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JohnHenry Cooperstone

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  1. I m sure you have seen dance/music attachments where you can type on/off in open chat and any avatar wearing it stops or starts the animation and music. How is this behavior done? I have created a dance/music script attachment which works fine with on/off in open chat, but how can I also make it affect the other avatars wearing it? Any clues to the functions or maybe samples script? Thanks!
  2. I m sure you have seen dance/music attachments where you can type on/off in open chat and any avatar wearing it stops or starts the animation and music. How is this behavior done? I have created a dance/music script attachment which works fine with on/off in open chat, but how can I also make it affect the other avatars wearing it? Any clues to the functions or maybe samples script? Thanks!
  3. Ha, pretty good example... Here is the result after 1 second (hard capturing it). Looks pretty good.
  4. As far as the UUID texture, there is no way for me to even view it? In other words can I attach it somehow to a large prim to see it? I was hunting for the code insert button. duh me. The icon to me looked like the copy and paste... Thank you for the quick response!
  5. Hello, I have a 3 part question: I found a smoke making llParticleSystem() I would like to use at the end of a weapon muzzle. My plan is to add an invisible linked prim at the muzzle end that includes the llParticleSystem() code. When the weapon is touched to use llMessageLinked() to activate the code in that prim. #1) Is adding the invisible prim and message linking from the root prim the correct way to activate the particles? Is there an alternate method? #2) There is a texture reference UUID 05f956d5-9d9e-95a7-b39d-3dab596532a9 in the script. I have no idea where or what this texture looks like. Is there some way I can find out what it looks like and maybe even get a copy? #3) The script is more for an explosion. Is there a way to taper off to direct the partcles created.. In other words I want the muzzle smoke to start at bore hole size and then grow outwards. Like a cone instead of sphere. Which parameters do I play with? Thank you! Here is the particle script: llParticleSystem([ PSYS_PART_FLAGS, PSYS_PART_FOLLOW_VELOCITY_MASK|PSYS_PART_INTERP_COLOR_MASK|PSYS_PART_WIND_MASK, PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_EXPLODE, PSYS_PART_START_COLOR, <28, 26, 21>/255.0, PSYS_PART_END_COLOR, <63.75, 63.75, 63.75>/255.0, PSYS_PART_START_ALPHA, 1.0, PSYS_PART_END_ALPHA, 0.0, PSYS_PART_START_SCALE, <4,4,0.0>, PSYS_PART_END_SCALE, <4,4,0.0>, PSYS_PART_MAX_AGE, 8.0, PSYS_SRC_ACCEL, <0, 0, 0.05>, PSYS_SRC_TEXTURE, "05f956d5-9d9e-95a7-b39d-3dab596532a9", PSYS_SRC_BURST_RATE, 0.25, PSYS_SRC_BURST_PART_COUNT, 50, PSYS_SRC_BURST_SPEED_MIN, 0.075, PSYS_SRC_BURST_SPEED_MAX, 2.5, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_BURST_RADIUS, 3.1 ]);
  6. Hello, I have a 3 part question: I found a smoke making llParticleSystem() I would like to use at the end of a weapon muzzle. My plan is to add an invisible linked prim at the muzzle end that includes the llParticleSystem() code. When the weapon is touched to use llMessageLinked() to activate the code in that prim. #1) Is adding the invisible prim and message linking from the root prim the correct way to activate the particles? Is there an alternate method? #2) There is a texture reference UUID 05f956d5-9d9e-95a7-b39d-3dab596532a9 in the script. I have no idea where or what this texture looks like. Is there some way I can find out what it looks like and maybe even get a copy? #3) The script is more for an explosion. Is there a way to taper off to direct the partcles created.. In other words I want the muzzle smoke to start at bore hole size and then grow outwards. Like a cone instead of sphere. Which parameters do I play with? Thank you! Here is the particle script: llParticleSystem([ PSYS_PART_FLAGS, PSYS_PART_FOLLOW_VELOCITY_MASK|PSYS_PART_INTERP_COLOR_MASK|PSYS_PART_WIND_MASK, PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_EXPLODE, PSYS_PART_START_COLOR, <28, 26, 21>/255.0, PSYS_PART_END_COLOR, <63.75, 63.75, 63.75>/255.0, PSYS_PART_START_ALPHA, 1.0, PSYS_PART_END_ALPHA, 0.0, PSYS_PART_START_SCALE, <4,4,0.0>, PSYS_PART_END_SCALE, <4,4,0.0>, PSYS_PART_MAX_AGE, 8.0, PSYS_SRC_ACCEL, <0, 0, 0.05>, PSYS_SRC_TEXTURE, "05f956d5-9d9e-95a7-b39d-3dab596532a9", PSYS_SRC_BURST_RATE, 0.25, PSYS_SRC_BURST_PART_COUNT, 50, PSYS_SRC_BURST_SPEED_MIN, 0.075, PSYS_SRC_BURST_SPEED_MAX, 2.5, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_BURST_RADIUS, 3.1 ]);
  7. How do I turn off/hide the animated flame prim when it's not animating? Do I hide the texture? What functiions do i use.
  8. Plese tell me if this make sense. When the user touches the cannon it will show animated flames coming out of barrel. #1) I add an animated flame texture to a prim, spewing for x milliseconds. #2) I link it to the main cannon positioned just at barrel mouth. Where do I write the scrip to activate the texture. In the prim itself or the main object? So basically I want to actvate, when the cannon is touchedm a texture of one of its prims. I assume I will use llSetTextureAnim( ) I also need to hide the texture when the animation ends. Is this how it's done? llSetTextureAnim(0, ALL_SIDES, 1, 1, 1, 1, 0.0);If someone has a link to an examples fo show a similar texture/animated it/turn off texture I would appreciate it. Thanks
  9. Plese tell me if this make sense. When the user touches the cannon it will show animated flames coming out of barrel. #1) I add an animated flame texture to a prim, spewing for x milliseconds. #2) I link it to the main cannon positioned just at barrel mouth. Where do I write the scrip to activate the texture. In the prim itself or the main object? So basically I want to actvate, when the cannon is touchedm a texture of one of its prims. I assume I will use llSetTextureAnim( ) I also need to hide the texture when the animation ends. Is this how it's done? llSetTextureAnim(0, ALL_SIDES, 1, 1, 1, 1, 0.0);If someone has a link to an examples fo show a similar texture/animated it/turn off texture I would appreciate it. Thanks
  10. Hi, I have single file animated textures but hard to visualize their behaviour. I am trying to find an application to test them and see how they look. Most of the software I find either I have to crop the texture into indivdual images and upload them. I would prefer to do this test outside of SL. Otherwise I guess I could write a small animation script. But I dont want to have to upload to SL everything I find. Does anyone know of anything I can use, that I can upload the animated texture image, give it the frame size of each component and fps at minimum and direction (eg horizonatal vs vertical) at minimum. I think thats what I would need for a basic test. In a way I am looking for a simple llSetLinkTextureAnim( integer link, integer mode, integer face, integer sizex, integer sizey, float start, floatlength, float rate ); but outside of SL. :) Thanks!
  11. Hi, I have single file animated textures but hard to visualize their behaviour. I am trying to find an application to test them and see how they look. Most of the software I find either I have to crop the texture into indivdual images and upload them. I would prefer to do this test outside of SL. Otherwise I guess I could write a small animation script. But I dont want to have to upload to SL everything I find. Does anyone know of anything I can use, that I can upload the animated texture image, give it the frame size of each component and fps at minimum and direction (eg horizonatal vs vertical) at minimum. I think thats what I would need for a basic test. In a way I am looking for a simple llSetLinkTextureAnim( integer link, integer mode, integer face, integer sizex, integer sizey, float start, floatlength, float rate ); but outside of SL. :) Thanks!
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