Updated: 17th September 2019
Wearable Items (Add/Detach): Everything that you can attach to your avatar as a wearable object or the screen as a HuD can be put into the wardrobe system, there are two basic steps.
- Setup the item under the #RLV folder path.
- Define the item to Wardrobe.
3.1: Setup the item under the #RLV folder path
SL Item Folders and Sub-Folders: Lets look at what I do to add an item to the wardrobe and this is were all those empty template folders come into play under the path #RLV\.zFolders\.
I will use my Blueberry Iconic Mega Pack as the example since it has various options on how it can be worn and provides a good example of sub folder usage. The first thing I do is obviously unpack the package and then copy the entire folder to the correct place under #RLV.
Note: I copy the folder, (not move). There is a reason I do this as I then use the original unpacked folder as the source for creating my Archive object that is linked to Wardrobe using CTS Archive. I will discuss this later on in section 7.
For this item the path I move the unpacked folder too is #RLV\.CTS ByCreator\Blueberry\<HERE>. I then rename the folder to Blueberry xx_Iconic Mega Pack, were xx is the next hex value in sequence in that folder. This guarantees all my folders have unique prefix name removing the potential for RLV search conflicts. The next step is to copy and paste from .zFolders the relevant default folders I need to setup my sub folders. Id required do any renaming to make the names more specific for the item and then start dragging in each item to its relevant sub folder. I am generally left with none Maitreya objects, one or two note cards, a landmark and a texture in the items folder. I simply trash everything except the texture. The end result is what you see in the image below.
NOTE 1: You will notice I do not use links, reason is they do not work with “Worn Outfits” unless the original object is also under the #RLV folder structure. This makes the usage of links for wardrobe items redundant in most situations. Besides links add to inventory count along with unnecessary inventory management when you replace anything that has an associated link.
NOTE 2: There maybe cases were you may use links such as if you create an outfit item in wardrobe made up of components from several individual objects from different wardrobe items. A prime example of this could possibly be a single naked base outfit covering your different Avatar builds.
3.2: Define the Item to Wardrobe
Methods of Adding: Now that the inventory side under #RLV is done, I now add the item to Wardrobe. There are various methods to add an item into the wardrobe. I am only going to discuss the three most popular methods of Import Texture, Upload Image and Import from Marketplace. The rest I find are a bit more cumbersome, I may add examples at a later date.
3.2.1: Import Texture
This is by far the fastest and best method of adding an item to the wardrobe and is always my preferred option if possible. I use this method when a product I purchase comes with full perm promotional textures.
(1) Copy/past the item folder name from SL to here as they do need to match. (2) Copy/past the texture UUID to here, you get the texture UUID by right clicking the texture (A) and selecting (B) Copy Asset UUID in inventory. If you have multiple textures you can do this up to 4 times for an item. (3) I then fill in what tags I wish to have for this item separated by commas. (4) Most times I just let this fill in automatically, on occasions you may come across a creator not defined in which case you can add a creator via the Brand Directory. (5) I enter the sub folders I wish to be added when I click on the Put on icon. I go into detail below why I prefix some sub item folders with a . (dot) and others are not prefixed.
3.2.2: Upload Image
This method is my go to method when there is no full perm texture that I can simply use the UUID with. How I get the texture is generally via a few sources that requires using either the Windows “Snipping Tool” or the free version of “Screenpresso“. The best option is to use a promo texture if ones is supplied. Simply open it and drag it to a larger size then simply use the capturing utility too capture it. Other options are to grab it from Facebook, Twitter or SLMP. Worse case is capturing it from the inSL vendor itself, its a bit fiddly lining up the camera.
NOTE: If your going to capture it from SLMP, you may want to first try using the Import from Marketplace option. I will be updating this page as soon as possible to cover this.
Lets assume I captured the texture, I then save it to a specific folder on my drive I use for uploading to Wardrobe with the item name. I then open it in Paint or GIMP 2 and resize it to have equal horizontal and vertical pixels. I tend to go with 480×480 since this is the size Wardrobe stores images as. I rarely worry about maintaining aspect ratios. There are two main reasons, firstly I want to do this as fast as possible and secondly, I am not keen on the auto letter boxing Wardrobe does.
Once you have your image ready for upload, (1) Drag and drop the image, (A) is the result once dropped. (2) If you named the image correctly the item folder name will match the SL folder name, if not over type as they do need to match. (3) I fill in what tags I wish to have for this item separated by commas. (4) Type in the Creator till you get a match. (5) I enter the sub folders I wish to be added when I click on the Put on icon. (6) I generally uncheck everything here as I tend to let things attach to defaults, then click Submit.
You can add up to 4 images for a given item via this method and you can also batch up multiple items to add via this method if you have them all prepared.
3.2.3: Import from Marketplace
At present the Iconic Mega Pack has not been made available on SLMP. Once I notice it is available I will add the details for that process here.
3.2.4: End Result
Regardless of which method used you end up with an item added to wardrobe, in this case it will look like the image left.
I then edit the item (see 3.3 below) and adjust dressing policies if required. In most cases the policies I use are;
- Wearing Policy = Default as defined in preferences.
- Put On Base Outfits = Default as defined in preferences.
Alternate – used for Appliers, Hair, shoes etc
- Wearing Policy = Add to layers and attachments.
- Put On Base Outfits = Don’t put on base outfits before wearing this item.
If I click the Put On icon it will result in the objects inside the folders .Lara Shorts, .Lara Top, .Shoes Ankle & Chain Belt been worn according to my default policies or I can simply click the folders I wish to use for example .Lara Short, .Lara Top and then select other folders using the Show the Wear Dialog Icon. I am now presented with the Putting on floater which allows for Quick Dress showing the other sub folders or More Options, here I could choose Shoes Knee as a different option to .Shoes Ankle. Another option is I could look at a totally different pair of shoes to wear.
Remember my usage of prefixing some folders with a . (dot), this is the reason. Those sub folders are not displayed under Quick Dress. Instead I am presented with a view that allows me to individually select which alternate folders I wish to add. See the RLV Setup page for more details on prefixing folders.
Before we continue, the other reason I have a well organised inventory setup this way is for that rainy day when maybe the Wardrobe dashboard is down or an RLV update was applied to the viewer and it broke RLV. In those situations my structure makes it relatively easy to find things either at the item folder level or subfolder level in inventory and simply right click and select Add To Current Outfit or Remove From Current Outfit knowing that its only going to ever add or remove objects in the relevant folder.
3.3: Editing an Item in Wardrobe
Items can be edited at anytime, you will often find as you become more familiar with wardrobe that you will adjust how you use it. Especially when you start using more advance functions like base outfits or chaining items. To edit an item you click the pencil icon.
This presents you with the following screens where you can change both Description and Dressing attributes. I may go into these deeper later on as part of advanced topics.
None wearable Items (REZ): Although I have not started adding these to Wardrobe yet, there is no reason why you can’t use Wardrobe as a pseudo visual catalog for these types of objects. In this situation you can in theory skip Step 1 and go directly to Step 2. Since there is no real value in setting up folders under #RLV for REZ objects.
With the introduction of CTS Archive, you could use Wardrobe not simply as a pseudo visual catalog for REZ objects, you could use it as a retrieval storage solution rather than keeping them stored in folders in inventory.
Once you have ample items setup in wardrobe, specifically those that are required for your base Avatar it is worth setting up 4: Base Outfits.