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Rider Linden

Lindens
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Everything posted by Rider Linden

  1. Rider Linden

    EEP LSL Scripting

    Interesting. I'm on the walkway outside the parcel and I see what you mean. There is a slight variance between the Region's moon rotation and the parcel's moon rotation. Even when the two should be absolutely in sync. I will open a JIRA for that...
  2. I'm happy to announce that the first EEP related LSL functions are in the latest roll of the EEP servers. The documentation will be up on the wiki very soon. llGetEnvironment Retrieves the current environmental settings for a region or parcel in the specified layer. Function list llGetEnvironment(vector pos, list params) These functions return the current environment values for the parcel and the region as a list of attributes. They take a list of attributes to retrieve in params and returns them in the order requested. pos: A position in region coordinates. X and Y are in region coordinates and determine the parcel. If X and Y are both -1 the environment for the entire region is inspected. Z is the altitude in the region and determines which sky track is accessed. params: A list of parameters to retrieve from the current environment. See table below for details. If an unknown rule is encountered in the parameter list an error is emitted to the debug channel. Caveats If the script can not run in the requested parcel this function returns an empty list and issues a warning in the debug channel. Parameters parameter return values description SKY_TRACKS 15 float sky2, float sky3, float sky4 Altitudes for sky transitions in the region. SKY_AMBIENT 0 vector ambient_color The ambient color of the environment SKY_TEXTURE_DEFAULTS 1 Integer bloom_is_default, integer halo_is_default, integer rainbow_is_default Checks if the textures are currently set to use the default. For default values the returned integer is 1, if the texture uses something other than the default this value is 0. SKY_CLOUDS 2 vector color, float coverage, float scale, float variance, vector scroll, vector density, vector detail, integer is_default Environmental cloud information. color: The color used for the clouds. coverage: The coverage percentage. scale: The scaling applied to the cloud textures. variance: A randomizing factor applied to the main cloud layer scroll: The scroll speed of the clouds. X is east/west Y is north/south Z is unused density: The X/Y and D parameter used to generate cloud density detail: The X/Y and D parameter used to generate cloud details. is_default: 1 if the clouds are using the default texture. SKY_DOME 4 float offset, float radius, float max_altitude Sky dome information. offset radius maximum altitude SKY_GAMMA 5 float gamma The gamma value applied to the scene. SKY_GLOW 6 vector glow_color Glow color applied to the sun and moon. SKY_MOON 9 rotation rot, float scale, float brightness, integer is_default_texture, vector direction, vector ambient_color, vector diffuse_color Detailed moon information rot: The current rotation applied to the moon. scale: The current scale applied to the moon's texture brightness: The moon's brightness is_default_texture: 1 if the moon texture is set to the default. 0 otherwise direction: A unit vector pointing at the moon. ambient_color: The ambient color of the moon diffuse_color: The diffuse color applied to the moon. SKY_STAR_BRIGHTNESS 13 float brightness SKY_SUN 14 rotation rot, float scale, vector sun_color, integer is_default_texture, vector direction, vector ambient_color, vector diffuse_color Detailed sun information rot: The current rotation applied to the sun. scale: The current scale applied to the sun's texture sun_color: is_default_texture: 1 if the moon texture is set to the default. 0 otherwise direction: A unit vector pointing at the moon. ambient_color: The ambient color of the moon diffuse_color: The diffuse color applied to the moon. SKY_PLANET 10 float planet_radius, float sky_bottom_radius, float sky_top_radius Planet information used in rendering the sky planet_radius sky_bottom_radius sky_top_radius SKY_DENSITY_PROFILE_COUNTS 3 integer rayleigh_count, integer mie_count, integer absorption_count Number of profiles currently active for atmospheric scattering. Currently all values will return 1. SKY_RAYLEIGH_CONFIG, integer profile_num 18 float width, float exponential, float exponential_scale, float linear, float constant Rayleigh scatting profile parameters. profile_noshould be passed along with this parameter to request a specific profile index. Currently only one profile is supported. width exponential exponential_scale linear constant SKY_MIE_CONFIG, integer profile_num 17 float width, float exponential, float exponential_scale, float linear, float constant, float anisotropy MIE scatting profile parameters. profile_noshould be passed along with this parameter to request a specific profile index. Currently only one profile is supported. width exponential exponential_scale linear constant anisotropy SKY_ABSORPTION_CONFIG, integer profile_num 16 float width, float exponential, float exponential_scale, float linear, float constant Absorption profile parameters. profile_no should be passed along with this parameter to request a specific profile index. Currently only one profile is supported. width exponential exponential_scale linear constant SKY_REFRACTION 11 float moisture_level, float droplet_radius, float ice_level Sky refraction parameters for rainbows and optical effects. moisture_level droplet_radius ice_level SKY_LIGHT 8 vector light_direction, vector fade_color, vector total_ambient Miscellaneous lighting values light_direction: unit vector indicating the direction of the dominant light source. WATER_BLUR_MULTIPLIER 100 float multiplier Multiplier applied to blur the scene when under water. WATER_FOG 101 vector color, float density, fload modulation Fog parameters applied when underwater color: The color of the underwater fog density: Density exponent applied to the fog modulation: WATER_FRESNEL 102 float offset, float scale Fresnel scattering applied to the surface of the water. offset scale WATER_TEXTURE_DEFAULTS 103 integer normal_is_default, integer transparent_is_default Checks if the textures are currently set to use the default. For default values the returned integer is 1, if the texture uses something other than the default this value is 0. WATER_NORMAL_SCALE 104 vector scale Scaling applied to the water normal map. WATER_REFRACTION 105 float scale_above, float scale_below Refraction factors when looking through the surface of the water. scale_above scale_below WATER_WAVE_DIRECTION 106 vector large_wave, vector small_wave Vector for the directions of the waves Y represents north/south and X represents movement east/west. large_wave: Large wave speed and direction. small_wave: Small wave speed and direction.
  3. I'm unsure what you mean. You can look at the current settings for a parcel from the "About Land>environment tab" and for a Region from "Region/Estate>Environment".
  4. The way time is calculated has changed between the old windlight system and the new environments. Rather than checking the current time I recommend calling llGetSunPosition and checking if the z component of the returned vector is < 0 or very small (If z is negative the sun is below the horizon.) This method will work no matter what Environment is applied to your parcel.
  5. You may be seeing BUG-226545 or one of its brethren. This should be addressed in the next RC. If not please open a JIRA so that we can make sure to get a fix in.
  6. Rider Linden

    EEP LSL Scripting

    Does the moon in the region you are testing this in move? If you give me a SLURL to the region I can go take a look. Also one way to sanity check what you're seeing would be to also call llGetMoonDirection and llGetRegionMoonDirection and compare the results.
  7. Rider Linden

    Region windlight/environment problem

    The main grid servers rolled to EEP today. If you are using a legacy viewer you should be able to still set your legacy windlights. The EEP simulator will do its best to convert them to the new format, but the conversion is not always perfect and you may notice some subtle differences. The name you are seeing is name of your region combined with a hash generated for the settings on the server. For more information about EEP, how to set environments at different altitudes and how to customize environments for parcels you can visit the wiki. http://wiki.secondlife.com/wiki/Environmental_Enhancement_Project
  8. In the EEP viewer transitions are currently time based. When physically crossing a boundary (Either region or parcel) the viewer will transition from the old environment to the new over the course of 5 seconds, crossing a second boundary before the transition completes will reset the clock. Teleporting to a new environment is much faster, resulting in a 1 second transition.
  9. Absolutely worth a JIRA. I'd put that in as a feature request.
  10. Some screen shots with JIRAs would be very helpful in sorting out those issues Marianne.
  11. Manipulating EEP settings in your inventory requires a couple of inventory capabilities that are implemented on the simulator. So creating and editing them in your inventory, or moving them into or out of boxes, or transferring them to another user does require you to be on an EEP enabled region. If the capabilities are not available the options to create new settings are disabled. You may always apply an EEP setting to yourself even if you are not on an EEP enabled region.
  12. Do you have JIRA numbers for those issues?
  13. The bug queue of open JIRAs is actually distressingly short at the moment. If you see a problem please submit a JIRA, or there is no guarantee that I will see the issue.
  14. To assist in setting the sun and moon positions, the editor will allow you to turn on "beacons". They show up as a line drawn from your avatar to the position of the sun or the moon. I hope that this helps in finding and adjusting their positions.
  15. Rider Linden

    Set SL Sun to follow RL Sun?

    With EEP you can set your region's (or parcel's) day cycle to be 24 hours and then adjust the offset to match your timezone. Right now your region will need to be on either the Bluesteel or the LeTigra simulator RC channel to access these settings.
  16. Testing needs to be done with EEP viewers on EEP regions. Using a combination of EEP with Non-EEP (viewer or region on either end) is transitory and will become less and less common until the combination finally disappears.
  17. Yes, the shaders have been completely redone for EEP. Unfortunately, although planned, crepuscular(God) rays are not going to make the initial release. We encountered a number of performance issues and had to back off.
  18. The discrepancy you are seeing between the EEP and legacy regions are caused by a change in the way the start of the day is calculated in EEP*. As more regions convert over you'll find fewer and fewer of these anomalies until they disappear altogether and neighboring regions are sync'd perfectly (In the meantime please be patient... think of the transition as places where time gets wibbly-wobbly-timey-wimey**.) * EEP Calculates the current time of day as follows: (time_since_epoch + day_offset) % length_of_day. This gives a consistent TOD across all regions with the same day_offset and length_of_day. This does not always match up with legacy regions. ** Wibbly-wobbly-timey-wimey: Blinking is OK in this case... just so long as there are no angels nearby.
  19. Please file a JIRA with describing the issue. Without a JIRA I don't have any way to track the issues. You can do that here: http://jira.secondlife.com
  20. Rider Linden

    Coming Soon!

    Keep your eyes open, we are continuing to fill out the features that will be available in EEP. Here are a couple teaser images for what we have in the works:
  21. Very very soon. We will be releasing an RC viewer just as soon as we can work out a final couple of bugs and then it will work its way through the pipeline. You can already download the project viewer from the download page and use that. It is fairly stable and shouldn't give any unwelcome surprises.
  22. My pleasure. EEP doesn't include any changes to support weather systems. Something that complex really should have its own feature development.
  23. The legacy Windlight regions calculate time a little differently than the new EEP regions so they will not always sync up correctly across the region boundary. Since we scatter the RC regions around the grid you are likely to cross from a release region (still on Windlight) into a Bluesteel or LeTigra region (using EEP). So the apparent time of day may change. As more regions are converted you will see fewer and fewer of these drastic changes in time of day.
  24. The EEP simulator and viewer will both make attempts to convert any legacy Windlight XML into the new environment format, so you can still use any of your the old Windlights . There has been significant changes in both the code that supports environments and in the underlying shaders that drive the graphics, so no conversion will be exact, we try and get as close as possible though. Yes, Firestorm very graciously allowed us to include many of their Windlights in Alexandria, our library. We were not able to take all of them due to the sheer volume (Firestorm ships with 771 Windlight skies alone... we were able to accommodate only the best 200.) Our intent is that these can either be used directly in your regions and parcels or used as starting points to create your own environments. You can also import any Windlights that we may have missed and add them to your inventory. There are instructions here on the wiki, but I will include instructions at the end of this message about how to create and import legacy settings. If you own a parcel on the Mainland you can set your own environment on that parcel. The functionality is accessed from the Environment tab on the About Land floater. Viewers that do not support EEP, however, will not be able see the parcel environments. You may also apply an environmental setting to your parcel by right clicking on an environmental setting in your inventory. I am unsure what you mean by "weather" here. -------------------------- Creating New Settings and Importing Legacy Windlights To create a new environment setting in your inventory right click your settings folder, select the New Settings and the type of setting you want to create from the context menu. Alternately you may select the "Add new item" button and New Settings from the menu. This will create a new default setting object in your inventory of the appropriate type. Double click on the setting to open it in an editor. Importing legacy settings All of the editors have a button in the upper right corner labeled "Import". This button opens a file picker, you may then navigate to where your Windlight XML files are stored and select one. The Windlight will be automatically converted and displayed in the editor. Pushing the save button in the lower left corner of the floater will save those settings to your inventory. If you are converting a large number of Windlights you may want to use the "Save As" button, this creates a new setting object in your inventory. You can then just repeat the "Import", "Save As" cycle for each of your Windlights.
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