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BijouxLux

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  1. It's not an issue that's been going on since 2011; it's an issue that's been going on forever. The SL avatar has issues, and they are exacerbated by the SL default lighting, which is terrible. You don't need a facelight, you need better environment settings: World > Environment Editor > Fixed Sky and choose one from the drop-down. There's a ton of dramatic stuff in there but you want one that doesn't have harsh directional light, because that's what causes the creases to be so heavily shadowed. Nam's Optimal Skin and Prim is a good default to begin with.
  2. This is generally a height issue. Many places that ban "child avs" also have a height requirement. What is your height on the sliders? As a rule of thumb if you are having this issue: -- Short with boobs: no child issue. -- Tall with no boobs: no child issue. -- Short with no boobs: potential child issue. If you don't want to change your height, then change your Sandboxes. Dreams allows child avs, for example.
  3. I would suggest that instead of vowing to "never buy mesh again" like a petulant child, you vow to never buy mesh again without trying the demo the seller provides for you.
  4. Thank you. And that works perfectly if I put it in the green spout prim -- it makes steam and it whistles! The question that's left is: how do I trigger that script in that prim by clicking the 'PRESS TO SHOUT' tea tag prim?
  5. Hello :) I am working on a tea pot, which you can see here. I have a script in the tea tag that successfully starts and stops a sound when touched: ////////////////////////////////////////////////////////// // [K] Kira Komarov - 2011, License: GPLv3 // // Please see: http://www.gnu.org/licenses/gpl.html // // for legal details, rights of fair usage and // // the disclaimer and warranty conditions. // ////////////////////////////////////////////////////////// // Change this to either the NAME of a sound in the same primitive // as this script, OR the key of the sound to be played if it is not // in the same primitive as this script. string SOUND = "db0734c0-9869-4f9a-bc6b-c6da5fb61587"; integer o = -1; default { touch_start(integer total_number) { if(o = ~o) { llStopSound(); return; } llPlaySound(SOUND, 1.0); } } I also have a script that successfully toggles steam on and off from a prim in the spout: // Keknehv Psaltery's Particle Script v1.1 // 1.0 -- 5/30/05 // 1.1 -- 6/17/05 // This script may be used in anything you choose, including and not limited to commercial products. // Just copy the MakeParticles() function; it will function without any other variables in a different script // ( You can, of course, rename MakeParticles() to something else, such as StartFlames() ) // This script is basically an llParticleSystem() call with comments and formatting. Change any of the values // that are listed second to change that portion. Also, it is equipped with a touch-activated off button, // for when your particles go haywire and cause everyone to start yelling at you. // Contact Keknehv Psaltery if you have questions or comments. MakeParticles() //This is the function that actually starts the particle system. { llParticleSystem([ //KPSv1.0 PSYS_PART_FLAGS , 0 //Comment out any of the following masks to deactivate them //| PSYS_PART_BOUNCE_MASK //Bounce on object's z-axis | PSYS_PART_WIND_MASK //Particles are moved by wind | PSYS_PART_INTERP_COLOR_MASK //Colors fade from start to end | PSYS_PART_INTERP_SCALE_MASK //Scale fades from beginning to end | PSYS_PART_FOLLOW_SRC_MASK //Particles follow the emitter | PSYS_PART_FOLLOW_VELOCITY_MASK //Particles are created at the velocity of the emitter //| PSYS_PART_TARGET_POS_MASK //Particles follow the target //| PSYS_PART_EMISSIVE_MASK //Particles are self-lit (glow) //| PSYS_PART_TARGET_LINEAR_MASK //Undocumented--Sends particles in straight line? , //PSYS_SRC_TARGET_KEY , NULL_KEY, //Key of the target for the particles to head towards //This one is particularly finicky, so be careful. //Choose one of these as a pattern: //PSYS_SRC_PATTERN_DROP Particles start at emitter with no velocity //PSYS_SRC_PATTERN_EXPLODE Particles explode from the emitter //PSYS_SRC_PATTERN_ANGLE Particles are emitted in a 2-D angle //PSYS_SRC_PATTERN_ANGLE_CONE Particles are emitted in a 3-D cone //PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY Particles are emitted everywhere except for a 3-D cone PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE_CONE ,PSYS_SRC_TEXTURE, "2ca57748-4944-de53-b301-8d0efbafb2c6" //UUID of the desired particle texture ,PSYS_PART_MAX_AGE, 2.5 //Lifetime, in seconds, that a particle lasts ,PSYS_SRC_BURST_RATE, 0.15 //How long, in seconds, between each emission ,PSYS_SRC_BURST_PART_COUNT, 1 //Number of particles per emission ,PSYS_SRC_BURST_RADIUS, 2.0 //Radius of emission ,PSYS_SRC_BURST_SPEED_MIN, 0.5 //Minimum speed of an emitted particle ,PSYS_SRC_BURST_SPEED_MAX, 1.0 //Maximum speed of an emitted particle ,PSYS_SRC_ACCEL, <0.0,0.0,0.8> //Acceleration of particles each second ,PSYS_PART_START_COLOR, <1,1,1> //Starting RGB color ,PSYS_PART_END_COLOR, <0.2,0.2,0.2> //Ending RGB color, if INTERP_COLOR_MASK is on ,PSYS_PART_START_ALPHA, 0.5 //Starting transparency, 1 is opaque, 0 is transparent. ,PSYS_PART_END_ALPHA, 0.0 //Ending transparency ,PSYS_PART_START_SCALE, <0.8,0.8,0.0> //Starting particle size ,PSYS_PART_END_SCALE, <4.3,4.3,0.0> //Ending particle size, if INTERP_SCALE_MASK is on ,PSYS_SRC_ANGLE_BEGIN, -.3 //Inner angle for ANGLE patterns ,PSYS_SRC_ANGLE_END, .3 //Outer angle for ANGLE patterns ,PSYS_SRC_OMEGA, <0.0,0.0,0.0> //Rotation of ANGLE patterns, similar to llTargetOmega() ]); } default { state_entry() { MakeParticles(); //Start making particles } touch_start( integer num ) //Turn particles off when touched { state off; //Switch to the off state } } state off { state_entry() { llParticleSystem([]); //Stop making particles } touch_start( integer num ) //Turn particles back on when touched { state default; } } What I would like to do is combine these scripts (or do... something) so that when you touch the tea bag tag, it turns the sound on and turns the steam on. Obviously, the steam still needs to come from the spout :) Touching it again should turn both the sound and the steam off. I would appreciate any pointers anyone feels like offering. Thank you so much :)
  6. AHA! Scale and Age! It's perfect now :)
  7. Thank you both so much. The commented guff at least was useful for figuring out a little bit of what each line was for to make adjustments but as alway, cleaner is better However, I just noticed that while this smoke is lovely, it's about THREE MILES high -- I didn't realise until now, and I don't know which setting to change to make it less tall and more correctly scaled to the cigarette:
  8. Hello scripty people! Would someone be able to assist me in adding an on/off touch to this script, or give me a giant whack with a clue stick? Thank you :D // Wallace’s Wispy incense - April 3, 2007 // Jopsy’s Particle System Template v5 - Jan 28 2005 // — inspired/derived from Ama Omega’s 3-6-2004 // // DEFAULT settings are commented at the end of each line, eg: // varibletype SETTINGNAME = Sample-Setting; // default-setting // // For more on particles, visit the Particle Labratory in Teal! // This script may be used freely used in items for sale. mySetParticles() { //=============================================================== // PART-1 - APPEARANCE - Settings for how each particle LOOKS vector START_SCALE = < 0.04, 0.08, 0.0 >; // < 1.0, 1.0, 0.0 > vector END_SCALE = < 0.4, 0.8, 0.0 >; // < 1.0, 1.0, 0.0 > vector START_COLOR = < 0.5, 0.5, 0.5 >; // < 1.0, 1.0, 1.0 > vector END_COLOR = < 0.5, 0.5, 0.5 >; // < 1.0, 1.0, 1.0 > float START_ALPHA = 0.3; // 1.00 float END_ALPHA = 0.0; // 1.00 integer INTERP_COLOR = TRUE; // FALSE integer INTERP_SCALE = TRUE; // FALSE integer EMISSIVE = TRUE; // FALSE string TEXTURE = "168e6813-096e-07ea-97ae-fd416826f627"; // "" // START/END: refers to the birth and death time of each particle. // SCALE: particle height/width, from 0.04 to 4.0. (no depth) // ALPHA: sets transparency, from invis = 0.0 to opaque = 1.0 // START_ALPHA is ignored if it is less than END_ALPHA // COLOR: vectors , each 0.00 to 1.00 // INTERP_COLOR: enables/disables END_COLOR and END_ALPHA // INTERP_SCALE: enables/disables END_SCALE // EMISSIVE: enables/diables particle ‘glow’ // TEXTURE: name of a texture in the emitter-prim’s inventory // or the asset id key of any texture //====================== // Part-2 - FLOW - These settings affect how Many, how Quickly, // and for how Long particles are present float AGE = 20.00; // 10.00 float RATE = 0.1; // 0.10 integer COUNT = 1; // 1 float LIFE = 0.0; // 0.0 // AGE: How many seconds each particle lives, 0.1 to 60 // RATE: Seconds between particle bursts, 0.0 to 60 // COUNT: Number of particles per burst, 1 to 4096 // LIFE Number of seconds to wait before shutting off 0.1 to 60 // 0.0 never stops //========================== // Part-3 - 3 PLACEMENT — Where are new particles created, and what // direction are they facing? integer PATTERN = PSYS_SRC_PATTERN_ANGLE; // PSYS_SRC_PATTERN_DROP float RADIUS = 0.01; // 0.00 float ANGLE_BEGIN = 0.00; // 0.00 float ANGLE_END = 0.05; // 0.00 vector OMEGA = < 0.00, 0.00, 0.60 >; // < 0.00, 0.00, 0.00 > //float INNERANGLE = 0.00; // 0.00 //float OUTERANGLE = 0.00; // 0.00 // PATTERN: must be set to one of the following: // PSYS_SRC_PATTERN_EXPLODE sends particles in all directions // PSYS_SRC_PATTERN_DROP ignores minSpeed and maxSpeed. // PSYS_SRC_PATTERN_ANGLE_CONE use ANGLE settings to make rings/cones // PSYS_SRC_PATTERN_ANGLE use innerangle/outerangle to make flat // wedges // RADIUS: distance between emitter and each new particle, 0.0 to 64? // ANGLE_BEGIN: for both ANGLE patterns, 0 to PI(3.14159) // ANGLE_END: for both for ANGLE patterns, 0 to PI. // OMEGA: How much to rotate the emitter around the axises // after each burst. Set OMEGA to all 0’s to reset/disable it. // INNER/OUTER ANGLE: Depreciated. Old versions of ANGLE_BEGIN/_END. // Can still be used to make lop-sided angle displays though. //========================== // Part-4 - MOVEMENT - How do the particles move once they’re created? integer FOLLOW_src=FALSE; // FALSE integer FOLLOW_VELOCITY = TRUE; // FALSE integer WIND = FALSE; // FALSE integer BOUNCE = FALSE; // FALSE float SPEED_MIN = 0.01; // 1.00 float SPEED_MAX = 0.05; // 1.00 vector ACCEL = < 0.00, 0.00, 0.02 >; // < 0.00, 0.00, 0.00 > integer TARGET_POS = FALSE; // FALSE key TARGET = llGetKey(); // llGetKey(); // FOLLOW_SRC: moves particles when emitter moves. It will disable RADIUS! // FOLLOW_VELOCITY: Particles rotate towards their heading // WIND: Sim’s Wind will push particles // BOUNCE: Make particles bounce above the Z altitude of emitter // SPEED_MIN: 0.01 to ?, slowest speed of new particles, 1.0(*) // SPEED_MAX: 0.01 to ?, fastest speed of new particle, 1.0(*) // SPEED_ is ignored for the DROP pattern. // ACCEL: a continuous force pushed on particles, // use SMALL settings for long lived particles // TARGET_POS: If FALSE(*), TARGET value is ignored. // TARGET: Select a target for particles to arrive at when they die // key TARGET = llGetKey(); // particles return to the emitter // key TARGET = llGetOwner(); // particles home in on owner // You can have another object llSay(999,llGetKey); // and grab the key with this object by using the listen() // event handler. //===================== list particle_parameters = [ PSYS_PART_FLAGS, ( ( EMISSIVE * PSYS_PART_EMISSIVE_MASK ) | ( BOUNCE * PSYS_PART_BOUNCE_MASK ) | ( INTERP_COLOR * PSYS_PART_INTERP_COLOR_MASK ) | ( INTERP_SCALE * PSYS_PART_INTERP_SCALE_MASK ) | ( WIND * PSYS_PART_WIND_MASK ) | ( FOLLOW_SRC * PSYS_PART_FOLLOW_SRC_MASK ) | ( FOLLOW_VELOCITY * PSYS_PART_FOLLOW_VELOCITY_MASK ) | ( TARGET_POS * PSYS_PART_TARGET_POS_MASK ) ), PSYS_PART_START_COLOR, START_COLOR, PSYS_PART_END_COLOR, END_COLOR, PSYS_PART_START_ALPHA, START_ALPHA, PSYS_PART_END_ALPHA, END_ALPHA, PSYS_PART_START_SCALE, START_SCALE, PSYS_PART_END_SCALE, END_SCALE, PSYS_SRC_PATTERN, PATTERN, PSYS_SRC_BURST_PART_COUNT, COUNT, PSYS_SRC_BURST_RATE, RATE, PSYS_PART_MAX_AGE, AGE, PSYS_SRC_ACCEL, ACCEL, PSYS_SRC_BURST_RADIUS, RADIUS, PSYS_SRC_BURST_SPEED_MIN, SPEED_MIN, PSYS_SRC_BURST_SPEED_MAX, SPEED_MAX, PSYS_SRC_TARGET_KEY, TARGET, PSYS_SRC_ANGLE_BEGIN, ANGLE_BEGIN, PSYS_SRC_ANGLE_END, ANGLE_END, //PSYS_SRC_INNERANGLE, INNERANGLE, //PSYS_SRC_OUTERANGLE, OUTERANGLE, PSYS_SRC_OMEGA, OMEGA, PSYS_SRC_MAX_AGE, LIFE, PSYS_SRC_TEXTURE, TEXTURE ]; llParticleSystem( particle_parameters ); // Turns on the particle hose! } default { state_entry() { mySetParticles(); // llSetTimerEvent(60); // uncomment to set auto-off for 60 seconds } timer() { llSetTimerEvent( 0 ); // Turn off the alarm clock llSleep(6); llParticleSystem( [ ] ); // Turn off the particles // updateParticles(); // Or use this to update/change the particle // system } touch_start(integer i) { mySetParticles(); // touch to reset/turn on the particles // llSetTimerEvent(60); // reset the alarm clock } }
  9. I need a full-perms animation of an avatar (who will be seated) raising a gun to the head -- basically, a suicide animation. I am happy to discuss this job more specifically, but ultimately I need a price... I do not want to play How Much Do You Want to Pay? because that's only slightly less fun than Oh, Pay Me Whatever You Think It's Worth! Please send me an IM if I'm online or a notecard if I'm not, as you prefer. Thank you!
  10. I have no idea what a fairy egg is, but if it's something like these, then the key thing seems to be to make each listing unique, rather than just straight up duplicating listings over and over. His titles are all different and the description, whilst very short and just a repeat of the title, is therefore unique. Is that at all on the right track?
  11. I re-did the red on grey to be white on grey and it is better. It's still not awesome but do you guys think they are of normal/acceptable quality? Thanks
  12. OK thank you. Shuold I save at JPG and optimise myself before uploading?
  13. The original image is a nice crisp PNG. The MP listing looks awful after upload. What am I doing wrong?
  14. This turned otu to be a scripting question, not an animation one -- sorry!
  15. Thank you!! For the future reference of anyone Googling this question, llStopAnimation(animation); errored but explicitly naming the animation worked, so we end up with: if (perm & PERMISSION_TRIGGER_ANIMATION) { string animation=llGetInventoryName(INVENTORY_ANIMATION,0); //get the name of the first animation in objects inventory llStartAnimation(animation); llSetTimerEvent(15.5); } } timer() { llSetTimerEvent(0.0); llStopAnimation("Chicken Dance (looped)"); } }
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