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Quistess Alpha

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Everything posted by Quistess Alpha

  1. I wonder if we're just trolling this thread now. I think the horse has been beaten.
  2. Well, 'horrible and choppy' is relative. if you set the camera params once per frame or so, (llSetTimerEvent(0.022)) it looks okish to me, but I'm rather used to low framerates and such. Also of note. If you want to follow an object smoothly, you can do that easily by ctrl-alt clicking and panning around the moving object, the problem is for fast moving things it can be hard to get them in close enough view to do that before they zoom away.
  3. You could also add a call in there to http://wiki.secondlife.com/wiki/LlGetAgentInfo to get the flying/running/walking state. but I'm a tad lazy.
  4. How much you're going to have to pay really depends on the level of detail and exactness you want/need. I don't have any exact figures, but a from-scratch mesh avatar would probably break your bank (I'd guess 50 USD +). Getting Mods for different components might be a bit more affordable. The main things you'll need are a body+shape and a skin. For a body you either get a full mesh body, such as the Solarian or Bladencat, Or you can break it into components, getting the head, body, legs and paws separately. https://marketplace.secondlife.com/p/Solarian-Feline-Avatar/7456366 https://marketplace.secondlife.com/p/TMG-Bladencat-MK8-ULTRAUpdated-6-15-20/19280993 For heads, you might want to look into: https://marketplace.secondlife.com/p/C-Felis-Bento-Head-Mesh-bento-cat-head/18832009 Or the foxcat head from happy paw with cheek fluff https://marketplace.secondlife.com/p/Happy-Paw-Foxcat-head-bento/16764457 https://marketplace.secondlife.com/p/Happy-Paw-Cheek-fluff-foxcat-head/17026181 Once you have a body you like, I'd recommend editing your shape yourself, using the appearance sliders and such, rather than finding someone to do it for you. The price of a custom skin is probably at least 2000linden depending on the artist's familiarity with your components and the availability and usability of psd's/modding resources.
  5. Well you can always look outside of Second life for animations you might be able to upload, but that seems it can get rather pricey. *RETRACTED*
  6. Your first thing seems rather doable, but I can't imagine there isn't something like that floating around somewhere already. as for number 2, you need a different kind of script for floating attachments than for stand alone objects I'm afraid. It's rather simple but you could try something like: integer LINK=LINK_ALL_OTHERS; // link number of prims to float. float step_length = 0.003; integer step_count = 3; float wait = 0.2; float pause = 0.4; /* end configurable options*/ integer up; default { state_entry() { llSetTimerEvent((wait*step_count)+pause); } timer() { if(up) { integer Index=0; while(++Index<=step_count) { llSetLinkPrimitiveParamsFast(LINK,[PRIM_POS_LOCAL,<0,0,Index*step_length>]); llSleep(wait); } up=FALSE; }else { integer Index=step_count; while(--Index>=0) { llSetLinkPrimitiveParamsFast(LINK,[PRIM_POS_LOCAL,<0,0,Index*step_length>]); llSleep(wait); } up=TRUE; } } } put in an invisible prim linked as the root prim of your object.
  7. Just so you don't reinvent the wheel, have you looked around to see what's already available? https://marketplace.secondlife.com/p/SKING-BOM-Amasonia-20-add-me/18502584 The Amasonia body seems like a decent option, or if you want something more subtle there seem to be a few skin and applier options, for (not the best) example: https://marketplace.secondlife.com/p/V-Instant-Abs/6582921 I'm just mentioning, because it would almost definitely be way less expensive and of a reasonably well known and tested quality, and you can change the shape with appearance sliders, whereas something you have someone make for you from scratch will probably be a bit rougher around the edges, and (just a guess) probably won't look as good with modified shapes.
  8. Oh, that does seem pretty straight forward.
  9. You can get an effect rather similar to this with a single particle, which will always face the direction of the viewer, but you cannot control whether it works with vehicles, and it will turn up and down as well as horizontally.
  10. Could you be a little more specific? 'Shared Media' (I have never heard it called that, most scripters I know call it "media on a prim") cannot be changed a whole lot because it mostly just uses basic functionality of your viewer rather than LSL code. There are some very limited things that are possible to do with the media via script, like set what page to load, and change access settings, but if you want any functionality that isn't directly supported by Linden Labs, you probably need to have a server running code for you, which would be expensive to maintain. https://community.secondlife.com/knowledgebase/english/shared-media-r65/ http://wiki.secondlife.com/wiki/LlSetLinkMedia http://wiki.secondlife.com/wiki/LlGetLinkMedia http://wiki.secondlife.com/wiki/LlClearLinkMedia All LSL functions for media are basically derivatives of those 3.
  11. I want one too, and I can't find it anywhere on MP. Where did you see it?
  12. That makes sense; it just seemed like a funny coincidence.
  13. *coughs* Someone posted saying they were looking for work not half an hour before your post:
  14. I don't really feel like arguing with you about what is and is not spam, but for the record, I would like to reiterate the sentiment from this oldish post I read recently: Posting Just the word 'bump' is spam no matter how often you do it. but "Yes we are still looking!" or something like that, once per week or so is within what I would call reasonably acceptable. Posting 'bump' multiple times per day, is not.
  15. Bumping every 6 hours is spam. if you're that desperate for a Mesher, I could probably do /just the track/, if you have specific technical drawings of the racetrack, but it's not my specialty. for really niche work like this you might want to look at non-SL Blender users. and it's going to cost you a good deal of cash for a custom piece. Another thing to consider is that SL physics is a bit different from real world physics, and a 100% accurate reproduction of a real world track, would probably not be as fun to drive as a track made for SL. Additionally, Avatars in SL often have proportionally longer legs than real world people, (My avatar and many of my friends have somewhat more realistic proportions; it's a growing trend, but not the norm) which means if you have seating with real world proportions, it may look 'bad' with many SL avatars. Edit: one more thing to consider, with a track like that, the physics might be a bit hard to calculate for the server, which will drive up the Land impact (~equivalent of prims) of your track.
  16. For the record, I worked together with NELOT and improved his particles. It was a pleasure working together.
  17. Well, If anyone wants to throw money at me, I'd be happy to fiddle with some numbers. And FYI Yes, I sent an IM to OP in-world.
  18. Perhaps I was being a bit harsh, but I'm not too empathetic for 7 year old residents who don't at least want to have a basic understanding of the underlying systems that make SL work. Firestorm has a built in particle editor I believe, and the script is noting more than tweaking some numbers, as there are only so many things you can make particles do. // Jopsy's Particle System Template v4 - Jan 18 2004 // -- inspired/derived from Ama Omega's 3-6-2004 // // DEFAULT settings are commented at the end of each line, eg: // varibletype SETTINGNAME = Sample-Setting; // default-setting // // For more on particles, visit the Particle Labratory in Teal! mySetParticles() { // Part-1 - APPEARANCE - Settings for how each particle LOOKS vector START_SCALE = < 0.2, 0.2, 0.2 >; // < 1.0, 1.0, 0.0 > vector END_SCALE = < 0.1, 0.1, 0.1 >; // < 1.0, 1.0, 0.0 > vector START_COLOR = < 1.0, 1.0, 0.0 >; // < 1.0, 1.0, 1.0 > vector END_COLOR = < 1, 0.2, 0.0 >; // < 1.0, 1.0, 1.0 > float START_ALPHA = 0.7; // 1.00 float END_ALPHA = 0.0; // 1.00 integer INTERP_COLOR = TRUE; // FALSE integer INTERP_SCALE = TRUE; // FALSE integer EMISSIVE = TRUE; // FALSE string TEXTURE = ""; // "" // START/END: refers to the lifespan of each particle. // SCALE: particle height/width, from 0.04 to 10.0. (no depth) // ALPHA: sets transparency, from invis = 0.0 to opaque = 1.0 // START_ALPHA is ignored if it is less than END_ALPHA // COLOR: vectors <Red,Green,Blue>, each 0.00 to 1.00 // INTERP_COLOR: enables/disables END_COLOR and END_ALPHA // INTERP_SCALE: enables/disables END_SCALE // EMISSIVE: enables/diables particle 'glow' // TEXTURE: name of a texture in the emitter-prim's inventory // or the asset id key of any texture // Part-2 - FLOW - These settings affect how Many, how Quickly, // and for how Long particles are present float AGE = 0.6; // 10.00 float RATE = 0.0; // 0.10 integer COUNT = 1; // 1 float LIFE = 0.0; // 0.0 // AGE: How many seconds each particle lives, 0.1 to 60 // RATE: Seconds between particle bursts, 0.0 to 60 // COUNT: Number of particles per burst, 1 to 4096 // LIFE Number of seconds to wait before shutting off 0.1 to 60 // 0.0 never stops // Part-3 - 3 PLACEMENT -- Where are new particles created, and what // direction are they facing? integer PATTERN = PSYS_SRC_PATTERN_ANGLE; // PSYS_SRC_PATTERN_DROP float RADIUS = 0.00; // 0.00 float ANGLE_BEGIN = 0.10; // 0.00 float ANGLE_END = 0.10; // 0.00 vector OMEGA = < 0.00, 0.01, 1.00 >; // < 0.00, 0.00, 0.00 > //float INNERANGLE = 0.00; // 0.00 //float OUTERANGLE = 0.00; // 0.00 // PATTERN: must be set to one of the following: // PSYS_SRC_PATTERN_EXPLODE sends particles in all directions // PSYS_SRC_PATTERN_DROP ignores minSpeed and maxSpeed. // PSYS_SRC_PATTERN_ANGLE_CONE use ANGLE settings to make rings/cones // PSYS_SRC_PATTERN_ANGLE use innerangle/outerangle to make flat // wedges // RADIUS: distance between emitter and each new particle, 0.0 to 64? // ANGLE_BEGIN: for both ANGLE patterns, 0 to PI(3.14159) // ANGLE_END: for both for ANGLE patterns, 0 to PI. // OMEGA: How much to rotate the emitter around the <X,Y,Z> axises // after each burst. Set OMEGA to all 0's to reset/disable it. // INNER/OUTER ANGLE: Depreciated. Old versions of ANGLE_BEGIN/_END. // Can still be used to make lop-sided angle displays though. // Part-4 - MOVEMENT - How do the particles move once they're created? integer FOLLOW_SRC = FALSE; // FALSE integer FOLLOW_VELOCITY = TRUE; // FALSE integer WIND = TRUE; // FALSE integer BOUNCE = TRUE; // FALSE float SPEED_MIN = 0.3; // 1.00 float SPEED_MAX = 0.9; // 1.00 vector ACCEL = < 0.00, 0.00, 0.00 >; // < 0.00, 0.00, 0.00 > integer TARGET_POS = FALSE; // FALSE key TARGET = llGetKey(); // llGetKey(); // FOLLOW_SRC: moves particles when emitter moves. It will disable RADIUS! // FOLLOW_VELOCITY: Particles rotate towards their heading // WIND: Sim's Wind will push particles // BOUNCE: Make particles bounce above the Z altitude of emitter // SPEED_MIN: 0.01 to ?, slowest speed of new particles, 1.0(*) // SPEED_MAX: 0.01 to ?, fastest speed of new particle, 1.0(*) // SPEED_ is ignored for the DROP pattern. // ACCEL: a continuous force pushed on particles, // use SMALL settings for long lived particles // TARGET_POS: If FALSE(*), TARGET value is ignored. // TARGET: Select a target for particles to arrive at when they die // key TARGET = llGetKey(); // particles return to the emitter // key TARGET = llGetOwner(); // particles home in on owner // You can have another object llSay(999,llGetKey); // and grab the key with this object by using the listen() // event handler. list particle_parameters = [ PSYS_PART_FLAGS,( ( EMISSIVE * PSYS_PART_EMISSIVE_MASK ) | ( BOUNCE * PSYS_PART_BOUNCE_MASK ) | ( INTERP_COLOR * PSYS_PART_INTERP_COLOR_MASK ) | ( INTERP_SCALE * PSYS_PART_INTERP_SCALE_MASK ) | ( WIND * PSYS_PART_WIND_MASK ) | ( FOLLOW_SRC * PSYS_PART_FOLLOW_SRC_MASK ) | ( FOLLOW_VELOCITY * PSYS_PART_FOLLOW_VELOCITY_MASK ) | ( TARGET_POS * PSYS_PART_TARGET_POS_MASK ) ), PSYS_PART_START_COLOR, START_COLOR, PSYS_PART_END_COLOR, END_COLOR, PSYS_PART_START_ALPHA, START_ALPHA, PSYS_PART_END_ALPHA, END_ALPHA, PSYS_PART_START_SCALE, START_SCALE, PSYS_PART_END_SCALE, END_SCALE, PSYS_SRC_PATTERN, PATTERN, PSYS_SRC_BURST_PART_COUNT, COUNT, PSYS_SRC_BURST_RATE, RATE, PSYS_PART_MAX_AGE, AGE, PSYS_SRC_ACCEL, ACCEL, PSYS_SRC_BURST_RADIUS, RADIUS, PSYS_SRC_BURST_SPEED_MIN, SPEED_MIN, PSYS_SRC_BURST_SPEED_MAX, SPEED_MAX, PSYS_SRC_TARGET_KEY, TARGET, PSYS_SRC_ANGLE_BEGIN, ANGLE_BEGIN, PSYS_SRC_ANGLE_END, ANGLE_END, PSYS_SRC_OMEGA, OMEGA, PSYS_SRC_MAX_AGE, LIFE, PSYS_SRC_TEXTURE, TEXTURE ]; llParticleSystem( particle_parameters ); // Turns on the particle hose! } default { state_entry() { mySetParticles(); // llSetTimerEvent(60); // uncomment to set auto-off for 60 seconds } touch(integer i) { mySetParticles(); // touch to reset/turn on the particles // llSetTimerEvent(60); // reset the alarm clock } } The code above (which I didn't write) quite well explains all the tweakable values.
  19. Particle scripts are pretty easy to do yourself as long as you have the textures you need. just FYI.
  20. Several good results for 'Japanese Teahouse' for example: https://marketplace.secondlife.com/p/Japanese-Tea-House/7749294 https://marketplace.secondlife.com/p/Japanese-Red-Tea-House/18400016 just browsing through the results for 'Machiya' https://marketplace.secondlife.com/p/4-D-Kyou-machiyaTsubaki/10398512 looks like it could substitute for the connecting part, but it seems it might be no-mod.
  21. Turns out November wanted something that works with a specific brand of No-Mod, No-copy items If anyone else needs a leaky bucket I have one now though . . . It was a fun project in any case.
  22. I'm on it! I contacted her in-world and negotiated a deal. Quite a fun project, and not /too/ hard once I realized llGetObjectDetails() can be used to check if an object exists.
  23. I thought it would be a fun project so I went ahead and wrote it. I can show you and demo in-world at your next convenience.
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