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joeyblueyes

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Everything posted by joeyblueyes

  1. Well I did get it to work! I moved the particle code into the main script, so it was easy from there! Thanks again Emma & Fenix for your help and suggestions....
  2. Thanks again Emma, I do understand that. My particle script is a lot and was just hoping to call it from another prim with just the function call.... Maybe I'm just not explaining it right....
  3. Thanks Fenix, I do have the prim number! Just trying to figure out how to call the function for my particle script? Tried: llLinkParticleSystem( 2, [ StartFireParticles () ] ); But I get a "name not defined" error
  4. Thanks for that reply, Emma! Since my particle script is in the prim where the particles will come from, is it possible to just call my function .....StartFireParticles ()... from another prim?? Something like this?? llLinkParticleSystem( 2, [ updateParticles() ] );
  5. I am trying to turn on and off particles in a linked prim! I have my "StartFireParticles ()" function in one prim and want to control it from another prim..... Can't figure out how to call this function from the linked prim! Any help is appreciated.... Thanks!
  6. Sorry for my delay in getting back... Thank you all so much for your help and examples..... Seems I was mainly missing the .x & .y LepreKhaun, thank you so much for the detail as well! I will be also be adjusting Offset & rotation, so seems like the list format will be best.... If Repeats uses .x & .y, then what would rotation and offset call? Thanks again...
  7. Hi All, In a menu, I'm trying to be able to get and adjust the Horiz & Vert Face Repeats! So far, here is what I've done: vector scale_vector = llGetTextureScale(0); (string)scale_vector Results: <0.50000, 0.30000, 0.00000> OR vector repeats; list params = llGetPrimitiveParams([PRIM_TEXTURE,0]); repeats = llList2Vector(params, 1); llOwnerSay((string)params); Results: 5748decc-f629-461c-9a36-a35a221fe21f<0.300000, 0.200000, 0.000000><0.000000, 0.000000, 0.000000>0.000000 -------------------------------------------------------------------------- My question(s)? 1) Is it possible to get "either" Horiz or Vert parameters separetly? 2) Is it possible to increase/decrease Horiz or Vert seperately? 3) While using llScaleTexture((float)repeats_u, (float)repeats_v, ALL_SIDES); I am able to change the values, but just "SET" the values! If the prim already has existing values, how can I first get the current values (such as i did above), and adjust those numbers up or down individually? Thanks in advance..... :-)
  8. Whirly, Thank You So Much! It seems that just before this was noticed, a friend had shown her how to gather and box several objects at a time, and told her to check "Select only my objects".... Now unchecked, and all is working well! Thanks Again! :matte-motes-big-grin: (Marked the subject title Solved!)
  9. Hmmm, that's a good idea. I haden't thought of that..... Thanks Hitomi, I'll give that a try... :-)
  10. For the past 10 months, my GF and I have shared permissions to edit / delete each others stuff! Never been an issue.... We both always used the SL viewer. About 3 months ago, I started using the SL Beta, and she started using Firestorm... Still, no issue with perms for editing stuff! Now, about 3 days ago, she decided to switch back to the SL viewer and is using the most recent stable version, BUT, although I still have no problem editing her stuff, she cannot seem to edit mine! So far, we have tried: Toggle edit perms on/off on both sidesDifferent sims, both private and mainlandDifferent objects, including a simple rezzed box with full perms (which I know is for next owner anyway) I'm still using the SL beta, and just got a new update yesterday. She hasn't tried FS again, as she uninstalled it when she switched back to the SL viewer a few days ago! Everything else seems normal.... (as normal as SL gets.... LOL) Does anyone have any ideas about this or experiencing the same? Thanks in advance.... :-)
  11. Thanks Rolig! I'm sure glad you made that last post.... When I saw it I started to reply that I already had discarded the layers, as I'm usually in the habit of doing that if they are not needed and also to make a bit of a smaller file size. I then second-guessed myself whether I did or not, and sure enough, I had Not! Flattened out both of my textures, uploaded the new images, and "both issues SOLVED".... Awesome.....!! Thank you yet once again for your help! ;-)
  12. Ok, thanks Rolig! I had hoped that it was a simple viewer setting, but I guess when I think about it, I have seen the 2nd issue before in different places, but just haven't seen the one with the disappearing act though! I suppose I could solve the 1st issue by making the smaller oven as part of the lower cabinet texture! The other I just have to live with..... Thanks again! :-)
  13. I'm using the latest SL beta, so not sure if this is the right place to post this, but the beta thread hasn't seen activity since July..... I have 2 strange viewing issues that maybe are settings, but can't seem to find the solution... The first is an issue where the texture on the face of a prim "Vanishes" when viewed from some angles! The prim has the texture of an oven on one side, and that prim is embedded into another prim (kitchen counter), but is sticking out plenty far enough. When viewing, if I change the angle just a slight bit, the oven texture disappears... Move a bit more, and it is back.... See the pic below that shows the 2 angles... As you see above, a slight angle change and it does not display. The oven is set out from the cabinets plenty far enough also...... The second issue is similar but different where the texture does not vanish, but instead has another texture on an unlinked prim display over (or partically over) it! The pic below shows another oven that when viewed straight on, looks perfectly normal, but when viewed from an angle, the window texture next to it, displays as if it were over-lapping the oven! Soooo, is this just a setting issue, or maybe a beta bug? Has anyone else seen this? My PC specs.... Win 7 - 64bit Intel i5-2500 CPU 16gb DDR3 RAM GeForce GTX550TI Graphics Card Thanks in advance everyone! :-)
  14. I'm pretty sure I have a better handle on it now from yours and Innula's descriptions..... I have a few options it seems so will give it a play as soon as i can pin down some time! Thanks again for all the help! :-)
  15. Hmmm, of course you made that seem so simple, Innula! hahaha.....
  16. I liked Innula's idea of 2 lists for the textures, but then got to thinking about simplicity for the end user to just be able to drag-n-drop textures, and not have to worry about updating a list! If I were to use llSetLinkPrimitiveParamsFast, I'd have to use that list format!
  17. I was wondering about performance issues also, but I guess if the texture change isn't that often, it may not be an issue! I do like the 2 little scripts that get the texture and prim UUID's for you! That's a quick handy thing to have..... The description states.... ".. load textures onto unlinked prims", but looking at it, I would think it should work on linked prims as well?
  18. Xiija wrote: you may be able to get soem ideas from this... http://wiki.secondlife.com/wiki/Remote_Texture_Loader Wow, thanks for that Xiija! That set of scripts looks interesting! The texture change works on a timer, but sure it would be easy to modify it to work on a button press! Very nice, thank you! :-)
  19. Innula Zenovka wrote: Best of luck. Do please keep in mind that, if you're using something like llSetLinkTexture to texture a child prim, you will need to be able to read the texture's uuid to apply it to the child prim. This means the texture has to be full perms to the owner of the script. While I'm not sure offhand what LSL lets you get away with if the texture is full perms -- whether llSetLinkTexture(2, "my texture name", ALL_SIDES) will work if the texture is full perms for you -- I know it won't work if it's not. So if you want to have one script and two lists of textures -- whether the lists are hard-coded or read from a notecard -- you'll need to make sure that the child prim is receiving the uuid, not the texture name. Thank you so much, Innula! All of the textures I'm using are ones I make myself, so the full perm part is easy there! ;-) Didn't get the chance to try any of the ideas here yet, but I hope to give it a go tomorrow! Thanks again!!!
  20. Ok, thanks Rolig, I think I have a handle on what you're describing! I'm gonna take some time tomorrow and try to impliment some of the ideas you and Innula described tonight! Thanks again....
  21. Thanks Rolig! That gives me another way to try! Would you mind giving me an example of what you did? Thanks! :-)
  22. Ok, I see, thanks for explaining that Innula! I'm gonna give it a shot! :-)
  23. Rolig Loon wrote: I've done a version of the second method by putting a set of "root prim" textures in the root prim and then scripting it to copy textures that are added later and send them to the child prim. That way, the root has a full set and the child has only the "child prim" set.You can use the master script in the root prim to manage what happens as you add or remove textures, and can run a different touch menu in each prim. Thanks Rolig! My thought was to have the set in the child prim unchanged! It would be the set that I originally add, but the set in the root prim would be what the user can add to, delete or change to preference! Would your method still work in this way?
  24. Thanks again Innula! In your example where you have.... llMessageLinked(LINK_SET,0,"",""); //send a message all scripts Is the "0" what targets all scripts? And if so, could that be "2" to target just the Child prim script? Or second thought, there would only be 1 additional script, and that is the child prim script... I'll have to see if I can give this a shot! I do also like the idea of possibly using notecards to list the texture names, and have all in the root prim.... Hmmm!
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