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Edie Shoreland

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  1. llGetPrimitiveParams also has some nifty ways of doing this too. Colors can be used to store, retrieve and update information (switch_1 = color.x * 255) and then translated into binary information (3 color channels * 8 switches) for a total of 24 simple flags preferences per face (i.e "group/owner only", "local chat/silent", etc). string Color2Bin(vector redValue) { integer i; string buffer = "00000000"; integer storeRed = (integer)(redValue.x*255); string binary; do binary = (string) (storeRed & 1) + binary; while (storeRed /= 2); i = llStringLength(binary); if (i < 8) binary = llDeleteSubString(buffer, -i, -1) + binary; return binary; } Colors can also be used to store integers. And if the prim has no restrictions on permissions (have the user rez their own storage), UUID information (like avatar keys) can be stored and retrieved in a reset-proof format as texture information.
  2. AVSitter will allow to write scripts that can give you options on how you control animation changes. You'd create a simple separate script to use an event (like "timer" or "listen") to send a linked message that triggers an animation change. if (msg == "doowop2") llMessageLinked(LINK_SET,90000,"Doo_Wop2",""); As far as your original problem with MLVP2.3... take a look at the system tab for your notifications to see if the object isn't asking for permissions there. If you see something like "Topo'sObject, an object owned by TopoNightfire would like to: Animate your avatar." in your notifications, you may have your "notification toast life" value set too short in preferences.
  3. You looked so happy up there, with your arms stretched out and the wind in your hair, I really didn't want to spoil your descent. I wish I had the ability to grant wishes.
  4. Considering that most color exists on a spectrum (the spectrum of visible light) I'd venture that divisions of that spectrum were not culturally defined in the same way as they are today. Tetrochromats can distinguish between 100 million colors, most for which our culture has no "words" describing those subtle shades between red and green. The colors are there, our eyes are picking them up, but we use terms that closely matches colors we find in that part of the spectrum. The Vikings "seeing" blue as a neutral color makes a lot of sense, even today we use bluing to "whiten" clothes, we describe nearly desaturated blues as "cool grays", and depending on lighting it can be a little difficult to distinguish navy blue from black. I don't believe the Vikings were physically incapable of seeing blue, I'd suspect they simply didn't distinguish it as a separate color much like Japanese and the color green. Another fun question... is Magenta/Fuschia really a color?
  5. The notecard method makes sense for an applier, where other creators will be creating notecards with their own unique textures, and you don't want other texture creators to have access to your script . If there's no third party creators, and you just want the end user to be able to choose from 5 preset textures, Xiija's solution makes a lot more sense. A list of 5 keys in the script itself is going to do things a lot faster, and with fewer headaches, than making a simple texture change a database event.
  6. Not with a fitted or rigged mesh shirt either, unfortunately. Works with the old school Lolas Tangos which are unrigged mesh. There was a Halloween freebie script on marketplace called "Candybags" that instead of "tattling" the Lolas gave out candy. Someone was bound to find the idea of Tango shaped pinatas offensive, and the script has since been removed from MP. Berksey's solution is probably the best way to do what you need. You may also have the option of linking the transparent box to a fitted/rigged shirt if the shirt can be modded. Once you link the shirt to the box, take it into inventory, wear it on your chest/spine and edit the box's position to cover the shirt. While the rigged/fitted part of the shirt can't be clicked, the invisible prim linked to it can be clicked, and it saves you an attachment point.
  7. For those willing to experiment: Two spheres with path cuts at 0.000-0.500. Will take a system/standard eye texture with Horizontal scale 1.5 and Vertical scale 3.0 with a vertical offset at 0.75. and now... my magic formula (for prim eye rotations) // Prims 2 and 3 are the eyes // standard rotation: <-0.95663, -0.02348, -0.06563, -0.28284> // look down: <0.95845, -0.00453, -0.02889, 0.28375> // roll eyes (look up): <0.94567, 0.05091, 0.15875, 0.27914> // look right: <0.90481, 0.01347, 0.06803, 0.42013> // look left: <0.98781, 0.03260, 0.06113, 0.13939> // tell a lie: <0.89446, 0.02705, 0.16454, 0.41490> // remember something: <0.97055, 0.01902, 0.15948, 0.17955> // need glasses (cross eyes): R <0.97978, 0.02956, 0.06266, 0.18769>/ L <0.92432, 0.01695, 0.06745, 0.37523> // Prims 1 and 5 are the cheeks // Alpha value for cheeks: 0.0 = no blush, 0.2 = max blush // This effect should be subtle....go with 0.05 - 0.1 for rosy cheeks. list smiley = [ "express_smile", "express_toothsmile", "express_embarrassed_emote"]; list thinky = [ "express_disdain", "express_bored_emote", "express_embarrassed_emote"]; list breathy = [ "express_kiss", "express_laugh_emote", "express_open_mouth"]; ...llGetLocalRot is your friend, especially if your eyes aren't rolling enough or it looks like you're telling a white lie instead of the mother of all fish tales. Damien Fate had a decent tutorial on how to do this with the system eyes (as it's done in AnyPose Expression), but I keep getting an error when I try to access it. Here's the Wayback address https://web.archive.org/web/20130729152041/http://blog.damienfate.com/?p=888
  8. It's a bug (at least the way that the AnyPose attachment works) that's been exploited into a feature. If you know what you're doing, you can open a BVH file that "poses" only the eyes and upload it as an animation to SL. Apparently this "feature" was disabled for the V2 viewers (but I hear rumors that some of the third party V1 based viewers can still do it) and any eye pose information is stripped out. I'll need to dig through a few inventories to find my abandoned workaround for this, but the not so simple solution is to create a pair of fake eyes with scripted movement and attach them to the nose or a stationary attachment point on your face. If you're just using it for photos, the Anypose system is the easiest method (except you may have to occasionally relog to reset eyes that are frozen in position). If you're using it to make your avi seem shifty or embarrassed, the fake eye solution is probably better.
  9. What kind of permissions do you have on your furniture? If you can mod the notecards, you may be in luck. For facial expressions built into the animation, you have to deal with the "O" faces and creepy smiles for a few seconds at the beginning of the animation, and if they're looped, don't have to see them again until the next time you call the animation. However, if you're constantly seeing the same expressions, it's scripted in. For some furniture, the problem is as easy as editing the notecards, depending on what animation scripts are used in the item, and whether the creator has left the perms on the notecard to "edit". For AVSitter notecards, here's how the expressions are added to the animations and poses. http://v1.avsitter.com/#faces For MLP notecards check out http://wiki.secondlife.com/wiki/MLPV2_Reference_Manual#Animations_.28Facial.29 There is no conceivable reason for menu and position notecards to be no-mod, and in a perfect world they would not be. Unfortunately you'll still find creators, who for some reason, opt to prevent those settings to be customized to the size of your avatar. If the facial expression info cannot be deleted from the notecard settings, you're trapped making those weird grimaces and fish faces forever (or until you stand up).
  10. Troubleshoot the problem, starting with the most likely problem first. (If you're slowly sinking through prims, even after restarting your client, scenarios 2 and 3 may be the most likely issues.) 1. Most likely: The prims you're sinking through are phantom. (Check the "floor" or the prim that you're falling through to see if the phantom check box has been clicked. If it has, unclick it....that should fix the problem.) 2. There is a non phantom prim set at 100% transparency that's "pushing" you through the other prims. (use the "highlight transparent" option in the view menu and see if you're trapped under an invisible prim.) 3. A non phantom bounding box of a sculpt is pushing you through the other prims. (check all sculpts within a 10 meter radius to make sure they're set at phantom. Older sculpts, usually created inworld, can have bounding boxes that extend for several meters beyond the sculpted object.) 4. You're dropping through the edges of a prim saving non-phantom sculpted "floor" prim Non-phantom flat sculpts can have "holes" in the corners. It reduces the prim counts but in some cases, you will fall through the corners of the floor. (You can either live with sticking to the center of the "floor" or you can place a transparent support prim that covers the full area of the floor under it, to prevent yourself and visitors from falling through.) 5. Least likely: You've encountered a weird glitch. (Teleport out of that location to a new sim, and then teleport back in again. If that doesn't solve your problem, re-examine steps 1-4.)
  11. Kellyo Mayo wrote: If I were head of CBS and wanted to keep fans happy, protect CBS intellectual propertie rights, make some money and possibly save a ton of money here is what I do. 1. Come to an agreement with LL that anyone can make and sell Star Trek items. 2. Have LL write a small program that any in world vendor object that Star Trek appears in the name of the vendor automatically gives CBS a percentage of the sale. I believe anywhere from 10 to 50% is fair. 3. Any MarketPlace item that is sold with the words Star Trek in the name or description or key words then CBS gets a percentage of the sales same as above. 4. Anything sold or created using the Star Trek theme is automatically owned by CBS and that CBS can request a full permission copy and related material be sent to them. This is where CBS can save money. Say CBS is creating a new video game or CGI Star Trek movie and sees something in SL or the Marketplace they like to use in it. Well they just saved perhaps thousands of dollars in production cost. If CBS were to do this it would generate so much good will and get the fans even more involved seeing as they now become apart of the production team generating content that CBS can sell to all fans all over the world. ________________________________________________________________________________________ Let's hear some more positive ideas how CBS and SL residents can win! Why is it LL's responsibility to come to an agreement with CBS and write vendor scripts that automatically give CBS a percentage? Instead of expecting someone at LL to broker a blanket agreement for the whole grid, shouldn't it be the responsibility of individual creators to get in touch with CBS? The fans and creators should be talking to CBS legal to get the corporation's blessings on these goods, not waiting around for one of the Lindens to deal with it. My suggestion: Get a few Trek related builders to discuss this with someone at CBS, and see if CBS has an employee in promotions who's interested in developing a limited licensing arrangement for this kind of thing. I can't understand why 3 of your 4 steps require LL as a middleman when the people you really need to be talking to are at CBS.
  12. Madeliefste Oh wrote: - 5 free mesh uploads and 20 free texture uploads per week or - pay only 2,5% commission on your marketplace sales or - 50% discount on one 'featured item advertisement' on the marketplace I went premium because I like SL. The sandboxes and freebies don't offer me any advantage over building at home, even my free SL house has become a toolshed/mainland testing ground when I occasionally have issues on the homestead I rent. The one thing LL could offer me that would really make premium a value is invisible log-ins. Not the "let everyone know you're online while you're checking off the boxes on your contact list" kind of invisible, or the web based method that requires you enter URLs for each chatty cathy on your friends list kind of invisible, or the "I'm invisible to everyone except you (unless you have a spy-HUD)" kind of invisible, but an invisibility that SL treats in the same way as if you hadn't logged in at all. That way I could actually relax while I'm creating instead of having to try and balance conversations with people I like, but who tend to really disrupt any kind of concentration when I'm trying to finish a project. And it would prevent contacts from randomly IMing me from Phoenix to ask me why I clicked off the box preventing them from seeing me online. SL is a great place to meet nice, but socially inept people with fragile egos. Rather than spending my building time humoring them or explaining the concepts of boundaries, it'd be nice to have one checkbox I can click in preferences that cloaks the time I need to be on SL to get things done.
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