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Everything posted by arton Rotaru
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Yeah right, for me nothing has changed as well. It depends on the size of the mesh indeed, if and how the lower LoDs will impact the land impact. Also, it could be the physics weight which drives your land impact.
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Preventing a second rez until the first object is gone.
arton Rotaru replied to Xesix's topic in LSL Scripting
If you only want it to be rezzed on touch, a sensor or timer isn't required actually. Since you know tthe UUID of he rezzed prim llGetObjectDetails will return an empty list if UUID is not present. key gkLastRez;default{ touch_start(integer t) { if (llGetObjectDetails(gkLastRez, [OBJECT_POS]) == []) { llRezAtRoot(llGetInventoryName(INVENTORY_OBJECT, 0), llGetPos()+<1.0,0.0,0.0>, ZERO_VECTOR, ZERO_ROTATION, 0); } } object_rez(key id) { gkLastRez = id; }} The same check can be done within a timer of course., if auto rezzing is wanted. -
Help with a random rotation vector script?
arton Rotaru replied to Gawain Galtier's topic in LSL Scripting
Dora Gustafson wrote: arton Rotaru wrote: How about llList2Rot()? Well spotted except llList2Rot() doesn't work, See the work around here :smileysurprised::smileyvery-happy: Yeah I know. :matte-motes-big-grin: It was just a quick hint (because I'm in a hurry) to better apply a rotation when a rotation is required, rather than applying a string. Why the rotation vectors are stored as strings in the list is another question. Also the usefulness of the script as is is questionable anyway, becaus it will always apply the rotation in the last llSLPPF call anyway. So I suspect this will take a little longer to get it all straight. :matte-motes-wink: -
Help with a random rotation vector script?
arton Rotaru replied to Gawain Galtier's topic in LSL Scripting
How about llList2Rot()? -
This is pretty much a limitation of a third party viewer, rather than anything has changed in Second Life.
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"Scripts Run" killing me :(
arton Rotaru replied to Orca Flotta's topic in General Second Life Tech Discussion
Do you by chance have multiple gestures active on the same F-key? -
Try this: if (llToLower(sName) == "text") { gsText = llDumpList2String(llParseString2List(sValue, ["\\n"], []), "\n"); }
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integer giToggle = FALSE;float gfGlowValue = 0.5;default{ touch_start(integer total_number) { llSetLinkPrimitiveParamsFast(LINK_SET, [PRIM_GLOW, ALL_SIDES, llList2Float([0.0, gfGlowValue], giToggle = !giToggle)]); }}
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To make it even more practical, you maybe want to add a changed(integer change) event, to automatically catch everytime the notecard is re-saved in the object. This would look like this: changed(integer change) { // Resets the script everytime the objects inventory changed. if (change & CHANGED_INVENTORY) { llResetScript(); }}
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It should indeed read "&&" and not "||" in: if (llStringTrim(llGetSubString(data, 0,1), STRING_TRIM) != "//" && llStringTrim(data, STRING_TRIM) != "") Corrected it in the post above.
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Here is a more versatile, easy to use version. key notecardQueryId;string notecardName = "Text";integer notecardLine;string gsText;vector gvColor;float gfAlpha;default{ state_entry() { // Check the notecard exists, and has been saved if (llGetInventoryKey(notecardName) == NULL_KEY) { llOwnerSay( "Notecard '" + notecardName + "' missing or unwritten"); return; } // say("reading notecard named '" + notecardName + "'."); notecardQueryId = llGetNotecardLine(notecardName, notecardLine); } dataserver(key query_id, string data) { list lTemp; string sName; string sValue; if (query_id == notecardQueryId) { if (data != EOF) { // Checking for comment lines, and empty lines. if (llStringTrim(llGetSubString(data, 0,1), STRING_TRIM) != "//" && llStringTrim(data, STRING_TRIM) != "") { lTemp = llParseString2List(data, ["="], []); // Parse the data string into a list, seperated by '=' sName = llStringTrim(llList2String(lTemp, 0), STRING_TRIM); // the name of the name=value pair sValue = llStringTrim(llList2String(lTemp, 1), STRING_TRIM); // the value of the name=value pair if (llToLower(sName) == "text") { gsText = sValue; } else if (llToLower(sName) == "color") { gvColor = (vector)sValue;// typecasting to vector } else if (llToLower(sName) == "alpha") { gfAlpha = (float)sValue;// typecasting to float } } notecardQueryId = llGetNotecardLine(notecardName, ++notecardLine); // proceed to next notecard line } else {// We are at the end of the file llSetText(gsText, gvColor, gfAlpha); llOwnerSay("Done!"); } } }} The NC would look like this: // Comment lines start with //// Separate name value pairs with a equals sign "=" Text = Hello, World!Color = <1,0,0>Alpha = 1.0
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Trouble Exporting Rigged Mesh From 3DS Max 2013
arton Rotaru replied to Iccarus Infinity's topic in Mesh
Have you checked the Gotchas and workarounds section on this page? http://wiki.secondlife.com/wiki/Mesh/Exporting_a_mesh_from_3ds_Max Probably it's an issue of missing some of the 21 mandatory mBones in the dae file. And if you are using "fitted mesh C_BONES" as well, add these bones to the number of mbones. Lets say you have all 26 mbones added, and you are using 6 C_BONES as well, add those to the joint array count. Like 26 mBones + 6 C_Bones would be 32. -
Right. Third party viewer developers may adjust every setting as they wish. Firestorm has indeed different default LOD Factor settings than the official viewer. While we are at it again. Soft Linden has filed a feature request, to show a warning when creating a mesh, or sculpt and the rendervolumeLODFactor setting is greater than the default. Which is a very good idea IMHO. https://jira.secondlife.com/browse/BUG-6243?page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel&focusedCommentId=432681#comment-432681
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That sounds odd. llGetInventoryName() never returns a key for me. That's what llGetInventoryKey() is for actually. I suspect something else in your script is wrong.
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What Dora, and LepreKhaun is saying, is that you don't necessarily have to have a state_entry event handler in the default state.
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PROPOSAL: Texture memory increase
arton Rotaru replied to kiramanell's topic in Building and Texturing Forum
kiramanell wrote: I'll try out that other viewer, but, in all honestly, I don't think a generic memory leak fix is gonna take care of my texture memory shortage. Perhaps not. However, it would be my recommended viewer anyway, because it's the latest in viewer development which addresses performance. -
Nvidia GeForce GTX 850M
arton Rotaru replied to Regolus Decosta's topic in General Second Life Tech Discussion
Judging the 850M from this Benchmark table, it should have a decent performance in Second Life. Don't expect too much from it though, it won't do wonders in SL, even if it says "Gaming Laptop". -
PROPOSAL: Texture memory increase
arton Rotaru replied to kiramanell's topic in Building and Texturing Forum
Right, there is a high amount of texture data going on. I'm not sure where the massive load is coming from actually. Maybe there are a couple of very bad objects around. Some which have plenty of 1024² textures on them? Idk. Even when I zoomed onto a single item, with just the object, and the sky in view, the "Bound" texture load stayed fairly high, at 250 MB. If I try the same in may own skydome, the Bound number decreases to something like 20 MB immediatly. So something strange is going on there perhaps. Though, I didn't had the unsharping/sharpening issue like shown in the video. Once my cam stood still, there wasn't any unloading/loading going on in the texture console. Of course, moving my cam around, I had to reload the highest texture LODs behind me again. For me the place worked kind off. Even if my Bias maxed out at 3.5 at times. The Viewer I used is Second Life MemPlugs RC, which adresses memory leaks in the viewer. -
the site "megaprim<sl>" is down?
arton Rotaru replied to beethros Karas's topic in Building and Texturing Forum
Yup, I get the same error message. The site appears to be working fine, until you actually click the send button. -
You may want to add a comment to this jira, that it's still not working for you, even after the fix. https://jira.secondlife.com/browse/BUG-5563
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PROPOSAL: Texture memory increase
arton Rotaru replied to kiramanell's topic in Building and Texturing Forum
Yep, I would like to check this out by myself, if you don't mind. :matte-motes-nerdy: -
PROPOSAL: Texture memory increase
arton Rotaru replied to kiramanell's topic in Building and Texturing Forum
I just wonder how such an environment is looking like? In that video there are only a couple of objects in view, which shouldn't result in such an amount of texture data. -
PROPOSAL: Texture memory increase
arton Rotaru replied to kiramanell's topic in Building and Texturing Forum
kiramanell wrote: Like your tagline, I'm not as dumb as I look. So, not specifically aimed at you, but please, please, no more dismissals or just blaming it on my router or something. Could still blame it on your SL environment, which, perhaps, doesn't suit the current limits of the SL viewer. :matte-motes-tongue: Just out of curiosity, what is your draw distance, and your RenderVolumeLODFactor in that video? -
Faster SL With Higher Draw Distance
arton Rotaru replied to Maxim Ouachita's topic in General Discussion Forum
The video doesn't show Second Life as is. It shows Second Life with a third party viewer. So it should at least say that Second Life viewed with certain third party viewers may give such a result. I cannot reproduce this with a official Linden viewer.