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Sunbleached

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Everything posted by Sunbleached

  1. Hello! I want to create a particle UUID slideshow script based on this script from the library and this UUID slideshow script. Can anyone advise how to do this? Is this even possible to use UUIDs for particles? string URL = "http://www.subnova.com/secondlife/api/map.php?sim="; key httpRequestId; float mapSize = 3.0; mapParticle(key mapTexture) { llParticleSystem([PSYS_PART_FLAGS, 0, PSYS_SRC_PATTERN, 4, PSYS_PART_START_ALPHA, 0.5, PSYS_PART_END_ALPHA, 0.5, PSYS_PART_START_COLOR, <1.0, 1.0, 1.0>, PSYS_PART_END_COLOR, <1.0, 1.0, 1.0>, PSYS_PART_START_SCALE, <mapSize, mapSize, 0.0>, PSYS_PART_END_SCALE, <mapSize, mapSize, 0.0>, PSYS_PART_MAX_AGE, 1.2, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_ACCEL, <0.0, 0.0, 0.0>, PSYS_SRC_ANGLE_BEGIN, 0.0, PSYS_SRC_ANGLE_END, 0.0, PSYS_SRC_BURST_PART_COUNT, 8, PSYS_SRC_BURST_RADIUS, mapSize, PSYS_SRC_BURST_RATE, 0.1, PSYS_SRC_BURST_SPEED_MIN, 0.0, PSYS_SRC_BURST_SPEED_MAX, 0.0, PSYS_SRC_OMEGA, <0.0, 0.0, 0.0>, PSYS_SRC_TEXTURE, mapTexture]); } default { on_rez(integer param) { llResetScript(); } state_entry() { httpRequestId = llHTTPRequest(URL + llEscapeURL(llGetRegionName()), [], ""); } http_response(key request_id, integer status, list metadata, string body) { if((request_id == httpRequestId) && (status == 200)) mapParticle(body); } } & integer count; list texture=[ // UUID LIST: "4fedd443-67bd-1a50-bd34-b545320dcb1f", "3fc1eb82-0b91-71af-fc20-90cbe7400819", "e9a382d5-bf6d-64b6-ccab-03a8f4148086", "8b840c69-a483-324a-a8b5-6cfc6e11d2ee" ]; default { state_entry() { llSetTimerEvent(3); } timer() { llSetTexture(llList2Key(texture,count), ALL_SIDES); ++count; count %=llGetListLength(texture); } }
  2. I used touch_end() instead of touch_start() and it somehow solved problem, but I dont really understand what happened, but it works!
  3. Thank you very much! It works now! @Wulfie Reanimator@Profaitchikenz Haiku@Wandering Soulstar@Nova Convair@Ruthven Willenov@Mollymews @Ron Khondji Thank you all very much for your titanic efforts! Finally it works proper!
  4. I just removed timer event with alpha and set hud alpha to 0 and still no changes.
  5. @Wulfie Reanimator @Profaitchikenz Haiku @Wandering Soulstar @Nova Convair Wow! Thank you all so much for your answers! This is absolutely incredible and very interesting. I learned a lot new of scripts. And perhaps answer is obvious, and I risk to be taken as inattentive noob, but guys, still... what should I do?
  6. Yes its me. Ok. So the first time it unpacks normal. I accept folder, click social if needed. Then I click face 2 to close, it detaches itself. But for the next time I wear it and click face 1 to unpack it does nothing and I have to click once more, to make it give me an item... And all the same way unless I reset the script. And again it unpacks well for the first time, next time I wear it I need to double click it. What am I doing wrong?
  7. Hi! Its me again! You made this script custom for me.
  8. Hello! I have this script unpacker hud with social buttons and reverse side option, detach etc, but it does not work quite correctly. The first time it unpacks normally, but the second time I wear it and try to unpack I have to click twice. Does anyone know the reason and how to eliminate it? // Links must begin with http:// or https:// string link1 = "https://marketplace.secondlife.com/stores/111111"; string link1_name = "Marketplace"; string link2 = "http://www.facebook.com"; string link2_name = "Facebook"; string link3 = "http://www.instagram.com"; string link3_name = "Instagram"; string link4 = "http://www.twitter.com"; string link4_name = "Twitter"; string link5 = "http://www.youtube.com"; string link5_name = "Youtube"; // Needed for basic functionality. float alpha = 0.5; integer ocillator; default { on_rez(integer n) { if(!llGetAttached()) { // If the object is rezzed on the ground, try attaching to owner's HUD. llOwnerSay("Please allow me to be on your HUD!"); llRequestPermissions(llGetOwner(), PERMISSION_ATTACH); } } run_time_permissions(integer permissions) { if(permissions & PERMISSION_ATTACH) { // If permission was granted, attach to owner's HUD. llAttachToAvatar(ATTACH_HUD_CENTER_1); } } attach(key id) { if(id) { llSetRot(llEuler2Rot(<0,270,270> * DEG_TO_RAD)); } } touch_start(integer num) { // Don't let others touch this HUD. if(llDetectedKey(0) != llGetOwner()) return; integer face = llDetectedTouchFace(0); if(face == 1) // When the first (front) face is touched... { // Get the names of all inventory items. num = llGetInventoryNumber(INVENTORY_ALL); list items; while (num--) { if(llGetInventoryName(INVENTORY_ALL, num) != llGetScriptName()) items += llGetInventoryName(INVENTORY_ALL, num); } // Send the items as a folder with the same name as this object. llGiveInventoryList(llGetOwner(), llGetObjectName(), items); // Turn around to show social media buttons. llSetRot(llEuler2Rot(<0,90,90> * DEG_TO_RAD)); } else if(face == 2) { if(llGetAttached()) { llRequestPermissions(llGetOwner(), PERMISSION_ATTACH); llDetachFromAvatar(); } } // When the social media buttons are touched... else if(face == 7) { llOwnerSay("Follow me on ["+link1+" "+link1_name+"]!"); } else if(face == 6) { llOwnerSay("Follow me on ["+link2+" "+link2_name+"]!"); } else if(face == 5) { llOwnerSay("Follow me on ["+link3+" "+link3_name+"]!"); } else if(face == 4) { llOwnerSay("Follow me on ["+link4+" "+link4_name+"]!"); } else if(face == 3) { llOwnerSay("Follow me on ["+link5+" "+link5_name+"]!"); } } state_entry() { llSetRot(llEuler2Rot(<0,270,270> * DEG_TO_RAD)); llSetTimerEvent(0.1); } timer() { // If the alpha has reached a limit, // change which way the alpha changes. if(alpha < 0.1 || alpha > 0.9) ocillator = !ocillator; // Increase or decrease the alpha if(ocillator) alpha += 0.05; else alpha -= 0.05; llSetAlpha(alpha, 0); } changed(integer change) { if(change & CHANGED_OWNER) llResetScript(); } }
  9. Perfect! Amazing! It works like magic! Here is what I got. Thank you very much! integer count; vector WHITE=<1.0,1.0,1.0>; list diffuse=[ "41ece2d9-3b08-71f8-2be1-53326538c4a5", "c7e79e62-9dd9-016b-2099-f8c4055c1818", "d66aaefd-2163-0968-742a-b3a0f96127d8" ]; list normal=[ "e346fe7f-6364-9a22-bd56-2d1beed869c8", "0b372188-80d3-0f92-01c0-c25e9bd13f23", "084f2b72-5c57-fa12-c6cc-9533d5fe7a87" ]; list specular=[ "824d3e69-4e15-addf-6e28-5b9248fb98fb", "b0109ad6-8223-c69b-cbb4-df955a8e87e2", "1db2d0a5-5f3c-56bf-5b3c-7b7c1418a312" ]; default { state_entry() { llSetTimerEvent(3); } timer() { llSetPrimitiveParams( [ PRIM_TEXTURE,2,(llList2Key(diffuse,count)),<1,1,0>,ZERO_VECTOR,0.0 , PRIM_NORMAL,2,(llList2Key(normal,count)),<1,1,0>,ZERO_VECTOR,0.0 , PRIM_SPECULAR,2,(llList2Key(specular,count)),<1,1,0>,ZERO_VECTOR,0.0,WHITE,100,5 ]); // shown ++count; count %=llGetListLength(diffuse); count %=llGetListLength(normal); count %=llGetListLength(specular); llSetPrimitiveParams( [ PRIM_TEXTURE,0,(llList2Key(diffuse,count)),<1,1,0>,ZERO_VECTOR,0.0 , PRIM_NORMAL,0,(llList2Key(normal,count)),<1,1,0>,ZERO_VECTOR,0.0 , PRIM_SPECULAR,0,(llList2Key(specular,count)),<1,1,0>,ZERO_VECTOR,0.0,WHITE,100,5 ]); // hidden } }
  10. I started making a version with materials, but a problem appeared. "Function call mismatches type or number of arguments". integer count; vector WHITE=<1.0,1.0,1.0>; list diffuse=[ "41ece2d9-3b08-71f8-2be1-53326538c4a5", "c7e79e62-9dd9-016b-2099-f8c4055c1818", "d66aaefd-2163-0968-742a-b3a0f96127d8" ]; list normal=[ "e346fe7f-6364-9a22-bd56-2d1beed869c8", "0b372188-80d3-0f92-01c0-c25e9bd13f23", "084f2b72-5c57-fa12-c6cc-9533d5fe7a87" ]; list specular=[ "824d3e69-4e15-addf-6e28-5b9248fb98fb", "b0109ad6-8223-c69b-cbb4-df955a8e87e2", "1db2d0a5-5f3c-56bf-5b3c-7b7c1418a312" ]; default { state_entry() { llSetTimerEvent(3); } timer() { llSetPrimitiveParams( // PROBLEM STARTS HERE: PRIM_TEXTURE,2,(llList2Key(diffuse,count)),<1,1,0>,ZERO_VECTOR,0.0, PRIM_NORMAL,2,(llList2Key(normal,count)),<1,1,0>,ZERO_VECTOR,0.0, PRIM_SPECULAR,2,(llList2Key(specular,count)),<1,1,0>,ZERO_VECTOR,0.0,WHITE,100,5 // shown );// shown ++count; count %=llGetListLength(diffuse); llSetTexture(llList2Key(diffuse,count), 0);// hidden } } What could it be?
  11. This texture, 30% transparency. And I used the same texture as AO map
  12. Hello! The window and cube they both have default 51/0 glossiness/environment settings.
  13. @Qie Niangao Thank you very much again! Here two versions of the slideshow (applied texture and the texture from the content) using your single texture method. Designed for 2x2 cells (4 combined textures in 1) and played with speed of 1 frame per 2 seconds (0.5 frame per second). And they have on/off toggle. // Single Texture Slideshow. Applied Texture Version integer textureIsBeingAnimated; default { touch_start(integer num_detected) { if (textureIsBeingAnimated) llSetTextureAnim(ANIM_ON | LOOP, ALL_SIDES, // Edit here...: 2, // Your texture's frames across - x 2, // Your texture's frames down - y 0.0, // ...And here: 4, // Number of all frames 0.5); // Animation rate else llSetTextureAnim(FALSE, ALL_SIDES, 0, 0, 0.0, 0.0, 1.0); // toggle back and forth between TRUE (1) and FALSE (0) textureIsBeingAnimated = !textureIsBeingAnimated; } } // Single Texture Slideshow. Content Version integer textureIsBeingAnimated; default { state_entry() { // the first texture alphabetically inside the same prim's inventory string texture = llGetInventoryName(INVENTORY_TEXTURE, 0); // set it on all sides of the prim containing the script llSetTexture(texture, ALL_SIDES); } touch_start(integer num_detected) { if (textureIsBeingAnimated) llSetTextureAnim(ANIM_ON | LOOP, ALL_SIDES, // Edit here...: 2, // Your texture's frames across - x 2, // Your texture's frames down - y 0.0, // ...And here: 4, // Number of all frames 0.5); // Animation rate else llSetTextureAnim(FALSE, ALL_SIDES, 0, 0, 0.0, 0.0, 1.0); // toggle back and forth between TRUE (1) and FALSE (0) textureIsBeingAnimated = !textureIsBeingAnimated; } }
  14. It uses materials. Normal map is a default plain texture.
  15. Wow! Thank you very much! Did I get it right? integer count; list texture=[ // UUID LIST: "4fedd443-67bd-1a50-bd34-b545320dcb1f", "3fc1eb82-0b91-71af-fc20-90cbe7400819", "e9a382d5-bf6d-64b6-ccab-03a8f4148086", "8b840c69-a483-324a-a8b5-6cfc6e11d2ee" ]; default { state_entry() { llSetTimerEvent(3); } timer() { llSetTexture(llList2Key(texture,count), 0); llSetTexture(llList2Key(texture,count), 2); ++count; count %=llGetListLength(texture); } } Brilliant idea with llSetTextureAnimation() !
  16. Once I made a window and it turned out so unusual, the light is reflected like something else. but I didn't remember how I did it. here for comparison, a simple cube with all the settings and textures repeating the window glass. but the effect is completely different. I never managed to repeat this effect again. no matter flat or smooth setting in a blender. Can anyone know how to repeat this effect?
  17. @Qie Niangao Thank you so much! Here is what I got now: integer sounds; integer count; list texture=[ // UUID LIST: "4fedd443-67bd-1a50-bd34-b545320dcb1f", "3fc1eb82-0b91-71af-fc20-90cbe7400819", "e9a382d5-bf6d-64b6-ccab-03a8f4148086", "8b840c69-a483-324a-a8b5-6cfc6e11d2ee" ]; default { state_entry() { llSetTimerEvent(3); } timer() { llSetTexture(llList2Key(texture,count), ALL_SIDES); ++count; count %=llGetListLength(texture); } } The part with the preloading option is also very interesting! But how to implement it? And with the addition of materials I just need to add a separate list?
  18. Hello! I want to create a Automatic UUID slideshow script (the UUID is read from the script itself). I have this music player script, which reads music files from UUID list. Does it suit to my project? And what needs to be changed? integer sounds; integer count; list songs=[ // UUID LIST: "9755f397-79b1-02b0-45ac-afcfbf136de9", "9040f0d9-681e-fe53-a270-e90e0c7b9526", "c178eb02-5835-2ad3-ad92-2bcab0c25e14", "a78fd32e-0179-437b-9a39-6b24916aa433" ]; default { touch_start(integer num) { llResetTime(); } touch_end(integer num) { if (llGetTime() > 0.8) llStopSound(); else llLoopSound(llList2Key(songs, count), 0.5); ++count; count %=llGetListLength(songs); } } This is a musical script. when i click, it moves to the next sound. I need to use it for textures and automatically change textures. no clicks. Does it fit as the start?
  19. Hello! help please! urgently needed inspiration. Until recently, everything was fine with this, but some events occurred and it was as if something broke inside! I began my SL story with DJing, then I started to write simple scripts and ended up in the mesh. but now I'm starting to do something and I just can't. I’ll light up the idea for the day, no longer interesting. where to get inspiration? Getting idea I am doing the wrong thing or just need a vacation. Oh by the way, my computer is still very weak and I cannot produce a product of high quality. Advise what to do? Many thanks!
  20. Hi! I am looking for mesh hair like on picture shown on girl. Bangs with mid lenght tail. I have similar by LeLutka but they dont fit well on Catwa. And Taketomi, but tail is too long.
  21. Hello! Looking for a good female skin applier for the Catwa Catya head and Maitreya Lara body with a relief effect of skin pores.
  22. Thanks. Just one more question. Is it also possible to specify on which side(s) preloading will be?
  23. I just need exactly the preloading option. So if I use the screen with one face, then the effect will not be? I will need at least two faces to see effect ? And if I use a screen with eight faces, then the preload will be faster? I'm just trying to understand the logic. Is it possible to specify the face on which preloading will be?
  24. With help of Rolig Loon I managed to remove the buttons. but now such a task. For example I want to use a screen with two faces. The slideshow is perfectly displayed where needed, but on the screen case (or shell) itself there is also a display of textures and although they are blacked out, which cool but I would like to completely turn off this moment, if that is possible of course. so how to remove the display of textures on other faces of the object?
  25. @Rolig Loon As I can say now for one face objects it works. But for example, I want to use a mesh screen with two faces. the slideshow is displayed perfectly, but on the second face the texture is replaced. Is it possible to set a specific face where this next one (as i understand) texture will be displayed? and how much is it needed? Since the script works perfectly with one face mesh prim, what is the need to display other textures on other faces? And is it possible to disable it and how?
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