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Gwydeon Nomad

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  1. What are the chances that LSL will be able to set the reflection and ambience reported by a reflection probe to a given value? I would like to be able to set a reflection image for a scene... and then change the scene such that the reflection stays in the prior state. Better still: Allow the reflection probe to report a reflection from a different view point, that we can control. I would like to be able to lock or manually adjust the ambience intensity and color. I can fake this action, but it requires hiding the emitters(adjusted reflection probe). I want to be able to move the ambient light space by moving the object as well. Easiest to use a script due to the probe trying to be hard to select. Edit: I've discovered you can attach a prim to the probe and use it like a handle. That saves some awkward box dragging and deselecting.
  2. That was the problem. Thank you ever so much.
  3. Hello Mesh folk. I am trying to generate a hollow cube, one that is evenly hollow so an avatar can stand inside. I have chosen the physics shape from the file. I tried stopping and uploading after each of the physics setup steps in the upload panel. I made sure the "Close holes" button was not checked. The preview looks like the model. Thus far, no matter how I upload, Second Life interprets the physics as a solid cube. I tried putting a hole from the interior hull to the exterior hull. I tried a triangular hole by lopping off a corner of each and I tried leaving one whole side open with just a single edge along open side. ::frustrated builder noises::
  4. The place is old enough to drink, and was part of what paved the way to the grid we have today. It's a historic landmark and there are so many other open places on the grid where people could build; nearby. I doubt the person(s) so doing the 'destruction' have the slightest idea that it was anything unique. Maybe it isn't anymore in the scheme of the grid.
  5. Help me understand link numbers? I link 10 prims together into one object, the primary script is in the root and there are scripts in other parts of the object to run buttons etc... Then I take the last prim which is colored on its four faces and link it to the object. It is the eleventh(11th) prim linked to the object. Firestorm (in Viewer 6 mode) reports the linked primitive as Link 11. llGetLinkNumber(); in the script in the last primitive returns that it is actually in Link 10 (this could be a -1 error? However...) llGetLinkPrimitiveParams([]); reading the color from a different script/prim in the object has to be told to look at Link 2, for it to correctly read a face color. How are these so different, and how is the number 2 working when I link the primitive in question last? Link order is no longer tied to the order you link? @_@ I've been going in circles trying to figure out why my code wasn't reading and reporting the face color... for hours now. EDIT: Apparently the issue is that Firestorm is not aware that Link Numbers do not follow linked order (as stated by LSL Wiki), but are configured auto-magically and are not necessarily logical. llGetLinkNumber(); returns the truth. Taking the object and the resing it again will allow Firestorm to report the correct link number (until/unless linkage is changed).
  6. Created as part of the grand opening project for one of the earliest sim expansions... from 7 to twenty something (historians correct me here) sims. Kazenojin Airport has been part of the grid longer than most of you reading this. It has been a landmark and testament to the building prowess we had back when we had to make everything out of primitives. Someone somehow bought a chunk of the land and tore up a huge chunk of the sky hook/airport to plop down a dollhouse. I thought Kazenojin Airport was a protected landmark. If so is there a chance of moving the person out and restoring it? Is it just going to be lost?
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