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Rufus Darkfold

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Everything posted by Rufus Darkfold

  1. Is there any good video capture software for Linux? I get about 70% better frame rate under Linux than Windoze.
  2. Why is everybody running Windoze on all this awesome hardware? Linux is so much faster, and SL clients run fine under LInux. I increase my frame rate by about 70% by running Linux instead of Windoze. Cost $0. Of course you probably need Windoze some of the time, but you can dual-boot.
  3. I have about a dozen animated prims going continuously here at Flexi Tribe, and they don't seem to cause any server lag at all. Since they are flexis they may cause some client lag, how much depend on your client and hardware and graphics settings and what O/S you run (linux is faster than windoze or OSX). For moving a float, it would almost certainly be more efficient than using physics or doing llSetPos in a tight loop.
  4. You have to use one of the rounded prims (sphere, tube, ring, or torus) that supports dimple or advanced cut. Unfortunately, switching it back to a box, even using the legacy interface, resets the slice parameter, so you're stuck with having to take a very small slice a rounded prim to get a square. None of this if of any use except for a HUD anyway, because the text will appear to move up and down depending on how close you are to the object if it is in-world.
  5. Dora Gustafson wrote: And don't forget: llSetPrimitiveParams([PRIM_PHYSICS_SHAPE_TYPE, PRIM_PHYSICS_SHAPE_CONVEX]); // make client mesh-aware if you use a simple prim:smileyvery-happy: I think it takes a bit more than that to make a client mesh-aware, but the above is what you can do to get it to work if you are still using a non-mesh-aware client. If you are not using an obsolete client, you can just edit the prim in the viewer, and avoid having to add another function call to the script. Note also that sometimes changing the physics shape type will greatly increase the land impact. In the above case, the object was a single sculptie, and the land impact went from 1 to 17.
  6. Have you tried a different viewer? You could try the beta or dev viewers, or Firestorm. The viewer forums might be a more useful place to post this.
  7. If you want it to happen smoothly (and the riser is not physical), use llSetKeyframedMotion. Something like: float howhigh = 2.0;float seconds = 3.311111;list anim = [<0, 0, howhigh>, ZERO_ROTATION, seconds];llSetKeyframedMotion(anim, [KFM_MODE, KFM_FORWARD]); to go back, play the animation in reverse: llSetKeyframedMotion(anim, [KFM_MODE, KFM_REVERSE); Avatars and physical objects on the riser will move with it (unless you move it too fast, in which case they get launched into the air, just like IRL). Innula Zenovka wrote: If I'm properly visualising what you want to make, I think I would try making a long cylinder, using slice to cut it in half on its z axis, and then you can change its size on its z axis by script (llSetScale or llSetLinkPrimitiveParamsFast or whatever) without having to worry about repositioning it. Would need to be done in very small steps to make it smooth and avoid launching/burying anyone/anything on it. You can do it with child prims though, while llSetKeyframedMotion requires a separate linkset.
  8. After getting your particle settings the way you want them, you can click "Show LSL" to see the LSL code to generate those particles. You can cut-and-paste that into your own script.
  9. If you want the snowflakes to appear to come from a larger area, put the emitter up higher and increase PSYS_SRC_BURST_RADIUS. You might find PrimControl useful for trying out various particle parameters. It is free and open-source, and will even spit out the LSL code for you:
  10. AJ DaSilva wrote: Can meshes be programatically generated? You want to write Blender in LSL? I think they might have to up the memory limits just a little bit, so you could fit the parameter list for the (yet to be implemented) llSetMeshParamsFast([thousands of parameters in list here]).
  11. Monti Messmer wrote: I tried to manually sync dances to music but because they are rendered clientside so everyone sees them different it is of no use. Still good for making a video. I am working on this with prim animations (llSetKeyframedMotion). Those are server-side, and since the "animation" is an LSL list, it is possible to speed it up or slow it down by script. The PrimControl HUD can speed up or slow down animations it is editing, and I intend to improve that facilty to provide a more responsive and pitch-fader-like control. Of course, the streaming audio won't be in synch on everybody else's computer either, because it is buffered by different amounts, so synching stuff up on our own computer and making a video of it is still the best we can do.
  12. llSetKeyframedMotion! Smooth movement for non-physical objects. :):)
  13. If trying to upload an image is crashing the viewer, a JIRA might be in order. You would want to include the version(s) of viewers affected and an image that causes it to crash. They may also want to know how much memory your machine has.
  14. You'll have a lot more fun in here if you learn to make stuff. We'll all be glad to help you learn. Second life needs creators, not middlemen.
  15. I built a multifunction HUD, and I keep the functions I'm not currently using disabled to avoid bugs and lag from all those event handlers getting called needlessly, and possibly to reduce the sim-crossing lag (since disabled functions' state is not passed to the new sim). It would be nice to have a disable-and-reset function that would allow a script to reset and disable itself at the same time, so it frees whatever memory it can and doesn't use any more until it is re-enabled. In its absence, would this sort of thing be helpful? biglist = []; // we can't make it go away, but we can at least make it smallerbigstring = ""; // ditto,, repeat for any large strings or lists.llSetMemoryLimit(llGetUsedMemory());llSetScriptState(llGetScriptName(), FALSE);llResetScript(); // come here when we get re-enabled. (unless we did a sim crossing, then we reset anyway)
  16. 415 means the server gave you a valid response, but LL does't want to let you have it, because it is of a content type other than plain text.
  17. The HUD will chat you the code for whatever animation you currently have in memory. I have just added the "chat the code" feature to the Paritcles screen as well. Click the "Show LSL" button to get LSL code for your animation or your particles that you have got going with Primcontrol. This will likely be added to the other Primcontrol screens in a future beta.
  18. Do the sliders work on any of these skins? Or is what you see all you can get in every case? I'm not interested in the swarthy badass gangster look that everyone seems to be selling.
  19. You might even want to set the wheels to NONE (since they are likely to be rather costly, around 14 each for tori, under the new accounting) and have an invisible box hold the vehicle off the ground. The new accounting also offers another option for moving your vehicle, llSetKeyframedMotion. This is for non-physical vehicles, but provides the same smooth motion as you get with physical, and is far easier to code and seems less laggy. This would be particlarly appicable to vehicles like boats and aircraft that do NOT follow terrain. BTW, the land impact of my latest (non-physical) vehcile went from 18 under the old accounting to 243 when I changed one prim, and back down to 18 as I changed all the toruses, tubes, and rings in the build to NONE. Without a script in it, land impact drops to 11. (Looks like small, passive builds may do much better under the new accounting than the old).
  20. Assuming that all he wants is to display a list of parcels and owners: Keep them as UUIDs until the list of parcels and owners is assembled, then display the whole thing to chat with the UUIDs converted to slurls, then the owner names display, even if they are groups, because the viewer displays the slurl itself as the owner or group name (if it is a recent viewer). If he actually wants to do something further in the script with the information, then you are correct.
  21. HUD and invite to "Navigator Users" sent in-world. Please accept the group invite as that is how updates are distributed.
  22. I particluarly recommend the combination of llSetKeyframedMotion and flexis. The HUD has a screen for flexis too: This is what I got when I combined them: Flexi Tribe is the first animation project I have ever done. I'd love to see what people with some actual skill and experience can do with this stuff.
  23. Happy Holidays everyone. Here is a free, open source prim animation builder/controller/editor: It is part of the Primcontrol HUD, beta 5. "How To" Video: http://www.youtube.com/watch?v=ooICAW5vKxM Sorry about the low audio level. Documentation on the wiki: https://wiki.secondlife.com/wiki/PrimControl_HUD Join the beta: http://community.secondlife.com/t5/LSL-Scripting/Free-primcontrol-HUD-Easy-Keyframe-Animation-Easy-Prim-Torture/td-p/1092569
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