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Iniq

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Everything posted by Iniq

  1. wow.. this all gets complicated, but for the day in, day out SL consumer, perhaps should help out their inventory specifically. I think it might greatly increase the value of inventories to encourage investing in
  2. I edited out the TOS comment. It should be noted whether or not script is modifiable. In RL, we purchase stuff making it our own, to modify, and give away if we so desire, apart from special licensing. Here is how I would imagine it should be, here in SL: (for personal use only, always Copy) Copy/X-Trans/ScriptMod Copy/X-Trans/X-ScriptMod (for gifting when desired, always X-Copy/Trans, unless giving away as charity, otherwise we're stealing) X-Copy/Trans/ScriptMod X-Copy/Trans/X-ScriptMod (priced for distributors, or given as charity, always Copy/Trans) Copy/Trans/ScriptMod Copy/Trans/X-ScriptMod Everything in our possession should be required by LL to be modifiable, excluding scripts. We should be allowed to modify anything in our inventory, and transfer without copy, with Copy/Trans/ScriptMod optional permissions. These be my personal opinions only.
  3. Got me thinking. Some scripts I think are written to involve the entirety, including linked objects, while some to a specific name as you pointed out. So, the one written for the root, and to reach all that's linked would be the rogue. Here's where poseballs come in opposed to AVsitter. A good example of a scripter taking the holistic approach, concerning multiple scripts, is the BBS boats, whose scripter whom know btw, not know, but having received his name from the owner of BBX. Those boats are a bundle of many linked scripted prims that use a proprietary menu system to access each. So what of these poseballs that everyone seems not to like, but other scripts not related to sitting aren't helped. One thing I've run into, are scripted objects that are supposed to be copy/mod, but aren't.
  4. WOAH! I'm no scripter, but SL is ruled by scripts. The editor, as simple and compact as it is, is very useful for customizing the average resident's experience, which is after all the real magic of SL. I enjoy linking copy/mod scripted objects in ways that suit my satisfaction. So for example, let's say I want to build, or customize a scripted SkyPlatform with a seasonal texture changer, then link several other scripted objects such as a cottage, furnishings, landscaping, along with other mood enhancing particle scripts, making the whole rezzable as a single modular unit. From what you described at the start, I'm thinking a third party commercial menu system must be employed to parse out the various scripts. Has there been any such universal menu system made available that could handle such an application for us DIYs?
  5. Done! and thanks. "It's entirely possible to have scripts working separately in the linkset -- even in the same prim. Nothing dictates that some script needs to "take the lead."" If you could comment in the new thread the conventions used in separating scripts in the same prim, or 'linkset', how cool would that be!
  6. Attaching objects, each with its own script, the prime object's script takes over. Is it possible to make the scripts in different linked objects perform independently without combing the scripts into one script, using a menu to choose between the different scripts? For instance, when I link an object with its own script to another object with a 'Sit' script, the script in the newly linked object is diverted to this 'Sit' script found in the first object, so I sit instead.
  7. Loosely associated to this topic, or perhaps not, I'd like a better understanding of the different bonds between 1) 'Add' objects to an avatar, 2) the 'Sit' on prims function, or even avatars, as in the 'Head Sitter', and 3) 'Link' prims together, with this one having a 32m limitation, while the others must be in the immediate vicinity. Link, and Add, seem in precipice to be identical, whereas Sit is far less enduring, so it's use is limited to the moment, where the bond is broken by teleportation, or re-logging. For whatever reason I just said that, the 'Sit' function activates whatever script is attached to the prim, and for example, if two prims, having different scripts assigned to each, are linked, the prime object's script takes over. So, my question.. Is there anyway to allow multiple scripts to function independently within the same prim, or linked prims, having different scripts in each? Obviously my thoughts on these matters aren't properly organized here, but if anyone would care to make needed edits and corrections in my wondering thinking, I'd be forever grateful.
  8. I suppose we've all seen the ridiculously funny deforming avis that instantly stretch both supper tall, then snap back down to proper size, as if it was the incredible stretching man. I've also seen, very recently, a complete, and marvelously detailed avatar around 2 inches tall, or perhaps smaller, standing firmly on the ground with all the physics regular sized avis exhibit(puffed away before I could chat with the driver). Obviously this requires 3D animation graphics design.
  9. Trying to fallow you correctly, beyond the body, or otherwise described as shape, there is what you are calling the 'SL Skeleton' that is utilized in such applications like Bento manipulations, also known as 'deformation'? Sadly got that wrong, right?
  10. That is quite the interesting image of various shapes, care to describe their significance? Does the cam, as it's sent from afar, distance it can approach an avatar be variable, determined by whether the avi is either sitting or standing?
  11. That is an actual image of what the system body's physics looks like, determining collision distance? Can you describe what determines the distance another avatar's cam can approach the avatar's body as seen when the cam is sent by radar, or from the names in the people window, and if that can be adjusted in any way?
  12. Now that is supper-duper fascinating, I'd never have figured that one. Is there a setting in Firestorm that allows the viewing of that, kinda like wire-frame or something?
  13. Yes, I've noticed this, and even bought the fly, which was kinda fun, but you're right, take away the alpha, and body, a tall white or black human shape appears, and tinkering with it makes no difference. I'm experimenting with the size of the shape, and how that parameter affects the distance from where resistance starts from the avatar. Could it be that the smaller the shape, the shorter that distance?
  14. Sorry about that, but I could see my original title and description was short of the point. Live and learn they say
  15. Now that is a lead I must follow up on right now! Thanks Fritigern Gothly
  16. Is there any simple way to create tiny avatar shapes of no descript, as small as a dot?
  17. That's another excellent idea Roling Loon, I'll head over there now Thank you everyone!
  18. Thanks for the useful link McMasters, Blender has a rather steep learning curve I suppose, how about gimp?
  19. Thanks Rolig Loon, this was the only forum I thought might know. Any ideas on where I might go for this discussion?
  20. Thanks Ardy Lay, for sending me those very tiny pims, though what I'm trying to understand is how to create very tiny avatar shapes.
  21. That is a fantastic idea! But how can that prim be designated as a shape with the square brown icon, usable as the avatar's shape?
  22. What is the smallest an avatar's shape can be, and how can avatar shapes be made smaller than "Edit Shape" allows? Thanks for any concentration
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