Restless Swords

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About Restless Swords

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  1. Design pattern for plugin OBJECTS ?

    Is there a design pattern anyone has or knows about for implementing plugin OBJECTS? For example, say I build a car. I would like to have Plugable wheel objects (not just replacement wheel textures) - the idea being that you could buy a new wheel plugin object, and drag it into the car object - the car would accept the plugin object, and attach (link) it and move it to the right physical place There seems like there may be too many issues, but I thought I would ask.
  2. BNF syntax for LSL? (ideally YACC+LEX files)

    I understand that scripts are compiled/executed on the server. But, there are several aff-line editors (stand-alone, in eclipse, etc) and formatters/pretty-printers. - hence i believe there are almost certainly at least one BNF grammer file floating around, and likely yacc/lex files All i can do is hope, and cross my fingers and toes.
  3. Can anyone give me a BNF for LSL syntax or point me to one? - and ideally, a YACC and LEX file for processing LSL text THX.
  4. How to move Blender Rigged Mesh (*NOT* clothes) object

    yes, I went back and looked at the OpenCollar weasels, they are not quite as nice as some other animals I have seen, and it is quite possible there is some sculpt map reloading taking place. Also, I think their "breathing" may be accomplished by scaling up and down the height+width of their body object. I *hate* animals that have many different sub-elements is slightly different positions and then transparency switch -- I saw one yesterday like that which had an LI of way over 700 and took forever to rez. Yes, it looked nice and real but that is totally ridiculous. - I have seen some animals using the position-rotation changes which look lifelike, very smooth movement, but I suspect they might have a significant script load but don't really know. So in the end, I agree with you, we need some way to properly animate obects (like animals but also other things).
  5. How to move Blender Rigged Mesh (*NOT* clothes) object

    somehow (i don't know how) that seems to not be true. if you go to OpenCollar and look closely at the Weasels moving there, they are a few Mesh prims. their head-neck-body is one mesh piece, and flexes. their tail is one mesh piece, and flexes. Or at least it sure looks like they do. watch one just standing, watch his neck-head-body, and his tail. Maybe the blender animation does not use bones in the SL sense, but somehow those weasels (and some other animals I have seen) truly seem to flex.
  6. I believe you can rig and "animate" mesh object parts in Blender, and I know you can import an overall Blender object into SL. - and I even know how to script move an overall object (mesh or prim) and its individual linked elements - but HOW can you "flex" a single mesh object (or linked element)? - For example, the mesh "weasles" you see moving around, their body+neck+head is one mesh prim, but flexes (as does its single mesh piece tail) NOTE: this is for non-attached stand-alone objects, *NOT* for clothing attachments. i.e., in other words, how can I make standalone mesh objects that flex and move the way rigged clothing moves, and the way those weasels flex their bodies and tails etc.
  7. LSL inside attachment to SLOW walk speed?

    Tried it, without success. 1) when the attachment box was LSL moved, it hopped up a couple of meters in the air, above the avatar bounding box 2) no movement of the attachment box had any affect on the avatar
  8. Can sound play only in OWNERS viewer (not everyones)?

    Ah yes! I had not planned on requiring a HUD but this would provide the owner-only sounds. THANKS for this suggestion.
  9. LSL inside attachment to SLOW walk speed?

    Hmmm, would not the standard SL WALK animation be running? - I can understand it might look funny ('sliding' slightly backwards) since the forward distance would no longer be the normal 3.2 m/s - If I have to create and play my own WALK animation, I am almost back to going with the sit-on-vehicle and doing my own movement and animation
  10. Say I want to ring a bell, or whatever sound, in the viewer of the owner of the object -- but NOT annoy everyone around me - llPlaySound etc is heard by everyone. - best I can tell, there is no way to play a sound only to myself ??
  11. LSL inside attachment to SLOW walk speed?

    So far it seems that everyone is in consensus that there is no way to alter the SL default walk speed (3.2 m/s) ? - what a shame, I might have to resort to using the 'sit' vehicle approach and new custom animations, which I really wanted to avoid
  12. LSL inside attachment to SLOW walk speed?

    Alduous, I think your suggestion would move the box/item attached to my avatar only if I was sitting on the box, not if I wear it as an attachment? - and then the agent would never be WALKING, just SITTING? ---- unless there is something I am totally missing
  13. I have an object that will be worn (attached). an example (NOT what I am doing) would be crutches. When worn, can their script slow down the actual SPEED (distance covered) during a walk? not the animation, the actual movement speed. I know an alternative would be to create some sort of vehicle that moved (slowly) but would like to keep this as a worn attachment.
  14. Prime sailing *protected* LL OCEAN-shore (NOT restricted river or inlet) on serene eastern edge of Gaeta Continent. Gorgeous sunrise view. Sail all around Gaeta, all the way to Blake Sea and other destinations. http://maps.secondlife.com/secondlife/Geoduck/249/139/21 There is an adjacent parcel which could each be purchased and then joined into one 4096+ sqm parcel
  15. Prime sailing *protected* LL OCEAN-shore (NOT restricted river or inlet) on serene eastern edge of Gaeta Continent. Gorgeous sunrise view. Sail all around Gaeta, all the way to Blake Sea and other destinations. http://maps.secondlife.com/secondlife/Geoduck/249/139/21 There is an adjacent parcel which could each be purchased and then joined into one 4096+ sqm parcel