OpenCollar is an open source project within SecondLife™

When you freely give your will to someone in Second Life, you shouldn't have to spend hundreds (or thousands) of lindens on a collar to make it more real.  Now you don't have to.  OpenCollar provides a free, high quality collar with open source scripts.

Monday, June 1, 2015

NEW WEBSITES

WOW!!! 

This one is really old and still exists, so does the project which can be found these days here:

Thursday, November 6, 2008

OpenCollar instructions for collar designers

Thanks for your interest in OpenCollar.  Hopefully you'll find it useful in your creations.  Installing it in a custom collar is pretty simple.  Here are the steps:

1 - COPY THE CONTENTS - Copy the OpenCollar guts into the root prim of your collar (by "guts" I mean scripts, anims, notecards, objects, and textures that come in the contents of the basic OpenCollar). You should have your root prim be an invisible ball in the front of the collar, as this will make the source of the leash particles look the best, and is also required by the coloring and texturing scripts.

2 - SET A UNIQUE DATABASE PREFIX - The OpenCollar scripts use the free w-hat.com database to remember settings.  To prevent your settings from being overrwritten by other people's collars, you can set your own database prefix.  In the Description field of the root prim, change "oc_" to whatever prefix you would like, such as your initials, or the abbreviated name of your store.

3 - NAME THE ELEMENTS OF THE COLLAR - The color and texture changing scripts can apply a color or texture to a group of prims at once.  To enable this feature, give all matching elements in your collar the same Description.  For example, the free OpenCollar object has 3 prims with the word "Metal" in their descriptions.  Then when you use the color and texture features of the scripts, you can set the color or texture for these 3 prims at once. (It is a good idea to look how the single prims of the OpenCollar are named, in Objectname and Description!)

    NOTE 1: The coloring and texturing scripts will not set color or texture for the root prim.  This is another reason to have the root prim be an invisible ball in front of the collar.

    NOTE 2:  There may be some elements of your collar that you do not want to have appear in the texture, color, or hide menus.  To prevent an element from appearing in the texture or color menus, put "~notexture", "~nocolor", and/or "~nohide" after the element name in that prim's Description field.

    NOTE 3: The Label-prims
    There are 6 Label prims which are cylinders, cut 0.001 and 0.074, they have to be exactly like this else the label texturing with letters wont work! Each of these prims has a name like Label~0, Label~2, Label~4 ... this is to identify which letters of the label text shall be on which prim. As each prim hold 2 letters it starts at 0 and the last one is 10 for 12 possible letters.

4 - REMOVE THE UPDATE SCRIPT - OpenCollar automatically has a new version of itself sent when an update is available.  If you put the scripts in your own prims, however, you probably don't want this feature.  Delete the "OpenCollar - Update" script from the object's contents, and your customers won't be bugged with automatic updates for the free OpenCollar.

5 - RESET THE SCRIPTS - Select your collar object using the Edit tools and click "Tools->Reset Scripts in Selection" in the SL menu.

6 - CHECK PERMISSIONS - Make sure you have left all of the OpenCollar guts full perms.  You can apply whatever permissions you want to the *prims* containing the OpenCollar system, but the scripts, notecards, textures, animations, etc, must always remain full perms.

Monday, October 27, 2008

Change Log 2.5

2.5
- Totally revamped label system, reduced to a single script (no scripts in child prims) and using cylindrical prims that hug the collar much better than the old xytext boxes. (Lulu Pink rocks)
- Revamped Show/Hide menu, allowing to show and hide prim categories together like the color and textures scripts do.


2.4
- Added ability to trigger Sub AO menu.

2.3
- Added http db caching to greatly speed up settings lookups.
- added "belly" pose
- fixed bug where pose gets lost on wearer's viewer after tp
- Added "Allow All" and "Forbid All" buttons in RLV plugin menus
- Added "nocolor" equivalent to the existing "notexture" option in prim element descriptions.
- SitNow menu now omits objects named "Object"
- Added "cachedump" command which sends an IM showing contents of local settings cache.
- Moved lockmeister_target function into listener script
- Added version numbers to scripts
- Completely revamped leash system, thanks to Lulu Pink

2.1
- new and improved badwords plugin
- The renamed "anim/pose" script now handles playing all animations. Other scripts that need to animate send link messages to that one.  (With the exception of a partner anim in a hug or kiss.)
- anim/pose script sends commands on channel -782690 to enable and disable AO.

2.0
- Removed the badwords plugin, as it required passing all chat via link message.  It may eventually return in a more efficient form.
- Moved color data from notecards to web pages, dramatically speeding up the color menu.
- Revamped menu system, allowing for more categorization into sub menus.
- New default settings system.
- Running away no longer resets label, colors, or textures.
- only appearance-related settings are prefixed now, so owner, secowner, etc will automatically transfer between different collar makes.

1.16 re-compiled for Mono

1.0 changed the color system to build category lists from notecards.  Added "Back" buttons to color and texture menus.  no longer automatically give a leash holder on leashing someone, instead tell them about the "giveholder" command.

0.9 adds http request throttling, to avoid hitting the sim's limit of 25 requests per 20 seconds.  also fixed a texture stretch bug on the trim portions of the default collar.

0.85 adds a "badwords" feature to punish the sub for saying forbidden words.  Also, the httpdb database prefix is now taken from the collar description instead of being hardcoded.  Eliminated the IM slave system, to reduce the number of scripts overall.  Consolidated the help script into auth for the same reason.

0.84 has only internal changes.  The hug and kiss scripts have been integrated so that only two scripts are needed, instead of four.

0.83 added "lock" and "unlock" commands.  The owner is IMed if the collar is removed while locked.

Version 0.82 dropped a few of the weirder textures that had been included, and added some niced brushed metal ones.

Version 0.8 added a "menu" command.  The menu may also be raised by touching the collar.

Version 0.7 includes texture changing in addition to the existing color changing.

As of version .61, the prefix is automatically set to the wearer's initials when someone first puts on the collar.  So there's no more accidentally controlling several people at once because they all have the same prefix.

.61 also includes hug and kiss commands.

version 0.57, OpenCollar uses w-hat's httpdb service to store owner, secowner, and group information.  This means that you can attach a new version and not have to set the owner each time.  It will be remembered from the online database.  To clear the database, use the .reset command (only owners and wearers may do this)