kiramanell Posted March 15, 2020 Share Posted March 15, 2020 I am used to enjoying many different windlights, at many different heights, on my own Region. It looks like EEP will break them all (if for nothing else, because EEP only offers 4 different plateaux). So, I heard you can create Experiences. I made a key Experience, and added it to the 'Allowed' section in my Region. So far so good. But I don't fully understand the process. Before I continue, let me ask whether what I want to accomplish is even possible. I want to make a script, using EEP, in an Experience, that will change my windlight according to whatever height I defined, without being restricted to only 4 fixed levels (based on my own location). Is that even possible using EEP? On this forum here, I read you can use something like "llOwnerSay("@setenv_preset:"+message+"=force");" using RVL, but that's apparently based on the current windlight system. Essentially, I want to emulate Firestorm's per-parcel windlight system, for when EEP comes into effect. So, before I figure out how to program the settings, can what I want even be done in EEP? Thanks. Link to comment Share on other sites More sharing options...
Lucia Nightfire Posted March 16, 2020 Share Posted March 16, 2020 (edited) 9 hours ago, kiramanell said: I want to make a script, using EEP, in an Experience, that will change my windlight according to whatever height I defined, without being restricted to only 4 fixed levels (based on my own location). Is that even possible using EEP? Yes. 9 hours ago, kiramanell said: So, before I figure out how to program the settings, can what I want even be done in EEP? The llReplaceAgentEnvironment() function is probably the easiest one of the two to use as it can use an environment setting file in your HUD's inventory and "apply" it to the wearer if they are participating in the same experience compiled with the HUD script. All you have to do is set up in script memory or notecard what height or location in the sim should use what file and check the wearer's height/location on a timer. Edited March 16, 2020 by Lucia Nightfire 2 1 Link to comment Share on other sites More sharing options...
kiramanell Posted March 19, 2020 Author Share Posted March 19, 2020 On 3/16/2020 at 1:47 AM, Lucia Nightfire said: Yes. The llReplaceAgentEnvironment() function is probably the easiest one of the two to use as it can use an environment setting file in your HUD's inventory and "apply" it to the wearer if they are participating in the same experience compiled with the HUD script. All you have to do is set up in script memory or notecard what height or location in the sim should use what file and check the wearer's height/location on a timer. Thanks. It would appear llReplaceAgentEnvironment() does indeed take an EEP object UUID. In channel, some ppl advised against using this (yet), as existing EEP objects would likely be subject to change too much, by the time EEP actually gets officially implemented. Which leaves me to wonder whether existing windlight xml files (LL viewer/FS) can still be imported after EEP has become officially implemented. Link to comment Share on other sites More sharing options...
Qie Niangao Posted March 19, 2020 Share Posted March 19, 2020 I don't have any inside info here, but I'd be pretty surprised if they make incompatible changes to the structure of EEP objects or the ability to import them from old Windlight files. What I've heard we should expect, though, are further changes to the appearance of EEP settings, so if you have very specific expectations about that it might lead to disappointment. 1 Link to comment Share on other sites More sharing options...
Lindens Rider Linden Posted March 23, 2020 Lindens Share Posted March 23, 2020 On 3/19/2020 at 4:00 AM, kiramanell said: Thanks. It would appear llReplaceAgentEnvironment() does indeed take an EEP object UUID. In channel, some ppl advised against using this (yet), as existing EEP objects would likely be subject to change too much, by the time EEP actually gets officially implemented. Which leaves me to wonder whether existing windlight xml files (LL viewer/FS) can still be imported after EEP has become officially implemented. Environment Settings should not change at all going forward. All remaining changes are in the shaders to get the settings to display correctly. 3 Link to comment Share on other sites More sharing options...
kiramanell Posted March 23, 2020 Author Share Posted March 23, 2020 6 hours ago, Rider Linden said: Environment Settings should not change at all going forward. All remaining changes are in the shaders to get the settings to display correctly. Thanks! Link to comment Share on other sites More sharing options...
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