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Luca Coeur

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Posts posted by Luca Coeur

  1. is there a way to preload the images used in particles?

    I tried using a bogus particlesystem (as invisible as possible) for preloading

    • using scaled down particles (PSYS_PART_START_SCALE set to 0.01, same for the STOP),
    • using transparent particles (PSYS_PART_START_ALPHA = 0, STOP = 0.01)
    • using a small radius (PSYS_SRC_BURST_RADIUS - so they aren't that obvious)

    All those seem to have no effect on the visibility of the texture and will create clientside lag :-(

    When I have a prim textured with the same images in the field of view the particles are visible well from the beginning. I tried to avoid that prim though...

  2. Hello XbabylonX,

    the PHP code above is platform independent, so it is of no concern what OS you're using ;-) And yes, it is a way to restrict access to your PHP script to computers out of the secondlife.com domain.

     

    Good luck and have fun :-)

  3. That can be an interesting little project. I can imagine how some parts of it could be done. But depending on the level of detail and accuratesse you desire it can grow into a real challenge. But I'm no great scripter too - maybe someone knows of an easier way of archiving this than me.

  4. In addition to the hud you'll need the animations for your character. Are those ready made ones? If so you might want to take a deep breath and dive into the famous ZHAO-script. That's an opensource AO available as a freebie all over SL that might well do most of the things you might need. But remember to breathe calmly while dealing with it ^^ Some other ressources I mentioned in your other thread...

    Have fun ;-)

  5. This question seems to come up more often lately ;-) My best ressources are:

    http://secondview.wordpress.com/2007/12/05/scripting-snippets-7-creating-a-hud/

    and

    http://secondview.wordpress.com/2007/12/18/script-snippets-8-text-output-for-a-hud/

    and of course the official one:

    http://wiki.secondlife.com/wiki/Creating_HUDs

    But you'll soon notice this topic is for scripters and designers. Good scripts without a good user interface doesn't appeal well and vice versa it's even worse ;-)

     

    Have fun and good luck

  6. That might be the reason the OP looks for a meepet - those are not eating actual food costing L$ but honey instead which is available for free. So the only thing the OP needs is a stump and a place to rezz it and the bowl of honey for the meepet.

     

  7. Funny, I just tested two random human avatars from the library and both included a skin. It's not a texture per se though - it is a special item like clothings, just intended for the skin layer of the avatar. You cannot view it as a texture and download it. If you edit a skin you'll see it is composed of three textures which are displayed en miniature above the sliders.

  8. A skin is a texture and has no underlying color you could possibly pickup with the color picker. If you want to put the same color as the skin on the prim, there's a setting in the developer menu: show info - color under cursor ( I guess - I'm not inworld as of now). But that would apply the same color to the whole prim whereas a natural looking skin would have a bit of structure and shading.

    Maybe you could do what you want to with one of the free skin templates:

    http://www.vintfalken.com/free-full-perm-female-skin-textures/

    I hope that helps a bit - good luck with your project :-)

  9. You might also consider creating a tatoo-layer for your avatar if the modifications wanted are more like additional marks on the skin. That way your modifications won't need access to the original skin textures.

  10. Maybe the "Builders Buddy" would be right for you then. The scripts are open source and GPL licensed so there is no real problem exporting them to any grid. Some grids are using different dialects of the LSL script language though. Maybe you should ask for support at your target grid too...

     

    The Builders Buddy is available at the Builders Brewery in the Freebie section

  11. 1) If the objects contain scripts you can use "Land Info - Scriptinfo" to display the locations of the objects.

     

    2) TPVs often have a feature called environment search. If you use i.e. FS you can find it under "World - Environment Search" (or something like that - I'm on a german language system...). There you can put in the name of the object et voila a list of all your objects appear... You can double click on an entry to get a beacon.

  12. The script works for me (mostly). I just added a touch_start() to handle the shape change due to touch-events.

    integer numsculpts;integer sculptindex = -1;default{    state_entry()    {        numsculpts = llGetInventoryNumber(INVENTORY_TEXTURE);        llSetTimerEvent( 5 );    }    touch_start(integer num_detected)    {        sculptindex++;        if(sculptindex >= numsculpts)         {            sculptindex = 0;        }        llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SCULPT, llGetInventoryName(INVENTORY_TEXTURE, sculptindex),  PRIM_SCULPT_TYPE_SPHERE]);        llSetTimerEvent( 5 );    }    timer()    {        sculptindex++;        if(sculptindex >= numsculpts)         {            sculptindex = 0;        }        llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SCULPT, llGetInventoryName(INVENTORY_TEXTURE, sculptindex), PRIM_SCULPT_TYPE_SPHERE]);    }}

     I kept the coding to your style ;-)

     

    Rezz a box, throw in two sculpt maps (I took the banana and the apple from the library), create a new script and replace the dummy-script by the above. After saving you can watch the object alternate between the two shapes every 5 seconds and every time you touch it. I hope, that helps...

     

    Have fun :-)

     

    Edit: hehe - beaten by seconds - I write too much ;-)

    • Like 1
  13. It should help if you work with floats:

     

    touch_start(integer total_number) { float percent = 10.0; float amount = 100.0; float new_amount = (100.0 + 10.0) / 100.0 * amount; llOwnerSay((string)new_amount); }

     

    Doing math with integers can be tricky as LSL - as a lot of languages do - treat the expression (100 + 10) / 100 as an integer division thus discarding the remainder ^^

     

    Have a lot of fun!

    • Like 1
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