopedlife.
On the forum, you see a category called "COPY BOT VIEWERS", click on it.
Click on "NEW VIEWER CLIENTS". Choose a viewer from there, and download it.
Install the viewer, and you're ready to use it!
In this tutorial I will be using ShoopedLife.
2. Importing Stuff
So, you've found something nice on the forum, but you have NO idea how to get this in Second Life. This is what to do.
First, download the stuff you want. In this tutorial, I'm using a cute Baby Doll Outfit (this can be whatever you want; buildings, hairs, etc. but I just use an outfit in this tutorial).
So I will press the Download button or link and see if the url is not broken.
If the url is broken, you can comment and ask if the person could re-upload the file. If not, you are not able to get it.
If you press the Download button, you will be redirected to the download page. You can download the XML or RAR file there.
What I've downloaded was a .rar file, if you look inside this, we have this:
![[Image: 2cghevl.png]](http://i45.tinypic.com/2cghevl.png)
First, extract all files. You can simply do this by selecting them and dragging them to the place where you want them to be.
You see a folder with on the end _assets.
This are textures which one can be used in other grids like OpenSim. Not every share has assets included.
As you can see there are a .shirt file and a .underpants file.
That are wearables. They can have many extensions, .pants, .undershirt, .shape, .skin, etc. Those files will usually come into the Clothing folder and have icons like this:
![[Image: ipwsc9.jpg]](http://i45.tinypic.com/ipwsc9.jpg)
And you see a XML file. Those files contain the prim data, which can be converted in Second Life.
If you import a XML file, you are the creator of the object.
There's a clever trick to bypass this, by spoofing the creator. I will explain how to do this later in this tutorial.
Importing Wearables
If you want to upload one or multiple wearables, press on Bulk (Variable L$ per file). You can select the files you want, holding CTRL.
(if you upload wearables trough Bulk, it's free.)
![[Image: 30lp73m.png]](http://i39.tinypic.com/30lp73m.png)
Darkstorm: Darkstorm> Import wearables
Oldskool/EX: File> Bulk uploads> Wearables
Now you will see the imported stuff in your Recent Items.
Importing stuff trough UUID
Because UUID's are getting more popular, it's important to know how to do it.
In some threads you might see a long, weird code. That's a UUID.
This is what we're going to do, copy a UUID from the list. Only the long code, not the text infront of it like Jacket layer etc.
In the viewer, press CTRL+SHIFT+K, or go to the tab ShoopedLife → Clipboard Keytool.
When you look in your inventory, you will see that the wearable has the name of the UUID. You can simply rename this.
Importing a XML file
If you want to import a XML file, go to a rez enabled zone (e.g a sandbox, but make sure no one is seeing you importing stuff, because you have a risk of getting reported).
Then go to File → Import XML.
Select the XML file there, and then a screen will pop-up.
Select the stuff you want to import, then simply click on OK. Now you will see that there start creating prims.
When it's done, you see the prims will attach to yourself. Wear the wearables and then you have your outfit!
Imporing a XML with Assets
If you have OpenSim, or any other grid where you want SL items, check your download map and see if theres a map which one ends on _assets. This will upload textures on the grid, because the SL textures don't exist on the grid yet.
So, go to Import KNG XML:
Then, select your XML file.
Then, on the screen with the prims, check the box "Upload Textures".
On OpenSim, this is free. In Second Life not. But it's not needed in Second Life unless the creator removed the textures.
Then make sure you are in a rez enabled zone again, and press OK.