KennyChidorie 15 Posted March 3, 2018 ParticleImage(string tex, vector scale) { list params; //set texture and size params += [PSYS_SRC_TEXTURE, tex]; params += [PSYS_PART_START_SCALE, scale]; //make particles follow source params += [PSYS_PART_FLAGS, PSYS_PART_FOLLOW_SRC_MASK]; //use drop pattern, which has no velocity params += [PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_DROP]; llParticleSystem(params); } default { state_entry() { //make the prim invisible llSetAlpha(0.0, ALL_SIDES); if (llGetTexture(ALL_SIDES)) { string tex = llGetTexture("XXX-XXX-XXXXX-XX-XX-XXX"); ParticleImage(tex, <1.0, 1.0, 0.0>); } } } XXX-XXX-XXXXX-XX-XX-XXX - UUID of my texture (i hide it) Plz.. tell to me what i doing wrong. I want -> get static particle image by UUID. Share this post Link to post Share on other sites
1 Rolig Loon 17,913 Posted March 3, 2018 (edited) string tex = "XXX-XXX-XXXXX-XX-XX-XXX"; But I do not know what you hope to accomplish with this test: if (llGetTexture(ALL_SIDES)) After all, there will always be a texture on the sides of an object, even if it is TEXTURE_BLANK. Your test will always yield the answer = TRUE. It is a meaningless test. Edited March 3, 2018 by Rolig Loon 1 Share this post Link to post Share on other sites
1 Rolig Loon 17,913 Posted March 3, 2018 1 hour ago, KennyChidorie said: it's doesn't work :c Of course not. PSYS_PART_EMISSIVE_MASK is a mask, so you need to apply it in combination with all other active masks. In your case, Params += [PSYS_PART_FLAGS,PSYS_PART_FOLLOW_SOURCE_MASK | PSYS_PART_EMISSIVE_MASK]; That's why I advised you to study llParticleSystem in the LSL wiki. 1 Share this post Link to post Share on other sites
0 KennyChidorie 15 Posted March 3, 2018 Just now, Rolig Loon said: string tex = "XXX-XXX-XXXXX-XX-XX-XXX"; thank you! Share this post Link to post Share on other sites
0 KennyChidorie 15 Posted March 3, 2018 9 minutes ago, Rolig Loon said: string tex = "XXX-XXX-XXXXX-XX-XX-XXX"; But I do not know what you hope to accomplish with this test: if (llGetTexture(ALL_SIDES)) After all, there will always be a texture on the sides of an object, even if it is TEXTURE_BLANK. Your test will always yield the answer = TRUE. It is a meaningless test. also one another question... how to add "full bright"? Share this post Link to post Share on other sites
0 Rolig Loon 17,913 Posted March 3, 2018 2 minutes ago, KennyChidorie said: also one another question... how to add "full bright"? Unless you want to turn PRIM_FULLBRIGHT on and off, the easiest solution is to click the "Fullbright" box in your editor manually, and then leave it alone. If you do want to turn it on and off, use llSetLinkPrimitiveParams(link_number,[PRIM_FULLBRIGHT,face_number,TRUE) or llSetLinkPrimitiveParams(link_number,[PRIM_FULLBRIGHT,face_number,FALSE) Share this post Link to post Share on other sites
0 KennyChidorie 15 Posted March 3, 2018 (edited) 1 minute ago, Rolig Loon said: Unless you want to turn PRIM_FULLBRIGHT on and off, the easiest solution is to click the "Fullbright" box in your editor manually, and then leave it alone. If you do want to turn it on and off, use llSetLinkPrimitiveParams(link_number,[PRIM_FULLBRIGHT,face_number,TRUE) or llSetLinkPrimitiveParams(link_number,[PRIM_FULLBRIGHT,face_number,FALSE) so... if i want change fullbright of particle image i can replace "prim" on "particleimage"? Edited March 3, 2018 by KennyChidorie Share this post Link to post Share on other sites
0 Rolig Loon 17,913 Posted March 3, 2018 1 minute ago, KennyChidorie said: so... if i want change fullbright of particle image i can replace "prim" on "particleimage"? No, I'm sorry. I misunderstood your question. You didn't explain what object you wanted to make full bright. Particles are different. To make a particle "bright", you use the particle mask PSYS_PART_EMISSIVE_MASK . You can also make the particle glow by using PSYS_PART_START_GLOW and PSYS_PART_END_GLOW. Study llParticleSystem in the LSL wiki. 1 Share this post Link to post Share on other sites
0 KennyChidorie 15 Posted March 3, 2018 (edited) 40 minutes ago, Rolig Loon said: No, I'm sorry. I misunderstood your question. You didn't explain what object you wanted to make full bright. Particles are different. To make a particle "bright", you use the particle mask PSYS_PART_EMISSIVE_MASK . You can also make the particle glow by using PSYS_PART_START_GLOW and PSYS_PART_END_GLOW. Study llParticleSystem in the LSL wiki. it's doesn't work :c I tried do this and add that part as PSYS_PART_EMISSIVE_MASK; Edited March 3, 2018 by KennyChidorie Share this post Link to post Share on other sites
0 KennyChidorie 15 Posted March 3, 2018 Just now, Rolig Loon said: Of course not. PSYS_PART_EMISSIVE_MASK is a mask, so you need to apply it in combination with all other active masks. In your case, Params += [PSYS_PART_FLAGS,PSYS_PART_FOLLOW_SOURCE_MASK | PSYS_PART_EMISSIVE_MASK]; That's why I advised you to study llParticleSystem in the LSL wiki. I don't know English very well, so there is a one of reasons why i can not as well study it. Share this post Link to post Share on other sites
0 KennyChidorie 15 Posted March 3, 2018 Just now, Rolig Loon said: Of course not. PSYS_PART_EMISSIVE_MASK is a mask, so you need to apply it in combination with all other active masks. In your case, Params += [PSYS_PART_FLAGS,PSYS_PART_FOLLOW_SOURCE_MASK | PSYS_PART_EMISSIVE_MASK]; That's why I advised you to study llParticleSystem in the LSL wiki. thank you for your help! Share this post Link to post Share on other sites
0 Nalates Urriah 2,035 Posted March 6, 2018 The very first time you set Params, use = not =+. This will assure you know what the value in Params is. Share this post Link to post Share on other sites
ParticleImage(string tex, vector scale)
{
list params;
//set texture and size
params += [PSYS_SRC_TEXTURE, tex];
params += [PSYS_PART_START_SCALE, scale];
//make particles follow source
params += [PSYS_PART_FLAGS, PSYS_PART_FOLLOW_SRC_MASK];
//use drop pattern, which has no velocity
params += [PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_DROP];
llParticleSystem(params);
}
default
{
state_entry()
{
//make the prim invisible
llSetAlpha(0.0, ALL_SIDES);
if (llGetTexture(ALL_SIDES))
{
string tex = llGetTexture("XXX-XXX-XXXXX-XX-XX-XXX");
ParticleImage(tex, <1.0, 1.0, 0.0>);
}
}
}
XXX-XXX-XXXXX-XX-XX-XXX - UUID of my texture (i hide it)
Plz.. tell to me what i doing wrong.
I want -> get static particle image by UUID.
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