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GreyLasagna

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Posts posted by GreyLasagna

  1. Since I'm not a scripter, i need some help with an animated texture script i found on mighty ginko video.
    I'm trying to make the circular lights repeat all along the side face of this cylinder. The one on the left is a prim, first i tried with this one and could not make it show on the side face so i tried with the mesh one on the right. It gave me the opposite result, which it's good but i want it to map the texture so the lights  repeats on the side face. https://gyazo.com/58d368dca44f9eca44b830736e083643 Is there a way with this script or another from the MP?

    The script:

    // ------------------------------------------------------------
    // Random imager with animation support by Charlotte Wirtanen
    //  for free and open distribution.
    //
    // Instructions: Place into desired prim, populate with textures.
    // Rename animated textures with the following format:
    //
    // texture_name.anim;<frames x>;<frames y>;<animation rate>
     
    integer gFrameX = 0;
    integer gFrameY = 0;
    float gRate = 0.0;
     
    string gTexture;
     
    setTex()
    {
        gTexture = llGetInventoryName( 
            INVENTORY_TEXTURE, 
            (integer)llFrand( llGetInventoryNumber(INVENTORY_TEXTURE))
        );
     
        llSetTexture( gTexture, ALL_SIDES );
     
        if( llSubStringIndex( gTexture, ".anim" ) != -1 )
        {
            list lParams = llParseString2List( gTexture, [";"], [] );
     
            gFrameX = llList2Integer( lParams, 1 );
            gFrameY = llList2Integer( lParams, 2 );
            gRate = llList2Float( lParams, 3 );
     
            llSetTextureAnim( ANIM_ON | LOOP, ALL_SIDES, gFrameX, gFrameY, 0, 0, gRate);
        }
        else
            llSetTextureAnim( LOOP, ALL_SIDES, gFrameX, gFrameY, 0, 0, gRate);
    }
     
    default
    {
        state_entry()
        {
            llAllowInventoryDrop(TRUE);
            llSetTimerEvent(60.0);
            setTex();
        }
     
        timer()
        {
            setTex();
        }
     
        touch_start( integer touches )
        {
            llSetTimerEvent(60.0);        
            setTex();
        }
     
        changed( integer change )
        {
            if( change & (CHANGED_ALLOWED_DROP | CHANGED_INVENTORY) )
                setTex();
        }
    }

     

  2. On 6/24/2023 at 10:24 AM, atyid said:

     https://marketplace.secondlife.com/p/Dahlia-William-Lamp-Gold/19303156 the one from that link is most interesting one in the bunch, i will think about it.

  3. I think you should familiarize with the basics of building with prims inside of SL. But answering your questions.
     

    Quote
    • How can I ensure the building is functional in SL for example doors etc?

     In the latest version of firestorm viewer, you can upload your models in a temporal way. Use that to test anything, and for textures, you can import textures temporarily using the local option when you are about to add a texture to your whatever you working on. Also I like to use the default avatar from SL on blender as reference for whatever I'm working on.

     

    Quote
    • How can I ensure people will be able to change the textures in the game?

    As long your creation has the Modify checkmark on, people will be able to edit it. Make sure you unwrap your models properly.
     

    Quote
    • I have seen on this section of the forum that people mention physics, please could someone elaborate on this and how it works etc?

    To make your creations actually interact with your avi, every model should have his own physic model. If you use a fence to block someone from going through your land, that fence needs a physics model to actually stop from entering your land. In this case the physic model would be simply, a box shaped like the actual fence model (just 4 faces). You usually can deal with this inside of SL when you upload your models, but for more complex models, it would be better if you actually do it on blender. 
     

    Quote
    • Do I need to know any scripts and how would I apply these etc or anything else to help do this?

    You might or might not need to learn scripting but depends what you are working on. Learning at least to change certain values on fullperm script it's a plus tho. You can add scripts to object by just dragging them from your inventory to your model.

     

    Quote
    • Any other advice is more than welcome!!!

     

    Like i said. Learn how to work first on SL, then you can try learning blender.

    Can't say anything about Revit since i never heard of it. 😅

    • Like 2
  4. Been hoping for something like this since I started making stuff so this would be such an improvement, especially for buildings and interiors. I hate to split my models in so many UVs just to get decent looking textures. I've used simple planes with AO shapes with transparency to fake the bake but this increase the LI considerably, depending on the building complexity of course.

    • Like 3
  5. I have the one from [DDD] ~ Dysfunctionality. They are fairly good although maybe a bit bumpy  in the ends, at least some of them (I drive over them). Originally, It comes with multiple texture options but none felt like it blends well with the default SL grass so I made my own texture + materials for this one (only grass and dirt). I can give you the textures if you want since it's just for personal use no MP.
    image.thumb.png.5714b7dece9711d842157af68e0f4b09.png

    • Like 1
  6. I bet you can find nice tips about it if you search for "open world game map design" on youtube. In videos like this one https://www.youtube.com/watch?v=4HMtju0BjAo&ab_channel=CraigPerko you can see that pretty much the first tip he gives is the same Quistess Alpha said. Other tips on the video would be:

     

    *Use "Sign Posting" or large objects/locations that attract people's attention and make them want to explore. These can be seen from higher spots on your map.
    *Use  objects or, as he calls them, "Soft Barriers" to guide the explorer. These don't have major relevance and won't completely block people from passing by but provide some sort of guidance for interesting parts. They could be small ones (like the destroyed cars in the video).

    Maybe learn about color theory. You can use color to make things stand out above the less relevant things. If you build a city and there is a building you might want to make it stand out, for whatever reason, make sure it's not just another colorful building in a river of colors, tone down (or up, depending on what you building) the color of less relevant stuff, create contrast. Maybe learn about color theory

    One last thing. You can tell stories without any dialogue, just using objects in whatever environment you building. Fallout and Bioshock games do this all the time. Here is a video about  it https://www.youtube.com/watch?v=RwlnCn2EB9o&ab_channel=GameMaker'sToolkit

    These are pretty much universal tips for virtual worlds, doesn''t matter if you consider SL as a game or not. 

     

    • Like 3
  7. 1 hour ago, Salt Peppermint said:

    what a "great appreciation" for a creators work who made something you liked so much that you used in for a picture...

    I'm male, I could't use it if i wanted.  The dress had no use beyond a few minutes for the photo and the model didn't felt like buying it since it wasn't really her style.

    If it brings you peace of mind. We end up using something else that was buried on her inventory. 

    • Confused 1
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