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Bellimora

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About Bellimora

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  1. Bellimora

    EEP LSL Scripting

    Cripple the viewer? Nope. You got to realize the core aspect of experiences that makes them awesome is you can nope your way out of them. This is way better then the old-school permission system because once you said yes you had to relog. Heck, for non-global experiences you can just step out of the parcel that has the experience and all your experience attachments fall off your avatar. Me (Avatar for firestorm users) -> Experiences -> Allowed tab, drop it. DONE. Not even a minute of work. And if you look there's this handy dandy little "report" button for experiences that got downright abusive with you. So you can be rid of the experience and report the creator in one fell swoop. There's a block button too so you'll never get another permission prompt ever again. If you aren't sure what did what there's a rather convenient events tab which spells out who did what to you so you can dump them. When they do that llAgentInExperience() will toss a FALSE. As a programmer I can ask them to get back in experience or get to the spectator booth. There was apparent wailing and gnashing of teeth when LL added the ability to force sit and LOCK an avatar to an object making them unable to rise unless the script said they may. And everything seems fine. If someone really gets abusive with it there's a "report" IF this were RLV you'd have to toggle an option and then reboot your entire viewer and it would be kludgy and you'd have to use specific viewers which would remove entire portions of your user base. And that reboot would disable every other RLV thingy not just the offending object. Experiences are way superior. Finer control for the end user and the ability to take abusive elements to task. The ability of these tools do not need to be hamstrung. All the power is at your fingertips. The power of nope is readily yours.
  2. Bellimora

    EEP LSL Scripting

    Ellestones hit the nail on the head really. If someone is in the combat area I want them to have the shared windlight as everyone else. If they are fighting in a shadowy nighttime environment I don't want them cheating themselves some midday sun. So I use an experience to staple a windlight to them. If they do not like the windlight and duck out of experience. I will detect that via some easy to run LSL checks and my script will ask them nicely to get to the spectator area or get back in experience with a hud. If they fail to comply I'll eject them. If they don't take the hint I'll upgrade that to a ban. Automation for the win. I have accepted a heap of experiences. None have played rough with me to date. One experience tossed annoying messages when I tried to cam around and it had features that didn't make me comfortable (even though I didn't run afoul with them) so I simply just left the sim and moved on with my life. If ones does I'll revoke it's privleges. I'll lose maybe 1 minute of my life. Considering all the time I saved by being lazy and not micromanaging all the accepted experiences I consider it a fair deal. Granted I'm the sort of person who has no security or banlines on their house. I reckon if someone irritates me I'll right click and ban them and get on with my life. I mean if I wanted to make your life miserable I wouldn't staple a weird windlight to you, I'd rez an annoying prim to follow you while it emits a high pitched shriek while using llSEtTextureAnim to cycle through bright colors at epilepsy inducing frequencies. But I wouldn't, because that's be an increadibly jerk move, and most people, thankfully, are not jerks. It's just that when you do get a jerk boy its it memorable. But that shouldn't hamstring our tools. We don't need them hamstrung. You have the power of no, you have the power of escape. If a sim uses experiences in an annoying way, don't be there. Don't try to bend the rest of the grid to your rules.
  3. Yeah fog doesn't cover fullbrights but it tends to just look horrible in murky settings as a consequence. Even if you do your entire build fullbright the avatars will not be properly lit and look oddly murky.
  4. Bellimora

    EEP LSL Scripting

    As someone who works on SL games I'd really really really dislike it if someone can simply locally override an experience applied windlight. Ducking out of experience to shake off windlight is perfect behavior. We always need an escape option. But overriding a valid experience override that you are still part of is not cool. Let's say You set a rather dark windlight in one combat map through the combat hud and experience because you want to make a certain combat map a unique experience. Well what if players could just set it to bright sunny day at a click? It defeats the point. You can't just trust an honor system of no cheaters. Such power should of course be stapled to an experience. And ducking out of the experience should shake off all the effects. I can detect people leaving experience, I can react accordingly. But just saying nuts to my game experience and injecting your own rules. That's not cool. If you don't like what the experience is doing to your windlight. Don't be in it, or better yet explain to the person who coded it why you didn't like it. I mean, we got spectator areas that don't require the combat meter and you can use whatever windlight you want for photography. LL didn't pull punches with the force-sit capabilities for experience tools and made it pretty powerful. I rather appreciate that they did that. I'd like a way to keep a windlight locked on until someone leaves experience.
  5. Bellimora

    EEP LSL Scripting

    From Inara Pey's blog:
  6. Bellimora

    Pimp your EEP!

    The godrays are a feature added to EEP. Two layers of clouds are not in the current implementation. However, someone suggested the idea of making a custom sky-dome, and Rider was keen on that. With that idea you could put those feathery cirrus clouds on the skydome layer and have your faster moving roily clouds on the classic cloud layer to accomplish something more akin to the lower picture. Now, clouds remain largely of a similar nature that they are now. Sorta-two-dimensional but with some sort of bump/normal map to make sunlight play off the edges like it were 3d. You can throw in custom cloud textures to try to make the roiliness more to your tastes. But 3 dimensional towering cumulus clouds won't be a thing.
  7. I am going to assume your hope is your question. In which case, yes, you can make the ambient conditions so murky and misty and thick that you can scarcely see your own hand in front of your face. Bear in mind this'll keep your ambient conditions persistently foggy and murky, but it's possible. Takes a little fidgeting with the sliders though.
  8. I didn't even notice initially because I kept hanging out in Rider's neat-little-pyramid parcel which is lit by a variety of point lights and whatever this is it doesn't seem to be affecting point lights.
  9. I just noticed if you compare current default noon day against EEP default noon day eep default Noon is a lot more dreary and weak. Is the lightning change intentional? I thought about JIRAing it but I didn't want to JIRA an intentional change... Noon Day current official LL viewer: Noon Day EEP viewer:
  10. Bellimora

    Pimp your EEP!

    Remembered I had a copy of a texture generating program, so I threw some frosty prefabs at it gave it a mug of hot chocolate and kidnapped a picture of hoth and out popped this.
  11. Step one go here and download the EEP viewer: http://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers Step two get to an EEP enabled region: Two options: -Option 1: Get yourself on the beta grid and get to the sim EEPTesting. This option is kinda better for full hands on testing because that sim is filled with parcels for sale that you can use your imaginary beta-not-money to buy and test fully. Drawback: any skies you make exist on beta grid and not main grid so you'll have to remake all that stuff on the main grid later. -Option 2: Go to one of the following sims on the main grid: Hoppotropolis, Hippo Hollow, Denby, Longfellow, Hanley, Cirano. While you can not own a parcel on those sims likely you can set a windlight to display for you only and work on it in those sims and snaps creenshots with it. Benefit: you get to make and stash your windlights ahead of time. If you want to show off your windlights there's a thread here that I discovered only after posting a couple on this thread.
  12. Rendering bug found: https://jira.secondlife.com/browse/BUG-225834 Basically if you got an object intersecting the water plane reflections get weird especially if it's a long bright object. Also found out I had a reply from Rider on one of my jiras sitting there for 2 days. Sorry Rider I normally don't go and snag a beta viewer and test ride it a lot, but this is a real fun feature. I can't wait until it starts rolling out for the other mainland servers. I really like where this is going.
  13. New EEP suggestion. Jira: https://jira.secondlife.com/browse/BUG-225793 Long story short look at that post and look at how I had to edit the gas giant to make it look more natural against the sky. I think it would be beneficial if it were a toggleable option for how sun/moon objects are rendered. Bonus points if you can use the alpha-channel of the image to determine if stars are blotted out at any particular point.
  14. Bellimora

    Pimp your EEP!

    Since I was on the space mood I decided to make an alien sky. And now one that is just freaky eyes and tendrils and stuff. The thought was a gas giant in the background. So I fished up everyone's favorite windbag: Jupiter. I tried placing it in the sky. We had an issue though. The black areas just render black when they ought to be blue (Sky glows over the blackness of space and everything else's shadows. Also we had the not-quite-512 image being downscaled to 256, when displayed at near screen size it came out blurry as all get out. So, first order of business, upscale it to 512. Second order of business, use GIMP to convert the brightness to an alpha mask, and then use the curves tool to tweak it to add more "oomph" to the bright areas. I also twiddled the hue so it's a not-Jupiter color to make it more alien. Tried that, much more natural looking: Only issue is if I use a starry sky it'll render right through the "dark" areas of this moon. Time for some jira. Set the star to a blue color set the star glow to very faintly blue (be very careful with your sun light color you generally want to stick to those grey tones with a hint of the color you want, otherwise it'll come out real funky). Added some slight tints to the sky dome and the clouds to make the sky a little more weird. Focused the snapshot off of Zoober Linden's castle and back on to Rider Linden's pyramid since it's far more sci-fi. His flock of birds only helped the shot. ALl my photography is in linden village because that's the area that's Snack Enabled. The moon is still a little blurry because it's 512 stretched to screen size, but I think it's acceptable enough. It's more of a backdrop then the focal point of any scene. Not enough of a hassle Pondered changing the cloud texture but I kinda like default lindo-clouds for natural scenes so I left them as-is.
  15. Bellimora

    Pimp your EEP!

    Decided to try a spacey sky. Core features are it has to have no clouds and atmospheric haze. The sun is yellowish when viewed from the earth because the atmosphere strips high frequency light from the sun. This light is glowed back at us (and some out to space) as a blue glow in the atmosphere. Which is why the sky is blue and the sun is yellow. This affect grows more pronounced when you get the sun plowing through more sky, which is why sunsets are reddish with an orange sky. When the sun is coming in at you edge-on on the atmosphere it strips out lower and lower frequency light until more reddish colors survive. This causes something interesting on mars, the martian air is normally too thin to scatter sunlight unless its coming in on the horizon, leading to blue-sunsets. Otherwise it just shows up as the color of the reddish dust. Since there is no atmosphere for a spacey sky you got a nice black sky and lower ambient color. Lunar landing photos are actually pretty interesting. Look at how dark those shadows come up. The astronauts are all wearing heavily tinted visors so much so they are like reflective sunglasses. Any images have to narrow aperture or fast exposure or whatever you do to dim the lights and miss subtle lights (hence it isn't catching any stars). So this image is likely rather bright and harsh to unshielded eyes. Horizons are always short on the moon because it's a smaller sphere. Those factors combine to cause these photos to look "unnatural" or "faked" to people, leading to those sensationalist claims of hoaxes. Darkening ambient light in a sky only goes so far. So I set alpha to about .5 (this was the lowest I could push it before colors started to get weird). Ambient light as dark as I could. Sunlight very white and brighter to compensate for the alpha darkening. The default sun vanishes under these settings because the default sunglow is a function of atmospheric haze in SL windlight skies. So, we supply a custom skin PNG I fished up on the net. Set the cloud texture to none. Do what you will with the moon. If you are setting up a lunar scene you probably want to blank out the moon. Make sure you got plenty of light sources on interior areas, also if you got a night cycle make sure some exterior lights come on at night or you'll have some rather dark drab scenes. I went to the "moonbase" sim ( http://maps.secondlife.com/secondlife/Moonbase/134/132/48 ) and snapped some shots with my work. Here's how it came out.
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