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Rezzing issue - scene rotates awkwardly

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Greetings, up until now I thought that a "rezzer disc" was a common object for rezzing scenes but it seems it's not at all that popular. I'm using a disc to rez about 5 scenes. You'll click on the disc, it gives you a dialog menu with the 5 scenes, you'll choose one and click on the "new scene crate" to display it.

The most important thing here is that when I display it, the scene, which includes about 10 or so objects displays in very different positions from when I placed it into the disc (rotating 90 degrees usually).

The "rezzer disc" script can be viewed here: http://pastebin.com/T1V8pD8Q

I followed the notecard that comes with it step by step and though the scene rezzes, it's not correctly placed:

Follow these steps for creating a new scene:

1. Create a scene within 20 meters of simulation rezzer system or new scene crate.
2. Select New Scene from the simulation rezzer system to rez a new scene crate.
3. For each linked set of prims place the Scene-component-rezzing script in the primary prim.
4. From the New Scene crate menu select Record.
5. Take the recorded scene into your inventory.
6. Right click on the New Scene crate to Edit and then click on the Contents tab.
7. Place the recorded scene objects from your inventory into the content tab of the New Scene crate.
8. Rename the New Scene crate to label your scene.
9. Take your new labeled scene crate into your inventory.
10. Right click on the simulation rezzer system and select edit and then open the Contents tab.
10. Place your newly labeled scene crate into the simulation rezzer system (under the Contents tab).

 

Not sure if anyone is familiar with it, but I thought I might ask for help anyway since this is my first time using a rezzing system this complex. I'll be working on a fix but thanks for any advice you provide!

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Source Code

for

Troy McConaghy's Holo-Emitter System

by Troy McConaghy

Introduction

This document contains the source code for a holo-emitter system that I made for Second Life. For

more information about the system and a User's Guide, see my blog at:

http://www.troymcconaghy.com/blog/2007/9/12/open-source-holo-emitter-for-sl.html

The Holo-Emitter System

There are four scripts that work together to make the holo-emitter system work. They are named:

Holo-Emitter Script

Scene-Container Script

Object Script A

Object Script B

Please make sure you have all four scripts or the system won't work. The source code for those scripts

(version 1.0) is below. Note that they are all open source (GPL 2.0).

Holo-Emitter Script

// Holo-Emitter Script

// Part of Troy McConaghy's Holo-Emitter System

//

// Copyright © 2007 by Troy McConaghy (Troy McLuhan in Second Life)

//

// This program is free software; you can redistribute it and/or

// modify it under the terms of the GNU General Public License

// as published by the Free Software Foundation; either version 2

// of the License, or (at your option) any later version.

//

// This program is distributed in the hope that it will be useful,

// but WITHOUT ANY WARRANTY; without even the implied warranty of

// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the

// GNU General Public License for more details.

//

// You can get a copy of the GNU General Public License at

// http://www.gnu.org/licenses/gpl.txt

// or by writing to the Free Software Foundation, Inc.,

// 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.

// Global constants - should be changed if there are any other holo-emitters in the

sim, both here and in all other scripts

integer delete_channel = -3423489;

integer menu_channel = -1847395;

integer HE_channel = -9385735;

// Global variables

list options;

integer menu_listen;

clear_scene()

{

llRegionSay(delete_channel, "delete"); // Sends a "delete" message to the

entire sim on the delete_channel

}

default

{

state_entry()

{

llSay(0,"Ready");

llListen(HE_channel,"",NULL_KEY,"ping");

}

touch_start(integer total_number)

{

// Generate the menu of scenes by scanning the holo-emitter's inventory

options = ["Clear"]; // even if there are no scenes in the holo-emitter,

one option is always to clear the scene

integer num_scenes = llGetInventoryNumber(INVENTORY_OBJECT); // = number of

objects in the holo-emitter's inventory

if (num_scenes>0)

{

integer scene_nbr;

for (scene_nbr=0; scene_nbr<num_scenes; scene_nbr++)

{

options = options + [llGetInventoryName(INVENTORY_OBJECT,

scene_nbr)]; // appends another scene to the list of options

}

}

llDialog(llDetectedKey(0), "Select the scene you would like to see:",

options, menu_channel);

menu_listen = llListen(menu_channel, "", NULL_KEY, "");

}

listen(integer channel, string name, key id, string message)

{

if ((channel==HE_channel) && (message=="ping"))

{

//llSay(0,"I heard a ping, so I'm replying with my position now (on the

HE_channel).");

vector HE_pos = llGetPos(); // = holo-emitter position <x,y,z>

string str = (string)HE_pos.x+","+(string)HE_pos.y+","+

(string)HE_pos.z;

llRegionSay(HE_channel, str);

//llSay(0,"My position string is "+str);

}

else if (channel==menu_channel)

{

if (message=="Clear")

{

clear_scene();

}

else // message = the name of the scene-container to rez

{

clear_scene();

llRezAtRoot(message, <0.0,0.0,9.0>+llGetPos(), ZERO_VECTOR,

ZERO_ROTATION, 1);

}

llListenRemove(menu_listen);

}

}

}

Scene-Container Script

// Scene-Container Script

// Part of Troy McConaghy's Holo-Emitter System

//

// Copyright © 2007 by Troy McConaghy (Troy McLuhan in Second Life)

//

// This program is free software; you can redistribute it and/or

// modify it under the terms of the GNU General Public License

// as published by the Free Software Foundation; either version 2

// of the License, or (at your option) any later version.

//

// This program is distributed in the hope that it will be useful,

// but WITHOUT ANY WARRANTY; without even the implied warranty of

// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the

// GNU General Public License for more details.

//

// You can get a copy of the GNU General Public License at

// http://www.gnu.org/licenses/gpl.txt

// or by writing to the Free Software Foundation, Inc.,

// 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.

default

{

on_rez(integer start_param)

{

string obj_desc = llToLower(llGetObjectDesc()); // = object description

string, made lowercase

//llSay(0, "obj_desc = "+obj_desc);

if (obj_desc == "live") // then the scene-container is live, so rez all of

its contents then delete the scene-container

{

integer num_obj = llGetInventoryNumber(INVENTORY_OBJECT); // = number

of objects in the scene-container's inventory

//llSay(0, "Number of objects in my inventory = "+(string)num_obj);

if (num_obj>0)

{

integer obj;

for (obj=0; obj<num_obj; obj++)

{

//llSay(0, "Rezzing obj with inventory index = "+(string)obj);

llRezAtRoot(llGetInventoryName(INVENTORY_OBJECT, obj),

<0.0,0.0,1.0>+llGetPos(), ZERO_VECTOR, ZERO_ROTATION, 0);

llSleep(3.0);

}

//llSay(0, "Done rezzing all objects in inventory");

}

llSleep(10.0);

llDie();

}

// If the scene-container is not live, then control now passes to the

state_entry() event handler

}

state_entry()

{

llSay(0,"You can now add and remove objects from my inventory.");

}

}

Object Script A

// Object Script A

// Part of Troy McConaghy's Holo-Emitter System

//

// Copyright © 2007 by Troy McConaghy (Troy McLuhan in Second Life)

//

// This program is free software; you can redistribute it and/or

// modify it under the terms of the GNU General Public License

// as published by the Free Software Foundation; either version 2

// of the License, or (at your option) any later version.

//

// This program is distributed in the hope that it will be useful,

// but WITHOUT ANY WARRANTY; without even the implied warranty of

// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the

// GNU General Public License for more details.

//

// You can get a copy of the GNU General Public License at

// http://www.gnu.org/licenses/gpl.txt

// or by writing to the Free Software Foundation, Inc.,

// 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.

// Global constants - should be changed if there are any other holo-emitters in the

sim, both here and in all other scripts

integer HE_channel = -9385735;

// Global variables

vector rel_pos;

rotation rot;

goto( vector destpos )

{ //Based on warpPos

//R&D by Keknehv Psaltery, 05/25/2006

//with a little pokeing by Strife, and a bit more

//some more munging by Talarus Luan

//Final cleanup by Keknehv Psaltery

// Compute the number of jumps necessary

integer jumps = (integer)(llVecDist(destpos, llGetPos()) / 10.0) + 1;

// Try and avoid stack/heap collisions

if (jumps > 100 )

jumps = 100; // 1km should be plenty

list rules = [ PRIM_POSITION, destpos ]; //The start for the rules list

integer count = 1;

while ( ( count = count << 1 ) < jumps)

rules = (rules=[]) + rules + rules; //should tighten memory use.

llSetPrimitiveParams( rules + llList2List( rules, (count - jumps) << 1,

count) );

}

ping()

{

llRegionSay(HE_channel, "ping"); // Sends out a ping on the HE_channel to

determine the holo-emitter's position

}

default

{

on_rez(integer start_param)

{

state repos;

}

state_entry()

{

// This event is triggered if this script is dragged from inventory to the

contents of an object

llListen(HE_channel, "", NULL_KEY, "");

ping();

llSetTimerEvent(2.0); // Just in case the first ping isn't heard, more are

sent out until one gets heard

}

timer()

{

ping();

}

listen(integer channel, string name, key id, string message)

{

if (channel==HE_channel)

{

llSetTimerEvent(0.0); // Turns off the timed pings, since a ping was

heard and a reply has been received

vector pos = llGetPos();

if (pos.z <= llGround(ZERO_VECTOR))

{

string obj_name = llGetObjectName();

llSay(0,"WARNING! The center of the object "+obj_name+" is below

ground level.");

llSay(0,"The holo-emitter system won't be able to put it back

there");

llSay(0,"because it can only place objects whose center is above

ground level.");

}

list pos_list = llCSV2List(message);

vector HE_pos = <llList2Float(pos_list,0), llList2Float(pos_list,1),

llList2Float(pos_list,2)>;

rel_pos = pos - HE_pos;

//llSay(0,"pos = "+(string)pos+", HE_pos = "+(string)HE_pos+", rel_pos

= "+(string)rel_pos);

rot = llGetRot();

//llSay(0, "I stored my position in rot, rot = "+(string)rot);

state await_rerez;

}

}

}

state await_rerez

{

state_entry()

{

llSay(0,"You can now take me into your inventory and then put me in a

scene-container from there.");

}

on_rez(integer start_param)

{

state repos;

}

}

state repos

{

state_entry()

{

//llSay(0,"Now in state repos");

llListen(HE_channel, "", NULL_KEY, "");

ping();

llSetTimerEvent(2.0); // Just in case the first ping isn't heard, more are

sent out until one gets heard

}

timer()

{

ping();

}

listen(integer channel, string name, key id, string message)

{

if (channel==HE_channel)

{

llSetTimerEvent(0.0); // Turns off the timed pings, since a ping was

heard and a reply has been received

list pos_list = llCSV2List(message);

vector HE_pos = <llList2Float(pos_list,0), llList2Float(pos_list,1),

llList2Float(pos_list,2)>;

vector pos = HE_pos + rel_pos;

llSetRot(rot);

goto(pos);

llSetRot(rot);

goto(pos);

llSetRot(rot);

goto(pos);

llSetRot(rot);

// Now that the object is positioned, this script isn't needed anymore,

so remove this script from the object's inventory

llRemoveInventory(llGetScriptName());

}

}

}

Object Script B

// Object Script B

// Part of Troy McConaghy's Holo-Emitter System

//

// Copyright © 2007 by Troy McConaghy (Troy McLuhan in Second Life)

//

// This program is free software; you can redistribute it and/or

// modify it under the terms of the GNU General Public License

// as published by the Free Software Foundation; either version 2

// of the License, or (at your option) any later version.

//

// This program is distributed in the hope that it will be useful,

// but WITHOUT ANY WARRANTY; without even the implied warranty of

// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the

// GNU General Public License for more details.

//

// You can get a copy of the GNU General Public License at

// http://www.gnu.org/licenses/gpl.txt

// or by writing to the Free Software Foundation, Inc.,

// 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.

// Global constants - should be changed if there are any other holo-emitters in the

sim, both here and in all other scripts

integer delete_channel = -3423489;

default

{

state_entry()

{

llListen(delete_channel, "", NULL_KEY, "delete");

}

listen(integer channel, string name, key id, string message)

{

llDie();

}

}

 

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User Guide

for

Troy McConaghy's Holo-Emitter System

by Troy McConaghy (Troy McLuhan in Second Life)

Introduction

In Star Trek, there's something called a holodeck, which is a room where you can simulate just about

anything, from a beach resort to a spaceship. You just tell the computer what you want and it appears.

The things that appear are holograms and they are generated by so-called holo-emitters. I made

something similar for SL. You click the holo-emitter, it gives you a menu of scenes, you pick a scene

and it appears. Simple.

I made it so that the scene can be spread out over an entire sim. That way, you could easily change the

sim (e.g. from a city to a meadow) to suit your mood. You could also use the holo-emitter system to

move scenes from one part of a sim to another part – since the objects in a scene move relative to the

holo-emitter. You'd just pack up the scene at its original location, move the holo-emitter, and rez the

scene again at the new location.

My holo-emitter system is free and open source (GPL 2.0), so you can read and change the scripts to

suit your needs.

I hope this guide is enough to get you started. I assume a certain amount of familiarity with things like

inventory, permissions, and building.

The Holo-Emitter System

There are four scripts that work together to make the holo-emitter system work. They are named:

Holo-Emitter Script

Scene-Container Script

Object Script A

Object Script B

and there should be a version number (like “v1.0”) tacked onto each name. Please make sure you have

all four scripts or the system won't work.

Basics

The holo-emitter (an object) contains a set of scene-containers (also objects). Each scene-container

contains a set of objects (the objects that make up a scene). In order to use my holo-emitter system,

your scene must be made up of objects that you can modify and copy. To repeat: you must be able to

modify and copy every object in your scenes. (You don't need to be able to sell/transfer though,

unless you want to give or sell the loaded holo-emitter to someone else in the future.)

When you click the holo-emitter, it looks at its contents (scene-containers) and uses that to give you a

menu of scenes bases on the names of those scene-containers. When you select a particular scene, the

holo-emitter rezzes that scene-container. The scene-container then rezzes all objects in its contents and

then vanishes. The contents fly to their proper position then stop. Voila!

Now let's go through the steps to pack a scene into a scene-container object and then put the scenecontainer

object into a holo-emitter object.

Packing Up a Scene

1. Rez an object which will serve as your holo-emitter. Any object will do, provided that you can

modify it.

2. You may want to change the name of your holo-emitter object to “Holo-Emitter” or something

like that.

3. Copy the script named “Holo-Emitter Script” into your holo-emitter object's contents (by

dragging it from your inventory into the contents of your holo-emitter object).

4. You could have built your scene (a set of objects in the same sim as your holo-emitter object)

before Step 1, but if you didn't then build it now.

5. You should link together as many of the objects in your scene as you can. This will make your

scene rez faster later on.

6. For each object in your scene, copy “Object Script A” into the object's contents, and copy

“Object Script B” into the object's contents.

7. For each object in your scene, take the object into your inventory (by right-clicking it and

selecting “Take”). NOTE: Don't select multiple objects and “Take” them all into your inventory

at once; take them into your inventory one at a time.

8. Rez an object which will serve as the scene-container for your scene. Any object will do,

provided that you can modify it.

9. Rename the scene-container object “Scene1” or something like that. Keep the name short (10

characters or fewer), because it will be used by the holo-emitter when giving you the menu of

scenes later on.

10.Make sure the scene-container object has modify and copy permissions (by checking those

boxes on the General tab in the Edit window). [Note: I'm not sure if this step is necessary all

the time. Use your judgment.]

11.Copy the script named “Scene-Container Script” from your inventory into the contents of the

scene-container object.

12.For each scene object in your inventory, copy the object into the contents of the scene-container

object (by dragging it from your inventory into the scene-container object's contents).

13.CRITICAL STEP: While editing the scene-container object, go to the General tab in the Edit

window and change the Description to “live” (without the quotes). This activates the scenecontainer

so that when it gets rezzed, it automatically rezzes all its contents and then deletes

itself. [Note: You can make it stop doing that by changing the Description to something else.]

14.Take the scene-container object into your inventory.

15.Copy the scene-container object from your inventory into the holo-emitter object.

That's all. Next time you click the holo-emitter object, it will automatically detect the new scenecontainer

object and add it to the menu of scenes.

How to Add/Remove Objects from a Scene-Container

1. Copy the scene-container object from the holo-emitter's contents to your inventory.

2. Right-click on the scene-container object in your inventory and select “Properties”.

3. Change the Description to something other than “live”.

4. Rez the scene-container object.

5. Edit the scene-container object and go to the Contents tab.

6. To remove objects, just right-click them in the Contents and select Delete.

7. To add objects, do as in Steps 6, 7 and 12 from the previous set of instructions.

8. Take the scene-container object back into your inventory. Maybe give it a new name to help

you keep organized. (To do that, right-click it in your inventory and select Rename.)

9. Delete the old scene-container object from the holo-emitter's contents (Right-click it then select

Delete).

10. Copy the new scene-container object to the holo-emitter's contents.

Important Notes

Issues with using the holo-emitter system on group-owned land

One user reported that she could use the system to rez scenes, and so could others, but as soon as she

logged out, others couldn't rez scenes anymore. It would just fail silently. The emitter was on a parcel

deeded to a group (i.e. group-owned land). We found that the problem got solved by 1) deeding the

holo-emitter object to the landowning group and 2) checking the box in “Top Menu – World – About

Land – Options” to allow group members to “Create Objects”.

Limitations on Number of Objects or Scenes

Scenes can have any number of objects. Of course, the more objects there are in a scene, the longer it

will take for it to rez. (Note: there is a built-in, hardwired delay between the rezzing of each object in a

scene.) A holo-emitter can also hold any number of scene-container objects, but only the first eleven

will show up in the blue pop-up dialog box when you click the holo-emitter (and the twelfth button will

always say 'Clear'). Feel free to change the holo-emitter script so that more scenes could be chosen

(e.g. maybe change it to have a hierarchical menu or use chat commands instead).

Object centers can't go underground

If you move the holo-emitter so that an object in a scene at the new location would have its center

under the ground, then that object will not go to their correct position (relative to the holo-emitter) – the

object's center will go to a point on the ground near the correct position instead. This happens because

an object can't move itself so that its center is below ground level.

Object centers can't go into other sims

If you move the holo-emitter so that an object in a scene at the new location would have its center

outside the current sim, then the object will try to move itself there, but it will probably fail and end up

in your “Lost And Found” folder (in your inventory).

Watch out if there are two or more holo-emitters in the same sim

If you have two or more holo-emitters in the same sim, then there will be crosstalk and it won't be

pretty! That doesn't mean it's impossible. To have two or more holo-emitters in the same sim, you just

need to edit the “Global constants” section at the start of each script (for those that have one). Change

the channel numbers and make sure they are consistent (e.g. HE_channel must have the same value in

all scripts). A copy of the Global constants section of the “Holo-Emitter Script” is shown below:

// Global constants - should be changed if there are any other holo-emitters in the

sim, both here and in all other scripts

integer delete_channel = -3423489;

integer menu_channel = -1847395;

integer HE_channel = -9385735;

Remove Object Script B to make an object permanent

If you don't want an object in a scene to vanish when you select “Clear” or when a new scene is

chosen, then remove Object Script B from the object's inventory. Object Script B is pretty simple: it

just listens for a special command (on the delete_channel) to tell it to delete the object in which it is

contained.

 

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I don't think the problem is with that script.   That simply tells the rezzer to rez everying just above the rezzer, so a script inside the rezzed object must be storing the appropriate offset and rotation, and moving the object there when it's rezzed, or, rather, it would do if the script were working properly.

So, to fix it, I think we need to see both the script in the object you're rezzing (the "Scene-component-rezzing script," I assume) and, equally importantly, to see what the script inside the "New Scene crate" looks like.   

The formulae and methods, if you want to try to work it out for yourself, are almost certainly the same as the ones used in the Builders Buddy scripts in the wiki -- I learned how to make these things, or at least how to read the positions properly and then move the objects to them,  by studying those scripts carefully.

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Thanks!!  Upon first use, it was able to rez everything correctly as long as the objects were in the correct distance to the emitter object. After a couple times, the emitter started to rez the scene exactly the way it was showing before my first post (rotated 90 degrees). I'll keep at it and post a solution if I come across one.

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