GTFO is a fun activity that gives an opportunity to explore the SL mainland by hauling cargo from hub to hub. Maybe this will be a chance for you to explore places on the SL Mainland that you haven't seen before and get to know the different routes around the mainland.
In theworkshop we will a) Show you how to convert an ordinary Dogcart to a cargocart and b) Show you how to add different cargo to the cargocart and also how to implement the loading/offloading routine in GTFO. We hope that you enjoy this, and if you run into any problems
while converting, don't hesitate to poke Camilla or Magic.
1.1 How to edit a certain object in a linkset.
Right click on the linkset→ Edit→ Edit linked→ click on the wanted object you want to edit
1.2 How to unlink of one object out of a linkset
right click→ edit→ select edit linked→ click on a linked object and make sure it alone is highlighted → click unlink→ confirm→ check you can move it without the rest of the linkset
1.3 How to link an object to an existing linkset with keeping the root prim
In a linkset the rootprim is marked yellow, all others blue, the last one added to a linkset will always be the rootprim.
Edit first the object you want to add→ press and hold [Shift] and click next the linkset last you want to stay the rootprim (for example the cart with the invis sledge object as rootprim)
1.4 How to move a prim
In the edit tab next to link/unlink is a button where you can toggle World and Local
World means the object movement is exact along the sim directions
X= West-East
Y= South-North
Z= up and down
Local means the moving directions are along the objects orientation. You can move a prim along the object angle.
If you toggle you can see how the arrows swap when the object has an angle >zero/90°/180°/270°
1.5 How to rotate an object
Enable [Snap] in the edit menu and click and hold the object you want to rotate and press and hold [Ctrl] and the arrows will swap to 3 coloured circles to show you the rotation directions around X,Y and Z. Keep [Ctrl] pressed and click the rotation circle you want to rotate. Remember to select World or Local to rotate in the specific directions.
1.6 How to reverse an action
If any movement of a linked prim went wrong press ctrl + Z and the action will be done reverse.
On the other hand with Ctrl+Y you can back to where you came from.
After checking these, maybe more advanced, Edit skills will now move on in our workshop with a more practical “hands on” part.
We will show you a way to make a cargocart out of the dogcart from Marine. For anyone not owning a dogcart yet, the nearest vendor is down at our harbour here on Pike. If anyone wants to purchase one, here is the LM
http://maps.secondlife.com/secondlife/Tall%20Tails%20Pike/189/81/23
This workshop will refer to a default Dogcart from Marine out of the box. Rezz now a default dogcart out of the box in front of you.
2.1 How to set the cart to NO Action
In the cart menu an owner only option will be shown The button is named [Action] and when you toggle it you can swap through the options return home, self destruct and no action.
We set the cart to no Action for this workshop. It’s important to get this step right as an idle cart may return home or self-destruct after 1h of idle time if it is not set. This saves you from the pains of losing progress on your work.
2.2 How to position the cart
To have an easy way to add and remove parts we rotate the cart to X= 0, Y= 0, and Z= 0
Next we move the cart to Y= next whole number without decimals (like Y= 26.00 for example. These numbers can be found in the object tap in the edit menu. For safety reasons we can set this position to home in the cart menu now to have a way to get the cart back to the start position.
2.3 how to save progress.
Modding a cart can be a complex process that involves many steps. To avoid losing any work it’s highly recommended to save your work as you go along. Saving the work you’ve changed is automatically done when you take the cart back into inventory. But, since you easily can lose track of the version you're working on (since carts are copy, and you will have several named the same in inventory), we suggest that adding version number and an identifiable name f.ex Cargocart 1.1.. 1.2 etc
2.4 How to check the physics
3.1 Next we want to remove things from your cart to make room for a different cartbody to make the Cargocart as the goal of this workshop. The process for this involves using the edit linked principal that was explained earlier. To recap Right click cart, choose edit linked end select the item you want to remove. Make sure you have only the item you want to remove selected, this is indicated by the blue halo around the object. Click the unlink button in the same window (under the checkboxes)
Please start unlinking and moving aside (and deleting) the following list of object we don't need anymore:
3.1.1 both back seats. The back seats are 2 separate objects we don't need anymore
3.1.2 the cart body itself
3.1.3 the cage bars, but please rename that to dogcart cage bars and take it back to your inventory. We may use it in an advanced step to add it later.
3.1.4 The backdoor only, the chains remain for further usage. Rename each chain from default ‘Object’ to ‘Chain’ Move both chains on the Y axis 1 meter further to the back
You should be now all at this step here now as shown by number 4
4.1 Now to the fun part. Adding parts to the cart is why we do this modding. This can be as easy as adding a panel for your own decals, or adding lights, or more advanced features like swapping out the body. The last part is needed for the Cargocart and will be covered now in a step by step workshop
4.2 The new Cartbody
Now you pick a copy from the cartbody giver on the forklift over there and rezz it behind your striped cart.
Look that you have the same orientation X=0, Y=0 and Z=0 and the same whole number Y for the position as before for the dogcart (for example as before Y=26.00)
Next you move the new cartbody along the X Axis under the stripped cart till the front of the new cartbody align with the front bracing.
The next step is to move the new cartbody up on the Z Axis till in literally “rests” on the frame
Now link the new body to the cart with right click on the new cartbody and press/hold shift while clicking the striped cart and select [Link]. When done right the invis sledge prim will still be highlighted in yellow. That is so important, that is the root prim!
In the next steps a few linked objects need to be adjusted. We will go through this step by step.
5.1 the cage.
The new cart still has a cage but with a hidden wooden door under the front seats. Click it and the hidden door will open and will close on the next click. Leave it open for now. In this next step we will move the Cageseat from the old position with a 180 degree turn to the new cage.
Click the cart, select [Edit linked] and click the back seat, press and hold [Ctrl] and rotate the seat by 180 degree. Next move the prim on the X Axis inside the new cage and adjust it in the height (Z Axis). Exit edit with [esc] and click the cage door. This step is done.
5.2 The front seats
We start with a right click on the cart, select edit and select [Edit linked]. Next we click on one front seat, press/hold [Shift] and click on the second front seat. Now both seats should be highlighted in blue and show the arrows. The next step is to move both seats together on the X Axis towards the front of the new cartbody till they fit over the cage. Exit edit with [esc].
5.3 The driver and passenger railings
We start again with a right click on the cart, select edit and select [Edit linked]. Next we click on the railings and move them along the X Axis till it fits on the ney Cartbody. The width needs to be increased as the new body is a tad wider. The easiest way is to go to the Object tab in the edit menu and set (at dimensions) for Size X= 1.49 That will do and we close with [esc].
5.4 The backdoor
The new cartbody has a working backdoor! !Important now is to click only once on the backdoor and let it open! Now again we need a click on the cart, select edit and [Edit linked]. Next click on a chain, press/hold [Shift] and click on the other chain. Make sure you have only selected the 2 chains. Move both chains together along the X Axis till they fit the backdoor. Maybe each chain needs a bit adjustment in the final position. Now you can click on the backdoor again and close it. When done right the chains disappear when closing the door and get visible on opening the door.
6.1 The reset of a cart
At this point you all should have a new Cargocart in front of you with a swapped cartbody and things aligned in position. Now we came to the most important step after each cart modification. Be sure and double check the following things:
We will reset the whole cart which makes sure the certain things will work as expected.
Click the cart and select in the menu [Maintenance] Here you click [Reset]
6.2 The final check
Hop on the cart and check the seating animations, check the hitch menu, check the wheel rotations and the steering. All should be fine as expected if you followed the Step by Step manual so far.
6.3 The Physics Check
After modding and adding new things to the cart we should check the Physics again. After the cartbody swap it should show you 18.7 for the physics of the cart. That seems lighter as before but with adding cargo later we will get back to where we started. For now we are good, more on this in an additional step.
6.4 The adjusting of the pony‘s view
As we moved the new body and the seats a bit towards the pony we need to adjust the view of the pony. For this we need to understand that the cam position is loaded with a NC from the cart to the pony strap. To adjust the cam position we need to edit the cart and go to [Content]. There you can find a NC called *Seat pony.
Open this NC with a double click or a right click and select open.
Find the line camerapos = <0.0, 2.3, 1.25> # normal view
and change this to camerapos = <0.0, 1.95, 1.25> # normal view.
Now click [Save] at the bottom of the NC and close it.
Next open the Menu with a click on the cart and select [Config...].
There you can find several presets like Chained, Hobbled,Tight, Normal and Pony.
Press Pony and wait till the chat will confirm with Strap: Seat ready, 2010 B free.
What happened now is that the cart sent the edited NC with the new cam position to the strap.
Please check now if the view is okay for you. In case you are not sure it worked you can select an other setting first and then select Pony again and resit again.
6.5 The set to home
After each reset on the cart a few things are set per default:
-The cart is set to return home after 1 h without use and the home position is set to the actual position on this sim. That means that if you are riding here on the sim and leave the cart it will return and appear here just where we stand. To avoid this we have several options. We set the cart to self destruct in the Action settings.
We rezz the cart at another sim, best where we never will cart like a sandbox, and set home there. (http://maps.secondlife.com/secondlife/Shermerville%20Central/128/93/27)
7. Summary
At this step we would like to summon up this Part One of our workshop.
We showed you
Welcome to our PMC Workshop Part Two. In the first part on Friday we focused on the cargocart itself and how to swap a cart body. You can do that with any other cartbody as long you focus on the physics and dimensions.
In our Part Two we want to focus on adding Cargo goods and getting the cargocart ready for GTFO which shows a unique loading routine. Alexis made a great Video to show what's possible and what we are working for today.
https://www.youtube.com/watch?v=47UbFBnnlF4
8.1 Steps to get your cart GTFO ready:
We start with rezzing a Dogcart or your already edited Cargocart in front of you. Edit and rotate it to X=0, Y=0, Z=0 and move it to the next whole number on X Axis and Y Axis.
HAPPY GTFOing