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JohnathanMacBride

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Everything posted by JohnathanMacBride

  1. Thanks, yes I am aware of that limitation. Attributions will be included. As of yet everything i have is hand coded by myself, but anything borrowed will be attributed. The idea is to save a location, make it retrievable and selectable by menu, then a teleport ensues from the 'active' or 'selected' destination. Global coordinates would make the most sense, however, an identifiable name for each location would be a must for retrieval also. This has been a lot of help, I am glad to have such knowledgeable people so close at hand.
  2. After doing additional research, it seems that as long as the script is not reset, I can even us Strided lists to store the data. again, I will be checking to see which is most cost efficient. Thanks for the advice and I look forward to anything anyone else has to offer.
  3. on that note, is json a viable option?
  4. This would be grid wide and external to experiences, so kvp records are probably out. however I could do lists with an import/export function for data safety. I am dealing with either landmark locations e.g.: simname/x/y/z or global coordinates for each location. So I am looking at either a string, string vector combination or strictly vector data per location. whichever turns out to be less storage intensive. where can i find more about encoding to hexadecimal?
  5. I am trying to create a HUD that saves locations, how would I go about doing that other than child prim descriptions? whats the maximum number possible?
  6. So with what I am gathering it would take a considerable amount of math to make sure the position is correct for all articulated joints/objects in the turret?
  7. I currently have the following function implemented doorOpen1() { vector posClose = llGetLocalPos() - offset1 * llGetLocalRot(); vector posOpen = llGetLocalPos() + offset1 * llGetLocalRot(); linkNum = llGetLinkNumber() + 1; if(!isOpen) { llSetLinkPrimitiveParamsFast(linkNum, [PRIM_POS_LOCAL, posOpen]); } else if(isOpen) { llSetLinkPrimitiveParamsFast(linkNum, [PRIM_POS_LOCAL, posClose]); } } that handles door state and the open/close function via llSetLinkPrimitiveParamsfast(). There is one function for each door as the open offset is different for the two doors. I don't intend on making this universal for one to N doors. it is simply for a set of two doors that slide open. A side question, is anyone familiar with non blocking functions in single threaded applications? similar to pipelining? I am trying to figure that out as well.
  8. That does definitely help me understand more,and it does present a different method for doing things. Thank you.
  9. Yes, like that. The only reason I have not purchased any scripts is because I am trying to become more skilled in scripting and felt it would make a good challenge. I have moved all my functions for the doors to my single controller script. I have not yet gotten it to work but with a few debug messages in place I should be able to locate what is going wrong.
  10. I am working on a door assembly. an automatic sliding door assembly for somthing I am building. I find that using any kind of rezzing system can be a pain when you have unlinked doors and thought it would be convenient if I could have these doors operate, linked to eachother or linked to the build as a whole. I am still learning to script and so it does get confusing. I will explore the possibility of taking the child prim scripts and combining them into separate functions in the controller and see how that works out. Thank you both for your input and I am more than open to advice as it is offered.
  11. I managed ot make a little progress by moving the link number detection to the child objects while using LINK_ALL_OTHERS link_message(integer sender_link_num, integer channel, string msg, key l_id ) { integer linkNum = llGetLinkNumber(); vector posClose = llGetLocalPos() - offset * llGetLocalRot(); vector posOpen = llGetLocalPos() + offset * llGetLocalRot(); if(channel == sender_link_num) { Do Stuff } } This essentially recieves two integers in the link message, the sender link number and a number assigned the variable name channel. in the control prim which may or may not be root at the time it is triggered, it sends llMessageLinked() with the second integer parameter set like this integer linkNum = llGetLinkNumber(); what this does is pass two variables that SHOULD be identical, the only caveat I have discovered is that the test registers true for both sets of scripted objects in the lnk set. so now I need to differentiate.
  12. I am working on a script set that will operate in a link set. Due to the fact that this will be required to operate with varying numbers of objects in the link set, and with multple instances of this script set in one linked object I am trying to overcome the issue of the llnk number identifications when the link number could potentially change. I am not the greatest at scripting so I have not yet found a way to do this. I have gotten things to work with three linked objects, the controller script sending the messages set as the root. if I link 6 together 3 and 3 then both sensors trigger all of the remaining prims rather than the 'Assigned' prims So to break it down link number 0 needs to affect 1 and 2 and link number 3 needs to affect 4 and 5 but 3 should not affect 1 and 2 and 0 should not affect 4 and 5. Is there a way to do this? I have tried the following: PRIM 0 llMessageLinked: llMessageLinked(linkNum + 1, 0, "close", NULL_KEY); llMessageLinked(linkNum + 2, 0, "close", NULL_KEY); second llMessageLinked does not go out. only prim 1 of the link set changes. it only works if I put: llMessageLinked(LINK_ALL_OTHERS, 0, "open", NULL_KEY); LINK_ALL_OTHERS is too broad of a scope for what I am trying to do. I need to target 'hopefully', if it's done right, The next two linked prims up from the controller only. PRIM 1 & 2 link_message: if (msg == "open") { if (isOpen == FALSE) { ~code here~ } } The child prims are set to respond conditionally to the controllers llMessageLinked() message. but only the next two up from the controller, if the builder has linked the objects together properly. Any thoughts or ideas on how to work around this would be greatly appreciated. Johnathan
  13. So perhaps an OBJ export then Export from Blender to Collada? I think I can do that.
  14. I was afraid of that. It is a Prim build right now, so I may scrap the idea altogether.
  15. I was able to find a plugin for Blender called MeshLint that analyzes and removes unnecessary geometry and faces and such. I ran that and re-ran the AO Bake, results were much better. My next Conquest is going to be physics. Apparently Blender Doesnt Currently Support exporting Physics Data with Collada Files. Found a solution using Unity 3D. I will report my findings once I have tried it. Thank you both again.
  16. Thank you so much. I adjusted the samples, yes at a cost to render time, and there were still a few spots that were lacking. I am going to take a guess that there is still something I am not doing right. What did you mean by Another or More UV mappings? Also, I will be sure to use Sketchup for mockups only. I have found that modeling in blender takes some getting used to, hence my use of Sketchup. I will try this and let you know what my result is.
  17. here is the context of my issues: I made the model in Sketchup and Exported it to Collada(*.dae) I imported it into Blender and began the process of Simplifying, UV Unwrapping and Baking of the Ambient Occlusion Maps. The issues are two fold. First, I have no idea what the heck this issue is with the faces: It seems that theres some overlap or something, but I am not knowlegeable enough to know. Second, My AO Bake is splotchy and terrible. I don't know what I am doing wrong. I have followed the tutorial at Kats Bits and this is what I get: Any insight would be greatly appreciated.
  18. I am working on a project that requires articulated movement of objects in a link set. I am not 100% sure how to do this, but the idea is similar to animating a robotic arm. each joint moves within a defined range of motion. I am thinking I will have to animate a set of linksets to make it work but I am not sure how to do it. Here is a video of an actual sentry turret, I am trying to simulate tracking of 3 joints ================================ UPDATE ================================ Here is an illustration of what needs to move:
  19. it's been done, thanks everyone for your input.
  20. Send all Inquiries to JohnathanMacbride Resident along with a prepared no mod, no copy, no trans example of your work. Texturing is a must.
  21. I have found that exporting sculpt maps and importing them to blender with primstar allows me to save a group of them together as a mesh object, I have to figure out how to fix the seams now.
  22. Thanks, I have also done some other research that suggests that an export would not be possible unless the other NURBS data can be read from the object and saved in a format that can be read by the 3d modeling program. Not sure where to go from here though. I'll check out those links.
  23. I am sure this may have been answered elsewhere, I have searched google to no avail. I am trying to export linkset objects to import into Blender. Is there a way to convert the XML file to be readable by blender or perhaps import for editing?
  24. JLS Creations is seeking to pay per article for our company blog at http://jlscreations.tk any inquiries for the opportunity can be submitted by sending a sample writing in a notecard to JohnathanMacbride Resident or via email to johnathan.macbride@gmail.com Please make sure to include your Avatar name in the email. Topics include SL Architecture, SL Business, Client Spotlights, Community oriented articles and a specific series on Corporate presences in Second Life.
  25. 8 total sculptures now at GVC Plaza (http://maps.secondlife.com/secondlife/Crystal%20Springs/72/180/21) Come check out the entries from many talented artists around SL. There is still a few weeks left for submissions, get your creativity out there and be seen, show off your creativity!
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