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Miguelito Shilova

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Posts posted by Miguelito Shilova

  1. Posting this on behalf of my girlfriend. She has the Leleutka body with the Glam Affair skin. We see this in Ultra settings with Atmospheric Shaders and Advanced Lighting Model turned on. Just seemed like it was a recent change and we don't think it's the skin. As you can see in the picture, her skin almost looks like chrome ... any ideas on how to fix?

    Thanks!
    ~Mig

    chrome skin.png

  2. Hello!

    I have made an attachment comprised of two mesh prims. I attach it to my left hand, and when I click the attachment, the child prim moves down and rotates slightly ... if I click it again, the child prim moves up/rotates back to the initial position. This works just fine as long as I rez the attachment with the child prim in the initial position. If I detach the primset, with the child in the down position, then re-attach it and click the primset, the child prim just moves further down. I think the problem is that there's nothing in the script to distinguish between 'down' and 'up' states, even though I call a llResetScript() on rez.

    Can someone please suggest a revision that can resolve this problem? Here is the script in question  ... thanks!

    integer is_closed = FALSE;
    integer link_slider = 2;
    vector pos;
    rotation rot;
    
    default
    {
    touch_start(integer num)
    {
      if(is_closed = !is_closed)
      {
        rot = llEuler2Rot(<0, 0, 2>*DEG_TO_RAD);
        llSetLinkPrimitiveParamsFast(link_slider, [PRIM_POS_LOCAL, llList2Vector(        llGetLinkPrimitiveParams(2, [PRIM_POS_LOCAL]), 0) + <0.01, -0.07, 0.0>]);
        llSetLinkPrimitiveParamsFast(link_slider, [PRIM_ROT_LOCAL, rot]);
        llPlaySound("Switch #1", 1.0);
        
      }
      else
      {
        rot = llEuler2Rot(<0, 0, 350>*DEG_TO_RAD);
        llSetLinkPrimitiveParamsFast(link_slider, [PRIM_ROT_LOCAL, rot]);
        llSetLinkPrimitiveParamsFast(link_slider, [PRIM_POS_LOCAL, llList2Vector(llGetLinkPrimitiveParams(2, [PRIM_POS_LOCAL]), 0) + <-0.01, 0.07, 0.0>]);
        llPlaySound("Switch #2", 1.0);
      }
    }
    on_rez(integer start_param)
        {
            llResetScript();
        }
    }

     

  3. Is there a way on Marketplace to sell individual items (each being unique, set nc/nm/t, with different textures having unique serial numbers) under the same listing, but when one is bought, that one is no longer available? An analogy would be selling individual cards from a deck ... you go and buy from the same listing and you get a card, and no one else can get that card since you bought the only one, but they can buy another card from the same listing?

  4. Thanks in advance for the help!

    I am looking to offer gift certificates in MP for portrait services. My thought was to set these up for each specific package, each with its own price. Not sure how this is best done so I thought I would start here. 

    One thought I had was a prim set to transfer only. The recipient would then hand it to me at the time of the session. That way the purchaser can buy it for themselves, buy it for someone else, or either could give it to a third party. But my concern has to do with tracking that back to the original purchase, so I know it was purchased on MP. Is there a means of doing that? I'm also a little concerned about the potential for 'scalping' (reselling it like a gatcha). Just needing a basic chain of custody kind of thing.

    Again, thanks for the help!

    --Mig

  5. Is there a way to have AVSitter2 listen for a link message (or similar) from another script to trigger an animation change for a sitter?

    Just started playing with AVSitter2 and see that in the YT tutorials you can use it with a sailboat. I didn't see where it could use an external trigger to make a change. Does anyone have an example to show how this can be done?

    Thanks!

    --Mig

  6. I am looking to add WWC Racewind as part of a highly modified version of Dora Gustafson's basic sailboat engine (the core dynamics are based off of that code set). I am looking for someone who has experience with sailing engines as well as the WWC components for Racewind.

    Alternatively, I have a HUD completed that feeds wind direction and speed 'presets' to the engine, however the engine appears to have problems translating these input strings into the correct vectors (or perhaps tripping over them in the calculations within the engine). If I could at least get the engine to accept and work with these presets, then I would take that over WWC integration (for now).

    Please feel free to IM me in world if you think you can help ... this would be a for-hire project.

    Thanks!

    -- Mig

  7. I am completing a sailboat build that I'd like to incorporate WWC Racewind as part of its sailing engine, which is a highly modified version of Dora Gustafson's basic sailboat engine (the core dynamics are based off of that code set). I am looking for someone who has experience with sailing engines as well as the WWC components for Racewind. Please feel free to IM me in world if you think you can help ... this would be a for-hire project.

    Thanks,

    -- Mig

  8. My girlfriend just got a new head and body, but she's got a line at her neck and can't seem to get rid of it ... please see the pic below. She's wearing a legacy body with genus head and E. Beauty skin and head applier.  No neck corrector with either and on dot 4 in the legacy hud. Any suggestions on how to fix?

    Thanks!

    -- Mig

    neckline_001.png

  9. Quote

    Replace the key specified for PSYS_SRC_TEXTURE with the key of your rope texture.

    This looks like it's going to work ... I understand this is a 2D ribbon, and It seems like the ribbon width in your provided code is already at minimum, but are there any tricks to narrow the width, or create any sort of depth to it? I used a 256 by 256 px flat color texture. Thanks

  10. Would anyone be able to share an example of a script that can connect two prims with a ribbon particle, and if one of those prims move, it stays 'connected' to the other prim via the ribbon particle? The idea is to emulate a rope and pulley system.

    Any help is greatly appreciated! The moving prim will be moved via another script.

    Thanks!

    --Mig

  11. Quote

    There's rarely any reason to message linked prims, especially not if the objective is to smoothly transition primitive parameters. The messaging overhead isn't huge, but it's not zero, and getting another script to wake up and do something adds yet more variability to the timing. 

    Hi Qie ... I started down the llMessageLinked route because the main script wasn't reliably calling for the alpha changes or rotations on my 'sail' prims based on the link number. Firestorm would tell me the link number of a prim and I would plug that into the call, but when I ran the script the wrong prims in the linkset would do those alpha and rotation changes. It really didn't make sense because Firestorm would consistently call the same linknum for a given prim, so it wasn't like the numbers were changing on me and I wasn't unlinking/linking them, which of course could change their linknum. I think there is also an advantage with llMessageLinked because I can easily manage different sailing modes (boat tied off, sails up, sails down), since those configs call for different prims to do multiple things depending on the mode. There's probably a more elegant solution to that in a single script ... I'm just not there yet 🙂

    I'll try llSLPP instead of llSLPPF with a timer and see how that works ... if it's still sloppy I might look to try something else.

    Quote

    Basically to get you started you can just take the Blender starter cube, add a single bone to it, name that bone mPelvis, and create an animation to make it spin a bit, export it as bvh. Then import that stuff on test server and see if it works when attached to a prim. It is that part that I think it should work but I'm not sure. If the proof of concept works then it will be time to dive deeper. There are plenty tutorials on YT that should help you get started.

    Thanks Twisted ... I'll check out YouTube and try walking this path.

  12. 5 hours ago, Twisted Pharaoh said:

    Have you tried the animesh way?

     

    Unfortunately my program doesn't do mesh rigging, and I've just scratched the surface with Blender. I think I'll try Profaitchikenz's suggestion of a timer within the script for my OP, but your suggestion of animesh intrigues me because I'd like to use that for something else. Do you or anyone you know have experience with animesh? If so, I would like to pursue a conversation about assisting with a fairly straightforward application of it.

  13. Hello fellow scribblers ...

    So I have these two objects in a linkset (I'll call them fins), and the intent is to use llMessageLinked calls from the root script to scripts in each prim, and rotate them on the X axis to specific positions based on the call. On entry, or when 'M' is sent, they should be Left Fin, X rotation = 300, Right Fin X rotation = 60. When 'R' is sent, both move to X rotation = 0. I'm using a llSetLinkPrimitiveParamsFast call and it works fine, but it snaps to position, and I want to control the speed of rotation.

    ex ...  llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_ROT_LOCAL, llEuler2Rot(<x,0.0,0.0>*DEG_TO_RAD)]);

    (x being the specific rotation amount)

    I tried stepping the rotation with a Do / While call, but it was erratic in its rotation speed (not smooth at all), and I had no luck getting it to stop where I needed. It would either not move or just continue to spin. The erratic rotation made me think a Do / While call isn't the route to take. Any suggestions on how I can define a rotation speed and smoothly transition from one rotation value to the next? This would call for both clockwise and counterclockwise transitions.

    Thanks!

    -- Mig

     

  14. I've got an unscripted boat linkset made up of both mesh and a handful of regular prims, and I'm trying to scale it down to a model size. I've tried two open source scripts, including this one, but could only drop the size of my build about 10% and it wouldn't scale down any further. One of my friends mentioned that it might be because of the mixed nature of my build ... can anyone confirm that? If so, Is there a workaround or another script that can handle the issue?

    Thanks!

    --Mig

  15. Thanks for the help! I tried adding both the timer event and the GetAgentInfo poll in the control section of the script, and it did save, but I'm not seeing llStartAnimation(gShootAnimation) actually run ... how should I tweak it to solve that problem?

     

     control(key id, integer held, integer change)
        {
            llSetTimerEvent(0.3);
            rotation Rot = llGetCameraRot();
            llStartAnimation(gShootAnimation);
            if ( held & change & CONTROL_ML_LBUTTON)
            {
                if (llGetInventoryType(gShootSound) == INVENTORY_SOUND)
                    llPlaySound(gShootSound, 1.0);
                    llMessageLinked(LINK_ALL_OTHERS,60,"fire","");
                    
     
                llRezAtRoot(gBullet, llGetCameraPos() + <1.5, 0.0, 0.0>*Rot, gVelocity*llRot2Fwd(Rot), Rot, 10);
    
    //            llSleep(gReloadTime);
            }
    
            else if (llGetAgentInfo( llGetOwner() ) &~ AGENT_MOUSELOOK)
            {
                llStopAnimation(gShootAnimation);
            }
        }

     

  16. Hi Everyone,

    I'm trying to do a little modification on an open source gun script. I left off the globals and the default / state entry section, and what's below that is what I'm needing help with.

    Basically it's working mostly as intended. When the pistol is attached it plays the 'racking' animation ('gRackAnimation') once, and when I go into mouselook AND squeeze off a round, the 'gShootAnimation' animation plays. What I'm trying to do though is turn off 'gShootAnimation' when I come out of mouselook, and I can't seem to figure out where to put llStopAnimation(gShootAnimation) to make that happen.

    Additionally, I would like to have 'gShootAnimation' play as soon as I go into mouselook, not after the first shot.

    Any suggestions, as always, are greatly appreciated! Thanks!

    --Mig

     

        attach(key id)
        {
            if (id)
                llRequestPermissions(id, gPermFlags);
            else
            {
                llStopAnimation(gShootAnimation);
                llReleaseControls();
            }
        }
     
        changed(integer change)
        {
            if (change & (CHANGED_OWNER | CHANGED_INVENTORY) )
                llResetScript();
        }
     
        run_time_permissions(integer perm)
        {
            //  ensure ALL required permissions have been granted
            if ( (perm & gPermFlags) == gPermFlags)
            {
                llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE);
                llStartAnimation(gRackAnimation);
                llPlaySound(gPistolRack, 1.0);
                llOwnerSay("Gun is ready. Enter mouselook and use left click to fire!");
            }
        }
     
        control(key id, integer held, integer change)
        {
            rotation Rot = llGetCameraRot();
            llStartAnimation(gShootAnimation);
            if ( held & change & CONTROL_ML_LBUTTON)
            {
                if (llGetInventoryType(gShootSound) == INVENTORY_SOUND)
                    llPlaySound(gShootSound, 1.0);
                    
     
                llRezAtRoot(gBullet, llGetCameraPos() + <1.5, 0.0, 0.0>*Rot, gVelocity*llRot2Fwd(Rot), Rot, 10);
    
                llSleep(gReloadTime);
            }
    
        }

     

  17. I've built a sort of surfboard and noticed today when I gave a copy to a friend ... when she rode the board the animation (there's only one in the board) would initially play, but if she crossed into another asim nd came back into view, her avi was in a 'T' pose - arms straight out and standing straight up. From her viewer, nothing was wrong, but my view of her avi was the T pose. We did a little testing and found as long as she stayed in the same sim as I, even if she passed out of my view of her, when she came back into view the animation was playing correctly, but crossing a sim seemed to be the consistent thread to the problem.

    We also noticed that if either one of us took a picture, the animation retained the 'take a picture' pose of the hands, and we could both see this. I suspect I imported the animation at the wrong priority number (2), but figured I'd ask the community first if anyone has run across this, and knows how to fix.

    Thanks!

    Mig

  18. I am working on a foilboard (it's like a surfboard) and using a basic boat script, found here ...

    What I am having difficulty with is figuring out how to trigger multiple poses when the user is operating the foilboard. There is a default 'crouching' pose and three others. I have been trying to call the poses during the control event, so that when a user presses the FWD, CONTROL_LEFT or CONTROL_RIGHT, a corresponding pose is applied to the user. What I'm looking to have happen is that when the user selects 'Ride' the crouching pose is applied. When driving forward, the avi is shown standing, as well as leaning left when going left, and leaning right when going right. When no control input is given, the avi is returned to the crouching pose. I have the custom poses, but I just need help sorting out the script. 

    Not sure if it's possible, but would also like to be able to adjust the SitTarget for each pose, instead of them all using the same SitTarget. 

    Please let me know if you are interested in helping. Thanks!

    Mig

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