Jump to content

Random Textures Help


You are about to reply to a thread that has been inactive for 3028 days.

Please take a moment to consider if this thread is worth bumping.

Recommended Posts

I have a question :catindifferent: I found this leaf emitter script for free online.  Is there any way to use multiple leaf textures?

I have this added in my firefly script;

// random texture selection

integer number = llGetInventoryNumber(INVENTORY_TEXTURE);
float rand = llFrand(number);
integer choice = (integer)rand;
string name = llGetInventoryName(INVENTORY_TEXTURE, choice);


// texture selection ends here


Here is the script I found;

//// -> TEMPLATE CHANGED FOR FALLING LEAVES - by Haplo Voss - 11/2/2010 <-

//// You are free to use this script as you please, so long as you include this line:
//** The original 'free' version of this script came from THE PARTICLE LABORATORY. **//

// SETUP: Drop one optional particle texture and this script into a prim.
// Particles should start automatically. (Reset) the script if you insert a
// particle texture later on. Add one or more CONTROLLER TEMPLATES to any
// prims in the linked object to control when particles turn ON and OFF.

// Customize the particle_parameter values below to create your unique
// particle effect and click SAVE. Values are explained along with their
// min/max and default values further down in this script.

string CONTROLLER_ID = "A"; // See comments at end regarding CONTROLLERS.
integer AUTO_START = TRUE; // Optionally FALSE only if using CONTROLLERS.

list particle_parameters=[]; // stores your custom particle effect, defined below.
list target_parameters=[]; // remembers targets found using TARGET TEMPLATE scripts.

default {
state_entry() {
particle_parameters = [ // start of particle settings
// Texture Parameters:

// Production Parameters:
PSYS_SRC_BURST_RATE, (float) 25.00,
PSYS_PART_MAX_AGE, (float)15.0,
PSYS_SRC_MAX_AGE,(float) 0.0,

// Placement Parameters:

// Placement Parameters (for any non-DROP pattern):

// Placement Parameters (only for ANGLE & CONE patterns):
PSYS_SRC_ANGLE_BEGIN, (float) .25*PI, PSYS_SRC_ANGLE_END, (float)0.0*PI,
// PSYS_SRC_OMEGA, <0,0,0>,

// After-Effect & Influence Parameters:
PSYS_SRC_ACCEL, <0.0,0.0,-.8>,
// PSYS_SRC_TARGET_KEY, llGetLinkKey(llGetLinkNum() + 1),

PSYS_PART_FLAGS, (integer)( 0 // Texture Options:
// After-effect & Influence Options:
//end of particle settings

if ( AUTO_START ) llParticleSystem( particle_parameters );


link_message( integer sibling, integer num, string mesg, key target_key ) {
if ( mesg != CONTROLLER_ID ) { // this message isn't for me. Bail out.
} else if ( num == 0 ) { // Message says to turn particles OFF:
llParticleSystem( [ ] );
} else if ( num == 1 ) { // Message says to turn particles ON:
llParticleSystem( particle_parameters + target_parameters );
} else if ( num == 2 ) { // Turn on, and remember and use the key sent us as a target:
target_parameters = [ PSYS_SRC_TARGET_KEY, target_key ];
llParticleSystem( particle_parameters + target_parameters );
} else { // bad instruction number
// do nothing.


//============================= About Parameters =============================
// There are 22-ish NAMED attributes that affect a particle display.
// To customize a display you give each a VALUE.
// For example: PSYS_PART_START_COLOR is a named attribute,
// and <1.0, 0.5, 0.0> is a color VALUE (orange, in this case).
// As long as your 'names' and 'values' are paired up properly, they can
// be in any order! Any you omit a pair, it reverts to a default value.

//============================= Texture Parameters =============================
// TEXTURE, can be an "Asset UUID" key copied from a texture
// that you have full permissions to, or the name of
// a texture in the prim's inventory.
// SCALE, (size) 0.0 to 4.0 meters wide, by 0.0 to 4.0 meters tall. (default 1x1)
// Textures are FLAT, so the 'z' part of the vector is ignored.
// Values smaller than 0.04x0.04 may not get rendered at all.
// Tiny particles vanish if the viewer is not near them.
// BEGIN_SCALE sets particle start size.
// END_SCALE (end size) is ignored, if the INTERP_SCALE_MASK option is disabled.
// COLOR, < RED, GREEN, BLUE > from <0.00,0.00,0.00> (black) to <1.00,1.00,1.00> (white/default)
// ALPHA, 1.0 = 100% visible(default), 0.0 = invisible. Less than 0.1 might not get seen.
// START_COLOR and START_ALPHA set the color and transparency of newly created particles.
// END_COLOR and END_ALPHA are ignored, if the INTERP_COLOR_MASK option is disabled.

//============================= Production Parameters =============================
// BURST_PART_COUNT: quantity of particles per burst, 1 to 4096 (default 1),
// BURST_RATE: seconds to delay between particle bursts. 0.0 to 30.0 (default 0.1)
// PART_MAX_AGE: particle lifespan in seconds, 0.00 to 30.0 (default=10.0)
// PART_MAX_AGE less than 0.5 might not be visible.
// The default total number of particles that can be seen is 4096, if one or more
// emitters try to create more than that, many will not be seen, and it may cause
// viewer lag. Use as few particles as you can for your effect:
// AGE/RATE * COUNT will tell you approximately how many particles your emitter creates.
// SRC_MAX_AGE: emitter auto shut-off timer. 1.0 to 60.0 seconds. 0.0 = never stop. (default)

//============================= Placement Parameters =============================
// DROP, ignores all other placement settings.
// EXPLODE, spray particles in all directions
// ANGLE, sprays a flat "fan" shape defined by ANGLE_BEGIN and END values
// CONE, sprays "ring" or "cone" shapes defined by ANGLE_BEGIN and END values
// RADIUS: 0.0 to 50.0? distance from emitter to create new particles
// (RADIUS is disabled with DROP pattern and the FOLLOW_SRC & TARGET_LINEAR options)
// SPEED: 0.00 to 50.0? Sets min/max starting velocities for non-drop patterns. (default: 1.0)
// ANGLE_BEGIN & END: 0.00*PI (up) to 1.00*PI (down), (Only for ANGLE & CONE patterns)
// (Values work much like the Sphere-prim's DIMPLE attributes.) (defaults: 0.0)
// OMEGA: <x,y,z> Sets how much to rotate angle/cone spray direction after
// every burst. 0.0 to PI? (default: <0,0,0>)

//======================== After-Effects & Influence Parameters ================
// ACCEL, x,y,z 0.0 to 50.0? sets a constant force, (affects all patterns)
// Causes particles to drift up/down or in a compass direction.
// Use ACCEL to create the illusion of (anti-)gravity or a directional wind.
// (ineffective with TARGET_LINEAR option)
// TARGET_KEY, "key", (requires the TARGET option be enabled).
// "key" can be a variety of many different things:
// llGetOwner()
// llGetKey() target self
// llGetLinkKey(1) target parent prim
// llGetLinkKey(llGetLinkNum() + 1) target next prim in link set
// WARNING: New copies of objects get new keys, you can't simply paste
// a prim's key into your script and expect it to always work. Visit
// the Particle Laboratory's section on TARGETS for a variety of ways
// to dynamically find your target's key. There are different 'best ways'
// depending on if your target is linked to your emitter or not.

//============================= About Options =============================
// Each option may be ON/ENABLED (no leading // )
// or OFF/DISABLED (by putting a // in front of it.)
// Options are combined together in a special way, (using the | symbol).
// This creates one single Parameter for PSYS_PART_FLAGS.

//============================= Texture Options =============================
// EMISSIVE: identical to "full bright" setting on prims
// FOLLOW_VELOCITY: particle texture 'tilts' towards the direction it's moving
// INTERP_COLOR: causes particle COLOR and ALPHA(transparency) to change over it's lifespan
// INTERP_SCALE: causes particle SCALE(size) to change over it's lifespan

//======================== After-Effects & Influences Options ================
// BOUNCE: particles bounce up from the z-altitude of emitter, and cannot fall below it.
// WIND: the sim's wind will push particles around
// FOLLOW_SRC: makes particles move (but not rotate) if their emitter moves, (disables RADIUS)
// TARGET_POS: causes particles to arrive at a some target at end of of their lifespan.
// TARGET_LINEAR: forces particles to form into an even line from emitter to target
// and forces a DROP-like pattern and disables effects of WIND and ACCEL


//======================== USING CONTROL TEMPLATES =======================
// Want to control when your particles turn ON and OFF? You can!
// Drop one (or more) of the CONTROL TEMPLATES from the particle laboratory
// into your object containing this script. That's it!

// Your controls should be effective immediately. (Some controllers can be
// adjusted and tuned, open them and read the USAGE notes to see.)
// One control template can control several particle templates in the
// same object. (keep in mind that each prim can only have ONE
// particle effect active at a time).
// The 'particle_effect_name' value must be the same in both the control
// and particle template to work. You can change that value and have
// a controller for one effect, and a different controller for a different
// effect in the same object.

//======================================== END ============



Link to comment
Share on other sites

That depends on what you mean.  A particle emitter can only execute one set of particle parameters at a time, but you could generate several different particles at the same time by having several emitters in the same area, each with a different leaf texture or other different parameters.  Or, if you meant that you wanted one emitter to generate different particles at random times, you could add a timer event that includes a random number generator to change the texture name each time the timer triggers. Or -- third possibility -- you could add a touch_start event and a listen event to house a dialog system so that you could just click and use a menu to choose a different leaf today than you had yesterday.  That basic script will generate whatever particles you want, once you decide how you want to use it.

Link to comment
Share on other sites

You are about to reply to a thread that has been inactive for 3028 days.

Please take a moment to consider if this thread is worth bumping.

Please sign in to comment

You will be able to leave a comment after signing in

Sign In Now

  • Create New...