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Sowa Mai

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About Sowa Mai

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  1. Hooray!! It works!! thank you so much for the help. I put a llSleep(0.3); in before it attaches and it works now. I am gonna ask for help more often, thank you.
  2. Thanks in advance for any help I can get with this. I have a hard time asking for help so I am really stuck I am trying to give a hud and a phone attachment to visitors to my art installation. I set an invisible prim 7m over the platform at the landing zone with the "giver" script triggered by collision_start. I put it there because if i landed on it i was getting multiple huds! It works sometimes and sometimes other times i get no hud. sometimes it leaves a copy of the hud or the phone on the platform. What am I doing wrong here? here is the giver script triggered by collision: default { state_entry() { llVolumeDetect(TRUE); } collision_start(integer NumberOfCollisions) { integer i = 0; for(; i < NumberOfCollisions; i++) { integer channel = llRound(llFrand(-1000)); key give_to = llDetectedKey(i); llSay(0, "Rezzing HUD for " + (string)give_to + " using channel " + (string)channel); llRezObject("phone3", llGetPos(), ZERO_VECTOR, ZERO_ROTATION, channel); llRezObject("ss-hud-01we5", llGetPos(), ZERO_VECTOR, ZERO_ROTATION, channel); llRegionSay(channel, "ATTACH|" + (string)give_to); } } } and here is the script copied from knowledge base that goes in the attachment and the hud (this one has the experience ticked at the bottom) // Example script for LSL Experience Tools attachment // This script runs on an object that is rezzed in-world which gets // an Experience permissions and then attaches to an AV. integer listener; integer msg_channel; integer log_spam_channel = 0; // Change this or remove llSay() commands default { on_rez(integer start_parameter) { // Start listening for a message from rezzer msg_channel = start_parameter; llSay(log_spam_channel, "Test HUD has been rezzed"); listener = llListen(start_parameter, "", NULL_KEY, ""); } listen(integer channel, string name, key id, string text) { // Listen for the message from the rezzer with the target agent key if (channel == msg_channel) { // Ask for the experience permission list msg = llParseString2List(text, ["|"], []); llSay(log_spam_channel, "Trying experience permissions request to " + llList2String(msg, 1)); llRequestExperiencePermissions((key)llList2String(msg, 1), ""); llListenRemove(listener); llSetTimerEvent(60.0); } } experience_permissions(key target_id) { // Permissions granted, so attach to the AV llSay(log_spam_channel, "Trying llAttachToAvatarTemp()"); llAttachToAvatarTemp(ATTACH_HUD_CENTER_1); llSay(log_spam_channel, "After llAttachToAvatarTemp() with llGetAttached() returning " + (string)llGetAttached()); llSetTimerEvent(0.0); if (llGetAttached() == 0) { // Attaching failed llDie(); } } experience_permissions_denied( key agent_id, integer reason ) { // Permissions denied, so go away llSay(log_spam_channel, "Denied experience permissions for " + (string)agent_id + " due to reason #" + (string) reason); llDie(); } attach( key id ) { // Attached or detached from the avatar if (id) { llSetTimerEvent(0.0); llSay(log_spam_channel, "Now attached with a key " + (string)id + " and llGetAttached() returning " + (string)llGetAttached()); // From this point, the object can start doing whatever it needs to do. state running; } else { llSay(log_spam_channel, "No longer attached"); llDie(); } } timer() { // Use a timer to catch no permissions response llSay(log_spam_channel, "Permissions timer expired"); llDie(); } } // This state starts when permissions are granted and the object is properly attached state running { state_entry() { llSay(log_spam_channel, "off and running!"); } attach(key id) { if (id == NULL_KEY) { // if the object ever un-attaches, make sure it deletes itself llSay(log_spam_channel, "No longer attached"); llDie(); } } }
  3. I read a good article on this recently. It explained where the alpha channel information is and what it effects. I tried adding in photoshop but i noticed 3d coat had an output which included specular info in the alpha channel of the diffuse(texture) here is a link to the article http://nwn.blogs.com/nwn/2016/06/specular-maps-in-second-life-tutorial.html
  4. thats what i see also, i suppose we could find an old viewer and create the preset then import it. If you find that works let us know the dumbing down of the world continues
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