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Profaitchikenz Haiku

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About Profaitchikenz Haiku

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    Types like a Butterfly, Thinks like a Bee

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  1. I'm not sure I've fully understood you, are you saying "yes, Prof has described what I want to do but I'm struggling to do it because the whole animesh object has to be aligned along the X-axis" ? If so... It doesn't matter about the model or the fact that animesh has to be x-facing, you have an emitter child prim that can do everything needed: it is facing the right way: The line within it "llGetPos() + <vector>*llGetRot()" will always produce a position ahead of the emitter and downwards no matter which way the root is oriented. This is because they are getting WORLD position
  2. Ruth2V4 /Roth2V4 are mesh head, body and hands combined, the feet are separate.
  3. Would not llGetPos(),llGetPos() + <0.0, 0.0, 10.0>*llGetRot() also work for the CastRay vectors to scan for 10 metres along the line of the particles? I'm thinking that since the goal is to rez something at a position calculated by that combination it would make sense to scan using that as well? (I'm not sure what the maximum range of a dragon's blast is but I suspect anything over 10 metres is going to be outlawed by some sort of Geneva Convention)
  4. I'm not quite sure why you're suggesting that? The fire emitter is* aligned such that the Z-axis is perfectly aligned for the direction the ray needs to take to find what is going to be ignited. (Unless the build has since changed, but I doubt it, because particles can only be fired out along the Z axis)
  5. This is an area I have recently started to try and actively improve upon, I've used Nanao Watanabe's Mesh generator for years now and initially played with the import-default but found I had to go to quite high levels at the middle two distances to stop degeneration at anything over 5 metres. I've recently started adopting the method Chin has shown and tried making own intermediate LoD models. I'm still getting to grips with that. Texture mapping is where right from the beginning I would make a single texture with sub-details on and map those onto different faces of the prims, and Mesh Ge
  6. I got bored and had a play with faking parabolas using piece-wise linear curves for KFM. I have to say constant velocity doesn't look natural, but feel free to have a play for yourselves. // fake a parabolic trajectory and calculate KFM values for a traversal // uses standard forumula for an ellipse with range as minor axis and altitude as major axis key owner; integer debug = 0; // user-input start and end, altitude // ASSUMES land.y == launch.y and land.z == launch.z vector launch; // llGetPos() vector land; // float altitude = 15.0; // maximum hieght above the launch req
  7. I would ask that there is a preferences or debug setting to allow the end-user to specify where on the screen the floater should open. It can be very annoying when you have the viewer laid out so you can see your radar, chat history, mini map and camera controls and then suddenly one of them gets occluded by a popup telling you that somebody has come online, or you have entered private property and are going to be ejected within 10 seconds (and when such a popup obscures your inventory with the landmarks where you would wish to quickly click-and-flee it's doubly annoying).
  8. I also react badly to sudden noises such as things falling, I don't know of any remedy other than to let the initial flash just go through you and curb any instinctive reactions. On a positive note, it could be a life-prolonger: one of my brothers is now a retired fire-fighter and related the following to me. It was observed quite a few years back that there was an unusually high number of heat-attacks amongst such retirees in their first few months, possibly due to the lack of adrenalin episodes they had previously been accustomed to, and the way round this was for people to phone up the
  9. Madeleine's right then, sinusoidal motion would be a good approximation of a bounce. I remember there was a circus cannon that would fire a sitter quite a distance. Or there's the catapult (flashback to the scene in Jabberwocky). Either way, I suspect the actual path is going to be a series of straight lines for KFM, pre-calculated. Each point is in a list giving a starting vector and rotation, KFM then goes between two vectors and two rotations at a speed you would need to set according to llVecDist to meet your constant-velocity constraint.
  10. I spent ages way back in the eighties fiddling around with variants of Eliza and a couple of Baysean Expert systems, and never came up with anything that could be deployed in a one-size-suits-all manner. As of now, computer systems don't evolve, and that limits their adaptability. I've always liked Neal Stephenson's attitude to AI, it's a goal that's almost unreachable. Instead, take two people, produce a baby...
  11. You say high-school maths, but this is actually rocket-science The flight path is probably parabolic, but the velocities in the two axes (x and z) vary according to the point on the parabola. A close approximation would be half of an ellipse with the major axis vertical. Most ballistic projectiles conform to parabolas, with variations in the major and minor axes depending on the initial launch angle and velocity, and initial thrust (if a projectile) or motor thrust controlling the maximum altitude. Constant velocity is unusual, though, initial launch or ascent-thrust together with drag t
  12. Try this: Use the selection tool : select by colour, and click into the white area. Copy this and paste into a new image. It will give you an outline mask. Use that and fill the transparent areas with the colour of your choice, then erase or recolour the white surround. Or use the outline mask and invert it to layer over a swathe of colour of your choice. Or, even simpler. (Just read Wulfie's response) Use the select by colour tool, click into a black line, then with the colour picker as Wulfie has described, recolour the selected areas.
  13. I've jut realised the significance of this: Most of the explanatory articles about using quarternions do follow the pitch-roll-yaw model, so I too have always done so, but I now see from both your comment and reading through another article that SL inverted the way quarternions generally worked. Is it only when trying to convert between the two formats that this becomes significant?
  14. Ah my bad indeed, I do apologise most profusely to Quistessa for my incorrect attribution
  15. They weren't initially facts, and it's interesting to note that the respiratory droplets idea was one that was proven to be patently false back in the great London Cholera epidemics of the 1840-60s, when the idea of a miasma spreading the disease was finally put to rest by some dedicated research. I suspect the memory of that coloured some thinking when it was once again proposed that droplets were responsible for the spread.
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