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EQINOX Corbin

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Everything posted by EQINOX Corbin

  1. no kidding its alot of code tho some of it i need as its linked to a hud for control
  2. What I am trying to do is build a mesh aircraft with a mesh turret on top that can rotate from facing forward 180 to face back now the script I have works perfectly when I link the mesh turret to a standard prim and then put the script in the now root standard prim and then ware it and this works however I am now trying to make it part of the vehicle so people don't have to ware this part. However when I link the mesh turret with the mesh build and place the rotation script in the turret it nolonger rotates correctly instead or rotating horizontally it rotates vertically. Here is a very basic pic of what is happening and what I want. #1 is what is happening when I link the 2 parts in the image its as if your looking at the front of the build #2 this is how I need it to move when both parts are linked in this pic you are looking down on the build with the black dot being the front of the build. The scrip The script i am useing is the following; // The default values are specified below. // Please note that these get overridden by reading from the // notecard, "Door Values." float angle = 90.0; integer numAngles = 20; float timeOpen = 15.0; integer closeAutomatically; // Variables necessary for door operation. rotation baseRot; vector basePos; vector scale; // Keys for reading notecards key readAngle; key readNumAngle; key readTime; key readShut; // variables indicating the door states integer open; integer changingDoor; // Variables for listening for the close command integer channel; integer listenControl; toggleDoor() { integer doorSwing; rotation rotThrough; rotation theBase; if(changingDoor) { llSay(0,"The door is currently in operation. Please try again shortly."); return; } //llSay(0,(string)llGetLinkNumber()); if( (llGetLinkNumber() != LINK_ROOT) && ( llGetLinkNumber() != 0) ) { theBase = llGetRootRotation(); } else { theBase = ZERO_ROTATION; } changingDoor = TRUE; if (open) { // close the door. open = FALSE; for (doorSwing=numAngles;doorSwing>=0;--doorSwing) { rotThrough = llEuler2Rot( <angle*PI/180.0*((float)doorSwing)/((float)numAngles),0.0,0.0>); llSetPrimitiveParams([PRIM_ROTATION,rotThrough*baseRot/theBase, PRIM_POSITION,basePos + <.2*scale.x,0.0,0.0>*rotThrough*baseRot - <.2*scale.x,0.0,0.0>*baseRot]); //llSetLocalRot(rotThrough*baseRot); //llSetPos(basePos + <0.5*scale.x,0.0,0.0>*rotThrough*baseRot // - <0.5*scale.x,0.0,0.0>); } llSetLocalRot(baseRot); llSetPos(basePos); } else { // open the door. open = TRUE; for (doorSwing=0;doorSwing<=numAngles;++doorSwing) { rotThrough = llEuler2Rot( <angle*PI/180.0*((float)doorSwing)/((float)numAngles),0.0,0.0>); llSetPrimitiveParams([PRIM_ROTATION,rotThrough*baseRot/theBase, PRIM_POSITION,basePos + <.2*scale.x,0.0,0.0>*rotThrough*baseRot - <.2*scale.x,0.0,0.0>*baseRot]); //llSetLocalRot(rotThrough*baseRot); //llSetPos(basePos + <0.5*scale.x,0.0,0.0>*rotThrough*baseRot // - <0.5*scale.x,0.0,0.0>); } } changingDoor = FALSE; } default { state_entry(){ llListen( 700, "", NULL_KEY, "" ); // Request to read the values from the notecard. readAngle = llGetNotecardLine("Door Values",1); readNumAngle = llGetNotecardLine("Door Values",3); readTime = llGetNotecardLine("Door Values",5); readShut = llGetNotecardLine("Door Values",7); baseRot = llGetLocalRot(); basePos = llGetLocalPos(); scale = llGetScale(); open = FALSE; changingDoor = FALSE; closeAutomatically = TRUE; } // Make sure I reset myself when rezzed on_rez(integer param) { llResetScript(); } listen( integer channel, string name, key id, string message ) { if ( message == "on" ) { if(!open && (!changingDoor) ) { baseRot = llGetLocalRot(); basePos = llGetLocalPos(); scale = llGetScale(); toggleDoor(); // wait to close the door if(closeAutomatically) { llSetTimerEvent(timeOpen); } } else if ( !closeAutomatically && open && (!changingDoor) ) { toggleDoor(); } else { llSay(0,"Sorry I am already open. Please wait until I close"); } } else if ( message == "off" ) { if(!open && (!changingDoor) ) { baseRot = llGetLocalRot(); basePos = llGetLocalPos(); scale = llGetScale(); toggleDoor(); // wait to close the door if(closeAutomatically) { llSetTimerEvent(timeOpen); } } else if ( !closeAutomatically && open && (!changingDoor) ) { toggleDoor(); } else { llSay(0,"Sorry I am already open. Please wait until I close"); } } } timer() { // close the door as long as I am not in operation if(open && (!changingDoor) ) { toggleDoor(); llSetTimerEvent(0.0); } } // Routine to read the values from the notecard. dataserver(key query_id, string data) { if (readAngle == query_id) { // read in the angle to open to angle = (float) data; // llOwnerSay("The angle that the door will turn is " + // (string) angle); readAngle = NULL_KEY; } else if (readNumAngle == query_id) { // read in the number of steps to take numAngles = (integer) data; // llOwnerSay("The number of increments it turns is " + (string)numAngles); readNumAngle = NULL_KEY; } else if (readTime == query_id) { // read in how long the door will be open timeOpen = (float) data; // llOwnerSay("The time that the door is open is " + (string)timeOpen); readTime = NULL_KEY; } else if (readShut == query_id) { closeAutomatically = (llToUpper(data) == "YES"); if(closeAutomatically) { // llOwnerSay("I will shut automatically"); } else { // llOwnerSay("I will not shut automatically."); } readShut = NULL_KEY; } } // If the inventory has changed re-read the door parameters changed(integer change) { if(change & CHANGED_INVENTORY) { // Request to read the values from the notecard. readAngle = llGetNotecardLine("Door Values",1); readNumAngle = llGetNotecardLine("Door Values",3); readTime = llGetNotecardLine("Door Values",5); readShut = llGetNotecardLine("Door Values",7); } } } any help to get theis rotateing corectly would be great as it starting to frustraite me >.<
  3. Im not sure if this has been posted before if so im sorry. What im trying to do is build a low prim vehicle that for the most part is sculpty and with one mesh part. Now when I rez out the completed sculpty vehicle it comes in at 26 prim now I rez out the mesh part and it comes in at a cost of 4 prim so this should meen a joint prim cost of 30 prim right? How ever when ever I join the 4 prim mesh part to the 26 prim sculpty part the prim cost of the parts suddenly jumps to 60 prim. I don't understand how it can suddenly jump to double the cost when individually the cost should only be 30 prim. If anyone has had the same problem or have a solution would be great
  4. Im sorry but your responce is not valid quite simply becuse the creator of that mesh on DA dus not own the rights to the Renamon its based on thus they cannot claim any copyright on it becuse you canot copyright something that is simply a copy of another that is copyrighted by the makers of Digimon. So if any DMCA was to hold against the market place users a DMCA would also have to hold against the user on DA becuse i very much doubt they got permision from the makers of Digimon to make an exact mesh copy and then not only make art with it but also distribute it.
  5. As staited ar the botom of my post i did point out that it could be a heavily modified version. Ether way after again looking at the persons deviant art page they have not bothered to set any writen restrictions on the mesh usage they havent even botherd to set up a leagely backable deviant art CC (see pic below of what is missing on this guys page and this is requierd to set leagaly backed usage limitations) here is a link to what the CC covers http://creativecommons.org/licenses/by-nc-nd/3.0/ so sadly with out these restrictions in place the mesh is leagaly considered free of any usuage restrictions
  6. While i hate stolen content asmuch as anyone however on a closer inspection of the mesh of the one on deviant art and the one on the market place they are not the same tho they do have simularitys they also have many diforant features . I in the pic below i have highlightet in red the difforances. 1: The ears tho simular are not the same on the one on marketplace are shorter and more upright were as the ones on deviant art are longer and more pointing backward. 2: The mouth on the deviant art one the mouth is clearly defined by the mesh were as on the marketplace one there is no defined mouth 3: The pink arm things (sorry duno what there called ) but yeh if you look at the deviant art one you can see they cover the entier arm and have a more refined level of detail like creases and seams were as when you look at the market place one you can see that they are not only shorter but they are also a compleatly diforant shape they dont even have the same level of detail as in no creases or seams. 4:The anthro legs are also simular but not the same when you compare meshes the deviant art one is more upright were as the marketplace one is more horozontal marketplace pic on left and deviant art one on the right So as you can see its ether a totaly difforant mesh or its a heavily modified version that ends up not looking as good as the origonal.
  7. Hi yeh i get the confurmation at the end telling me i can now upload mesh but when i go back to the status page it still shows both payment info and mesh as incompleat even tho both are there
  8. reposting here. I have pament info on file and i have compleated the test yet they both show as pink and incompleat i have tryed diforant browsers with no luck. If posable can someone from staff help fix this as i wish to start uploading mesh .. Thank you
  9. Hi im getting this same bug to i passed the test got 10 out of 10 it says i can now upload but then when i go back to my status it says it still needs to be dun. Also i linked my paypal as a payment metho as that is requiered but my status still says no payment info on file even tho there is.
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