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Posts posted by AdamZadig
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UPDATE: They don't all play even when unlinked.
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My setup
I have a script that sends out a "chat command" on channel "-123".
I have 3 objects each with a script inside that plays a sound when "chat command" on channel :-123" is given.
When unlinked it works fine. As soon as I link all 4 objects to my main build, it only plays the sound from one of the objects.
The objects are placed apart to make the sound feel like its coming from all around you, not just one location.Any ideas why when linked only one Object reacts to the command and plays the sound?
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25 minutes ago, Rolig Loon said:
A touch_start event is like any other event in a script. As long as it is somewhere between
default
{
and the final
}
you're OK
Well, and obviously not inside some other event, like state_entry
Got it! Thank you a million.
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1 hour ago, Rolig Loon said:
Add a toggle switch:
touch_start(integer num) { on = !on; if (on) { updateParticles(); } else { llParticleSystem([]); } }
Just be sure that the new variable, on, is declared as a global integer variable at the top of your script.
Hey thanks for replaying. Sorry if I sound clueless, I pasted that at the top of the script as is, and it gave an error on the first line.
Do I have to integrate it within the other lines of the main script? I'm literally clueless about scripting. -
I have a steam particle script which I would like to add ON/OFF on touch to the object. Any ideas how I might be able to do this?
Hhere is the steam script I'm using:
// :CATEGORY:Particles
// :NAME:Blacksmoke_like_on_a_fire
// :AUTHOR:Ama Omega
// :CREATED:2010-01-10 05:20:56.000
// :EDITED:2013-09-18 15:38:48
// :ID:92
// :NUM:127
// :REV:1.0
// :WORLD:Second Life
// :DESCRIPTION:
// The script
// :CODE:
// Particle Script 0.3
// Created by Ama Omega
// 10-10-2003
// Mask Flags - set to TRUE to enable
integer glow = TRUE; // Make the particles glow
integer bounce = TRUE; // Make particles bounce on Z plan of object
integer interpColor = TRUE; // Go from start to end color
integer interpSize = TRUE; // Go from start to end size
integer wind = FALSE; // Particles effected by wind
integer followSource = TRUE; // Particles follow the source
integer followVel = TRUE; // Particles turn to velocity direction
// Choose a pattern from the following:
// PSYS_SRC_PATTERN_EXPLODE
// PSYS_SRC_PATTERN_DROP
// PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY
// PSYS_SRC_PATTERN_ANGLE_CONE
// PSYS_SRC_PATTERN_ANGLE
integer pattern = PSYS_SRC_PATTERN_EXPLODE;
// Select a target for particles to go towards
// "" for no target, "owner" will follow object owner
// and "self" will target this object
// or put the key of an object for particles to go to
key target = "";
// Particle paramaters
float age = 2.5; // Life of each particle
float maxSpeed = 1; // Max speed each particle is spit out at
float minSpeed = 1; // Min speed each particle is spit out at
string texture; // Texture used for particles, default used if blank
float startAlpha = 0.01; // Start alpha (transparency) value
float endAlpha = 0.07; // End alpha (transparency) value
vector startColor = <1,1,1>; // Start color of particles <R,G,B>
vector endColor = <1,1,1>; // End color of particles <R,G,B> (if interpColor == TRUE)
vector startSize = <1,1,1>; // Start size of particles
vector endSize = <1,1,1>; // End size of particles (if interpSize == TRUE)
vector push = <0,0,0>; // Force pushed on particles
// System paramaters
float rate = 0.001; // How fast (rate) to emit particles
float radius = 0; // Radius to emit particles for BURST pattern
integer count = 100; // How many particles to emit per BURST
float outerAngle = 0; // Outer angle for all ANGLE patterns
float innerAngle = 0; // Inner angle for all ANGLE patterns
vector omega = <0,0,0>; // Rotation of ANGLE patterns around the source
float life = 0; // Life in seconds for the system to make particles
// Script variables
integer flags;
updateParticles()
{
flags = 0;
if (target == "owner") target = llGetOwner();
if (target == "self") target = llGetKey();
if (glow) flags = flags | PSYS_PART_EMISSIVE_MASK;
if (bounce) flags = flags | PSYS_PART_BOUNCE_MASK;
if (interpColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK;
if (interpSize) flags = flags | PSYS_PART_INTERP_SCALE_MASK;
if (wind) flags = flags | PSYS_PART_WIND_MASK;
if (followSource) flags = flags | PSYS_PART_FOLLOW_SRC_MASK;
if (followVel) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK;
if (target != "") flags = flags | PSYS_PART_TARGET_POS_MASK;
llParticleSystem([ PSYS_PART_MAX_AGE,age,
PSYS_PART_FLAGS,flags,
PSYS_PART_START_COLOR, startColor,
PSYS_PART_END_COLOR, endColor,
PSYS_PART_START_SCALE,startSize,
PSYS_PART_END_SCALE,endSize,
PSYS_SRC_PATTERN, pattern,
PSYS_SRC_BURST_RATE,rate,
PSYS_SRC_ACCEL, push,
PSYS_SRC_BURST_PART_COUNT,count,
PSYS_SRC_BURST_RADIUS,radius,
PSYS_SRC_BURST_SPEED_MIN,minSpeed,
PSYS_SRC_BURST_SPEED_MAX,maxSpeed,
PSYS_SRC_TARGET_KEY,target,
PSYS_SRC_INNERANGLE,innerAngle,
PSYS_SRC_OUTERANGLE,outerAngle,
PSYS_SRC_OMEGA, omega,
PSYS_SRC_MAX_AGE, life,
PSYS_SRC_TEXTURE, texture,
PSYS_PART_START_ALPHA, startAlpha,
PSYS_PART_END_ALPHA, endAlpha
]);
}
default
{
state_entry()
{
updateParticles();
}
}// END // -
52 minutes ago, Kyrah Abattoir said:
16 pixels of padding is a good generous value.
Why?
It gives 8 pixels for each neighbor island, which when zoomed out becomes, 4 pixels and then 2 pixels, so the seams don't just crack open.
I've always used 3, so I will try it with 16 now. Great advice.
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Putting it to the test and yep, adding margins when unwrapping is giving a much better result.
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Anyone else know why this happens.
Example: Large mesh plane, divided into 4 equal texture faces.
When camera draws out a thick black line shows on the joining edges. In the photo attached, the black line shows at all distances.
So my real question is about unwrapping in Blender.
Is it better to always leave a margin?
In the below example there was no margin when unwrapping the 4 individual faces on the floor. -
Post a link to where i can buy or download one?
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Yes but theyre not 360
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Ive asked this before but still not found the answer.
I want to find Skyline panoramic textures (city landscape) to use on my builds. I need 360 degree views to fit all the way around a skybox. Pref of a city.
Can anyone help me?
I can find basic skylines but theyyre not 360 panoramics. -
3 minutes ago, Elise Banx said:
(SIGNATURE / THE MESH PROJECT / SLINK) are not shapes they are mesh bodies. you wear a shape with it just as you do now.
there are several mesh body makers to choose from. signature, slink, belleza, aestethic, adam, The Mesh Project, Altamura, exmach and even the RothToo. you find their different mesh bodies in their shops or marketplace. Demo them and see what you like. wear your shape or anyshape they come with which you can edit.
some can use other mesh bodies clothing some can not. and the mesh bodies does come with an alpha hud.
Hi, thanks for replying.
Ok so my shape is HUNTER II from "the body co."
So I can buy any mesh body and wear this shape with it?
Also, why do some clothes ONLY work with certain mesh bodies? -
I've had the same old shape for years. Now I'm looking to upgrade.
Can someone explain how shapes and clothing works now?
I see there are several types of shapes (SIGNATURE / THE MESH PROJECT / SLINK). Are these sold by one particular store? Which?
For clothing, are clothes designed for these shapes ONLY usable on the ones specified? So you cannot add an ALPHA layer and wear the item with any other shape type?
As you can see I'm 100% out of touch with shapes and fashion so please help me update!! -
texture animations needed for custom neon light signs.
adamzadig resident
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1 hour ago, Wulfie Reanimator said:
This has less to do with scripting and more to do with how you should build the sign (assuming mesh).
From a scripting standpoint, all you need is llSetTextureAnim to smoothly slide a texture across the UV surface. For this to work though, you must arrange the UV map for the neon sign so that a texture will cleanly move over the mesh in the way you want.
Thank you so much! thats got me the exact result i was looking for (used a basic smooth scrolling texture script)
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ive started to build neon light signs. im looking for a creative light script that will:
Script 1- add color to sign running from one side of the object to the other in a smooth motion
- option for one color or multiple colors in sequenceScript 2
- smooth increase from 0 to 100 transparency and back to 0 on a loop
if anyone has any pointers that would be amazing!im happy to buy a good script if it comes copy/trans
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This is on the Second life website:
Windows Minimum Requirements Recommended Internet Connection*: Cable or DSL Cable or DSL Operating System***: Windows 7, Windows 8 or Windows 10 Windows 7, Windows 8.1 or Windows 10
64 bit versionComputer Processor: CPU with SSE2 support, including Intel Pentium 4, Pentium M, Core or Atom, AMD Athlon 64 or later. 2-GHz (Windows 7) 64-bit (x86) or better Computer Memory: 1 GB or more 4 GB or more Screen Resolution: 1024x768 pixels 1024x768 pixels or higher Graphics Card for Windows 7
Windows 8, or Windows 10
(requires latest drivers)**:- NVIDIA GeForce 6600 or better
- OR ATI Radeon 9500 or better
- OR Intel 945 chipset
NVIDIA Graphics cards
9000 Series:- 9600, 9800
- 275 GTX, 295 GTX
ATI Graphics Cards
4000 Series:- 4850, 4870, 4890
- 5850, 5870, 5970
Is the recommended here still good enough? As Im about to build a cheap PC to use instead of my laptop.Will use 8GB RAM
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I don't think the answer is there. That's more about how many faces you can create on a prim that face the same direction.
I want to know more in regards to mesh uploads. I split each object up to have 7 individual texture faces. But someone told me it can have 8 which is news to me.
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Is this true? I've thought and have been building with just 7 for 2 years!! Lol
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I probably should have given more info. I'm looking to rent land on the commercial Azure sims with all the roads separating plots so I can put display models of my skyboxes and prefabs. Most of their land is Adult and I didn't know if that would stop a lot of potential customers going there to view the demos. Based on jewels answer probably not. I'm guessing most people who buy skyboxes and prefabs are adults anyway. And they would go there from a marketplace link so that would mean they wouldn't know what taking re land was until they get there anyway.
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But can it limit the people who can visit? does having an adult seem prevent a large amount of residents from visiting?
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Does the land rating have much of an effect on people who can visit your in-world store?
if your store is on adult land, will this have a negative impact on sales as you would lose potential customers who are unable to visit the store?
Whats your experience?
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On 1/11/2019 at 6:33 PM, Love Zhaoying said:
Thanks Callum, I’ve always needed this info, had no clue a converter was out there!
Why is nobody selling cubemaps on the marketplace? Theyre amazing for skyboxes and theres none on there.
Can 3 linked Obj listen on same channel for sound on/off
in LSL Scripting
Posted
It was the distance. I brought them closer and they all worked! THANK YOU!