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jjws888

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  1. So Im making this lightbulb that, when clicked on, turns on a light and glows, simple enough with this script I got from the SL Wiki: // Touch the object to light it up. // Lighting is configurable. integer light_s = TRUE; vector lightcolor = <1.0, 0.75, 0.5>; float intensity = 1.0; // 0.0 <= intensity <= 1.0 float radius = 10.0; // 0.1 <= radius <= 20.0 float falloff = 0.01; // 0.01 <= falloff <= 2.0 float glow = 0.05; toggle() { float thisglow = 0.0; light_s = !light_s; if (light_s) thisglow = glow; llSetPrimitiveParams([ PRIM_POINT_LIGHT, light_s, lightcolor, intensity, radius, falloff, PRIM_FULLBRIGHT, ALL_SIDES, light_s, PRIM_GLOW, ALL_SIDES, thisglow ]); llSetColor(lightcolor, ALL_SIDES); } default { state_entry() { llSetText("Touch for light", <1.0, 1.0, 1.0>, 1.0); toggle(); } touch_start(integer total_number) { toggle(); } }Now I don't know anything about coding, heck, I only got a C++ in Visual Basic class! (ba-dum-tsst) My problem is I want the user to be able to change the base object's color in the default tint picker and then have the object glow and produce light of that color. From what I understand, this script calls on "vector lightcolor" which sets the color based on the values of "<1.0, 1.0, 1.0>". If I were to sell an object with this script inside of it, the buyer would have to change these values manually in order to change the color and I don't want to have to make them do that. What can I change about this script so that it produces light and glows just like it has been, but instead of the color being chosen by "<1.0, 1.0, 1.0>" values, it chooses based on the color the base object's been tinted at? Many thanks!
  2. Create an object, any object. Edit the object and og into the "features" tab. You should see a few check boxes, one of them says "phantom". This removes the object's collision allowing anything to pass through it. That is what's happening with this object here, it was created by the land owner to moitor traffic and/or prim counts.
  3. So, in order to rig a model for SL in maya 2010, you "smooth bind" a model to the skeleton. But if you just do that without changing anything, your armpits concave into your model's torso and your elbows bend in a way that make them look like wacky inflatable arm flailing tubemen. This is what I'm trying to figure out how to fix here. I asked a friend about this a long while ago, and he suggested I move the shoulder and upper arm joints together. That helped, but the results varied radically in quality. So I decided to randomly browse the mesh section here and 2 words came up a lot, "skin weights". I know what those were, but I've never dealt with them before. So I thought, this was a vital component I was missing, I never set any particular skin weights so that's probably why my rigs always look so poor. So now I come to you, mesh section of the SL forums, to ask these questions: 1) Does anyone know the best weight for each joint, and if so, what are they? Is there a download or a diagram I could follow? 2) How do you edit skin weights in maya exactly? (I'm more of a 3DS Max guy :matte-motes-delicious:) If anybody could help me answer these questions, I'd be more than happy to pay you back somehow in-world. Oh and please, please please oh please, I just want a little assistance, no 9 paragraph pretentious answers please, I get that a lot on here and it's not necessary. And if in fact I'm wrong and skin weights have no ability to fix the problems I had just described, please just tell me and disregard this post.
  4. Ive heard some people have been having problems with firestorm lately, I use it but havent experienced anything strange thank goodness.
  5. What an odd glitch... ive uploaded many rigs without checking off include joint positions. What program did you use to rig it? I know it's fixed but im just curious.
  6. circle as-in donut shape? Then yes, mesh items turn into a donut-like shape when the viewer can't process mesh, it might be a glitch with your viewer. I reccommend re-installing your viewer or apply an update if there is one, or you could just wait it out. Also, it would be helpful to know what viewer youre using.
  7. That seems like more of a viewer specific issue, you shoudl try the pheonix viewer support.
  8. yeah put your store in your picks too, they really do help
  9. Sell things people want to buy! No but seriously, I asked a very sucessful friend this same question, all she did was rent a store in this besically deserted mall (which still has managment believe it or not) with 0 traffic. Then, in each one of her products on the market, she's says something like "Check out the item at my store if you want to see it before you buy!! Look below for a link!" And then she puts the slurl at the bottom of the marketplace page. It was a zero raffic area before... i should check just how popular it is now.
  10. I dont know what youre talking about. I'm just whistleing. Perhaps it is YOU who is the cynical one for thinking I am cynical hmm? :matte-motes-sunglasses-3:
  11. Thanks a lot, I just got your thing and it works great! But the gun scripts i have now wont allow for a delay in shooting so now i wish i had actual scripts Oh well, the search continues.
  12. But that's how auctions work.
  13. 19 years old huh? Interesting how it says 1997 in your username. *whistles innocently as he walks away*
  14. On the marketplace you can buy a whole myriad of scripts for various weapons... but i can't find a single one for a sniper rifle. I'm actually quite surprised by this, of all the things to not have... nevermind. So I'm looking for some full-perm scripts to use in a sniper rifle I want to make, a key feature being, that when the user goes into first person mode, a crosshair will appear. On second thought, maybe it's not sniper scripts i'm after, but rather, some script that makes a corsshair appear on my screen whenever I go into first person mode. Does anyone here know of such a script? If anyones does I could pay you what it's worth (or half if it's like over 1000L) or I could pay to have a custom script made if anybody is up for it.
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