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Dora Gustafson

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Everything posted by Dora Gustafson

  1. I misunderstood. Maybe llGetVel() can help you, it provides the velocity of your vehicle The magnitude of the velocity equals the speed of your vehicle, so if ( llVecMag( llGetVel()) > 0.0 ) the vehicle is moving else the vehicle is not moving Hope that helps :smileysurprised::smileyvery-happy:
  2. I often use the control on 'Page Down' Key to set the motors to zero Something like this: if(level & CONTROL_DOWN){ gLinearMotor = ZERO_VECTOR; llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, gLinearMotor); angular_motor = ZERO_VECTOR; llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, angular_motor);} I hope this will help you :smileysurprised::smileyvery-happy:
  3. If you haven't read the article about Buying Land in the Knowledge Base, you should do so Any questions you have after that are welcome :smileysurprised::smileyvery-happy:
  4. Crim Mip wrote: Anything over 20 is fairly decent and over 30 is full video quality. The absolute max framerate that the SL servers will send is 45. There is literally no difference in the view of somebody getting 45 FPS and somebody getting 95FPS in SL. If you are seeing anything above that it means your video card is just duplicating frames waiting for data for a new one and you can safely turn up some settings. Or it means that the viewer interpolates between frames This is very plausible since most rendering is made by the viewer :smileysurprised::smileyvery-happy:
  5. Camera focus and camera position are both set to the same value, xyz This way the rotation is not determined and I understand you have no control of it The camera should be in one position and focus on a different position I may find other things if I give it more time :smileysurprised::smileyvery-happy:
  6. Nothing wrong with that Take notice that graphic settings like draw distance influence FPS significantly It also means a big difference if shadows are on or not :smileysurprised::smileyvery-happy:
  7. It looks like the wiki has been undergoing some changes with side effects The first thing I stumble on is that LSL code within <lsl> and </lsl> is presented broken I am a bit scared about what more will show up can it be that a new syntax is applied? :smileysurprised::smileyvery-happy:
  8. I just tested it, I do that regularly I didn't read it in any news :smileysurprised::smileyvery-happy:
  9. Edit for residents in the wiki is back ON :smileysurprised::):smileyvery-happy:
  10. For the sake of completeness I want to add that the llRotBetween() function is not the secret What is needed is the rotation needed to rotate a prims Down into Forward around the Y-axes Another, simpler way to find that rotation is: correction = llEuler2Rot( <0,-90,0>*DEG_TO_RAD); rotation correction;default{ state_entry() { correction = llEuler2Rot( <0,-90,0>*DEG_TO_RAD); llRequestPermissions( llGetOwner(), PERMISSION_TRACK_CAMERA); } run_time_permissions(integer perm) { if ( perm & PERMISSION_TRACK_CAMERA ) llSetTimerEvent(1.0); } timer() { llSetLinkPrimitiveParams( 2,[ PRIM_ROT_LOCAL, correction*llGetCameraRot()/llGetRootRotation()]); }} Simplified and optimized: // Child prim project where camera is looking, script by Dora Gustafson, Studio Dora 2015// v1.2rotation correction = < 0.0, -0.70710678, 0.0, 0.70710678 >;default{ state_entry() { llRequestPermissions( llGetOwner(), PERMISSION_TRACK_CAMERA); } run_time_permissions(integer perm) { if ( perm & PERMISSION_TRACK_CAMERA ) llSetTimerEvent(1.0); } timer() { llSetLinkPrimitiveParams( 2,[ PRIM_ROT_LOCAL, correction*llGetCameraRot()/llGetRootRotation()]); }} :smileysurprised::smileyvery-happy:
  11. This is not exactly the same problem but it isn't any harder @Gadget, why should it be impossible? Here is a full test script: rotation correction;default{ state_entry() { correction = llRotBetween( <0,0,-1>, <1,0,0>); llRequestPermissions( llGetOwner(), PERMISSION_TRACK_CAMERA); } run_time_permissions(integer perm) { if ( perm & PERMISSION_TRACK_CAMERA ) llSetTimerEvent(1.0); } timer() { llSetLinkPrimitiveParams( 2,[ PRIM_ROT_LOCAL, correction*llGetCameraRot()/llGetRootRotation()]); }} Note I used link number 2 This should likely be generalized or changed :smileysurprised::smileyvery-happy: Edit: camera rotation made local
  12. I would wait one more week ( to 1/14 ) expecting it to settle. After all: 300L isn't a fortune :smileysurprised::smileyvery-happy:
  13. Use it over llWhisper(), llSay() and llShout() when the ranges for those are not essential Messages on llWhisper(), llSay() and llShout() are filtered for range, which takes more server time :smileysurprised::smileyvery-happy:
  14. These may be what you are looking for: Navigation and Camera :smileysurprised::smileyvery-happy:
  15. Glow has no effect on emitted light and you need no script to set a point light or projector in a prim See how it is done here in Deferred Rendering - Projector UI :smileysurprised::smileyvery-happy:
  16. It is not clear if the question is for me since it is put to yourself;) If it is for me about how the shininess was made my answer is You need a viewer that shows advanced lighting The lights are projectors but simple point lights will also shine :smileysurprised::smileyvery-happy:
  17. The reflection seen on the dance island is a full copy of the dance hall with lights and stuff, mirrored under the floor It is seen through the floor which is semi transparent. :smileysurprised::smileyvery-happy:
  18. Why not use a blank texture in Shininess(specular) for a better experience: This dance floor is waxed, irresistible to any dancer :smileysurprised::smileyvery-happy:
  19. I agree! There is a way around the ambient light Turn on shadows and the inside of the house will be shaded by walls and roof (unless the outside is made transparent) :smileysurprised::smileyvery-happy: Actually the light in SL is only ambient if you turn down sunlight and moonlight in the windlight settings Otherwise objects are highlighted on surfaces facing the sun (moon)
  20. I don't believe you or I don't understand what you are saying. With the Vec2RotTrue() function you will spin the prim around the global Z-axis, the local Y-axis will will always rotate horizontally around the global Z-axis and the local X-axis will rotate around the local Y-axis so that prim forward points at your target. Do you maybe have more prims you want to rotate differently like a camera and a support for the camera? Are the parts in your illustration such separate prims? I want to understand and want to see a solution :smileysurprised::smileyvery-happy:
  21. llLookAt() can do the job. Cause object to point its up axis (positive z) towards target, while keeping its forward axis (positive x) below the horizon. See llLookAt() If you need the X-axis to point forward use the following routine to compute the rotation from the X direction vector: rotation Vec2Rot( vector V ){ V = llVecNorm( V ); vector UP = < 0.0, 0.0, 1.0 >; vector LEFT = llVecNorm(UP%V); UP = llVecNorm(V%LEFT); return llAxes2Rot(V, LEFT, UP);} In case you need another axis to point like the V-vector, rotate the arguments for llAxes2Rot(), say: llAxes2Rot( UP, V, LEFT) will point the Y-axis :smileysurprised::smileyvery-happy: Actually your script will work if you replace the routine: Vec2RotHor() with the routine given here or with the routine Vec2RotTrue() from the wiki script
  22. You use llCastRay for that :smileysurprised::smileyvery-happy:
  23. The script I link to will run random facial animations or one facial animation until you stop it. You obviously missed it so here it is: https://wiki.secondlife.com/wiki/User:Dora_Gustafson/JSON_structure_facial_expression
  24. You may be able to use this script or some of it. I will admit it is not easy to find because focus is on the JASON based menu and not facial expressions, but here it is :smileysurprised::smileyvery-happy: To keep an expression without gabs you reduce the time in: llSetTimerEvent( 3.0 ); Reduce 3.0 to 1.0 or even smaller
  25. I haven't read the script but the size of 50 to 100 prims make me stop at 64, which is the number of events that can be stacked. When that number is exceeded events are discharged, e.i. forgotten, not handled. Read about it in LSL Events This may be the reason to your troubles :smileysurprised::smileyvery-happy:
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