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  1. This looks like a good idea https://jira.secondlife.com/browse/SVC-6916 We only need to wait for eternity before it's implemented
  2. Thank you for your reply. 8) I sticked with fixed UUID in script. Had to tinker a bit to add more options, but it seems fine for now. Now we need to ask LL to add llLinkScaleTexture and llLinkOffsetTexture, heheh
  3. I have a linkset. I already have a texture applied to a face 1 of prim 2. I want to scale and offset it from a script that is in the root prim. I tried integer prim = 2; list cur_textures = llGetLinkPrimitiveParams(prim,[PRIM_TEXTURE,1]); llSetLinkPrimitiveParamsFast(prim, [ PRIM_TEXTURE,1,llList2Key(cur_textures, 0),<0.5,1.0,1>,<0.5,0,0>,0 ]); But the problem is that when I give an object to someone else, the texture just grays out. My object is no-trans, and llGetLinkPrimitiveParams(prim,[PRIM_TEXTURE,1]) returns a NULL_KEY because of the following caveat (http://wiki.secondlife.com/wiki/PRIM_TEXTURE): "NULL_KEY is returned when the owner does not have full permissions to the object and the texture is not in the prim's inventory." LlScaleTexture and LlOffsetTexture might work, but I am modifying parameters of textures on child prims. if there were llLinkScaleTexture and LlLinkOffsetTexture, it would be cool. But there are none 8( Is there some other way to scale/offset textures on child prim from a script in a root prim while avoiding the problems above?
  4. How can an external image be loaded onto a prim without uploading? Is there some function I've missed?
  5. If you wantto rescript everything, this is my example: Door: open_door() { //open the door sequence } close_door() { //close the door sequence , since I dunno what kind of door you want } default { state_entry() { llListen(-666,"detecter","","open"); } touch_start(integer total_number) { } listen(integer channel,string name,key id,string message) { open_door(); llSetTimerEvent(5); } timer() { close_door(); } } detecter: default { state_entry() { llVolumeDetect(TRUE); } touch_start(integer total_number) { } collision_start( integer num_detected ) { llSay(-666,"open"); } }
  6. Yes, it can be done using llInstantMessage. Unfortunately, this will send message to the target user's local chat, not the IM window (like when a user writes IM to another user). So I would also recommend to make text as visible as possible, for exmple, add more lines (this is done by putting "\n" in text), highlight it with symbols. For example: //////////////////////////////////////////////////////////////// !!!!!!!!!!!A MESSAGE FOR YOU!!!!!!!!!!!!! ////////////////////////////////////////////////////////// message
  7. integer amount_of_textures_in_inventory() { string name; integer amount; do { name = llGetInventoryName(INVENTORY_TEXTURE,amount); amount++; } while(name != ""); return (amount-1); }//amount_of_textures_in_inventory integer i; default { state_entry() { llSetTimerEvent(5); } touch_start(integer total_number) { } timer() { llSetTexture(llGetInventoryName( INVENTORY_TEXTURE, i ),0); i++; if(i>=amount_of_textures_in_inventory()) {i=0;} } } This program might help you.
  8. A little experimental update on that vendor with bot. Due to some unknows circumstances (probably the sim restart) the bot is not present currently at the vendor. I try to use the vendor, and the "dynamic" texture with my name won't appear whatsoever. Seems that it was the bot who uploaded textures in that case.
  9. >>another way to display names on a single prim (although i imagine very laggy) is by using temp rez prims.. I guess this can be utilized to display short texts, when the text is not supposed to be displayed for long. Like the name of the agent on the vendor he uses.
  10. Yeah, osDrawText , osSetDynamicTextureData , and all that stuff. Doesn't work for me at all times, but at my own sim it usually does 8)
  11. Also, that vendor has a bot avatar there. My friends say that this bot might generate textures and upload them as temporaries. I have no idea how it is done, so, I don't know if it can be true or not.
  12. >>[EDIT: The solution. This must get expensive!] oh my GOD!!! this is expensive indeed. Including the fact that hundreds (maybe even thousands) of residents play EnGarde and Can't stop on a regular basis, this system costs them hundreds or real dollars. Wow, I never thought the solution was so straightforward... Thank you, Que, and everyone. Looks like, if I need such system, I will have to move to OSgrid .
  13. >>The mesh is 8 layered faces squished very thinly together. They are all elongated, so it does look like one face at first. I am not sure if it is really mesh, because I saw those before mesh came to SL... >>+10,000L$ down the drain. I was thinking, Firestorm viewer has a Temp texture upload option, which is free. Maybe they somehow use it? Because I have no idea how it is possible. Also, I have noticed one thing with the vendor. When I click the vendor, it is keyed to me, when some time passes it is released. I click it again, and the text texture loads again with the same speed. I suppose that it creates new texture each time, regardless if the user has already visited that vendor or not. Also, it seems to replicate even non-classic symbols, like in the example below. Fonts with this name and my name in example in the first post are different.
  14. I have noticed that some devices in SL (examples: some vendors, EnGarde and Can't Stop Leaderboards) display the name of a certain resident as a texture on a single face of a prim. It seems that it somehow dynamically creates a text on a texture and assigns to a face. Here is what I am sure it cannot use. 1) It is not Xyzzy or someting. It is not a multiface prim with 5-faces, it is one face. Plus, it can take much more than 10 letters on the singleprim. 2) It is not mesh, because these things appeared before mesh came to SL. 3) It is not Media. I have media disabled in preferences, so I cannot see browsers on sides of prims, but I can still see this text. Also it doesn't look like media, it loads like a texture (prim goes gray, then a blurry texture appears, then it becomes sharper). I wonder if someone know how this phenomena is accomplised. Is it a dynamically created texture, or is it created externally and somehow uploaded automatically to SL? And how to accomplish it with scripts? UPD1: Someone managed to rip these textures out of cache. So, these are definitely textures.
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