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VirtualLink

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About VirtualLink

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  1. that's what I would do my self but I recall some one stating using to many lists would cause lag and I'm all ready running 5 lists total in my 3 scripts. I found the idea from a script that would take a texture 1 - 99 and place a number on the face. Thing is theirs was 10 across and 10 down. For some odd reason when I would mod just their snippet is fails but works on there's on side numbering // :CATEGORY:Building // :NAME:Side_Numbering // :AUTHOR:Xylor Baysklef // :CREATED:2010-01-10 05:20:56.000 // :EDITED:2013-09-18 15:39:02 // :ID:751 // :NUM:1034 // :REV:1.0 // :WORLD:Second Life // :DESCRIPTION: // Side Numbering.lsl // :CODE: //////////////////////////////////////////// // Side Numbering Script // // Written by Xylor Baysklef //////////////////////////////////////////// /////////////// CONSTANTS /////////////////// key NUMBERS_TEXTURE = "fc8df679-ca1b-3ec9-c4ce-b1c832b5b5ce"; ///////////// END CONSTANTS ///////////////// ///////////// GLOBAL VARIABLES /////////////// /////////// END GLOBAL VARIABLES ///////////// ShowNumber(integer num, integer face) { integer Row = num / 10; integer Col = num % 10; llOffsetTexture(-0.45 + 0.1 * Col, 0.45 - 0.1 * Row, face); } default { state_entry() { // Reset rotation, alpha, color and turn off animations. llRotateTexture(0.0, ALL_SIDES); llSetAlpha(1.0, ALL_SIDES); llSetColor(<1, 1, 1>, ALL_SIDES); llSetTextureAnim(FALSE, 0, 0, 0, 0, 0, 0); // Show the numbers texture. llSetTexture(NUMBERS_TEXTURE, ALL_SIDES); llScaleTexture(0.1, 0.1, ALL_SIDES); // Go through each side and show a number. integer i; for (i = 0; i < llGetNumberOfSides(); i++) { ShowNumber(i, i); } } }
  2. Trying to take a texture that has 8 rows and 8 columns and when I state a cell number it sets that row and column on command. So far I have it pulling from the center of the texture and well I want to start at the top go across in order. R1 C1 C2 C3 R2 C1 C2 C3 R3 C1 C2 C3 etc ShowNumber(integer num, integer face) { integer Row = num * 8; integer Col = num * 8; llOffsetTexture(0.0620 + 0.125 * Col, 0.0620 + 0.125 * Row, face); } default { state_entry() { ShowNumber(12, ALL_SIDES); } }
  3. Sorry moved! Trying to take a texture that has 8 rows and 8 columns and when I state a cell number it sets that row and column on command. So far I have it pulling from the center of the texture and well I want to start at the top go across in order. R1 C1 C2 C3 R2 C1 C2 C3 R3 C1 C2 C3 etc ShowNumber(integer num, integer face) { integer Row = num * 8; integer Col = num * 8; llOffsetTexture(0.0620 + 0.125 * Col, 0.0620 + 0.125 * Row, face); } default { state_entry() { ShowNumber(12, ALL_SIDES); } }
  4. never really tried to do this myself until now. And I'm not sure where to begin. What I'm trying to do is look at prim and get the size on one side from the center out. Basically half of the prim. one side can be 3 meters out from the center and the other side 10 meters out. I'm thinking I might be in the right ball park not sure. Using two prims for this using the script in a child prim the size get the basic size on an area. vector size = llGetScale(); vector pos = llGetLocalPos(); float sizex = (size.x/2) + (pos.x/2); float sizey = (size.x/2) + (pos.y/2); float sizez = (size.x/2) + (pos.z/2); llOwnerSay((string)sizex + " " + (string)sizey + " " + (string)sizez);
  5. What would be the best way to handle setting a prim to face north? Not looking to make a compass just need to force the prim to face north on rez on calls of an update.
  6. Thanks Qie I will give it a try, is add more detail to some prim water I'm making step one is down on getting the faces on the mesh right goal lol. step two is get the water to simulate wind blowing across the water. one thing I hated in all my years in sl water always see blah if you were using a prim for it. Just trying to make it more life like for me being I'm using specular mapping on my mesh to make it look that much sweeter!
  7. taking region wind and applying to a mesh I made, I want the texture to move with the wind do not really have to be smooth just not jumpy as it I will only fire off ever 10 to 15 mins but I don't want the jump to be to fast aiming keep it from being seen if any one is looking at it.
  8. I'm on a witch hunt here lol. I'm in need of texture "Texture Rotation" that slides smoothly and stops on a given float. I'm already using TextureAnim and so that will not work for what I need. Any tips on how I would go about doing this.
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