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Found 7 results

  1. As the title asks: How to do Test-Driven Development w.r.t. LSL Scripting. Likely will use a combination of external tools. And need a 'pipeline' to work, a 'toolchain' so to speak. So feel free to share / discuss.
  2. Welcome Drivers, Pilots, Bikers, Skippers and GTFO Haulers! Our community helps Second Life drivers find all types of vehicles, tools and information utilized in-world including cars, trucks, bicycles, motorcycles, watercraft, hovercraft, aircraft, locomotives and experimental's. https://secondlife.com/destination/drivers-of-second-life Each Saturday we collect a user created navHUD and gather to take a grid wide adventure that usually ends with a sponsored reward. Throughout the year we gather for weekend camping or other special events including GTFO! At the end of each month we collaborate with the Roadward Cruising Club and sometimes meetup on a sim track. Our authors write about their experiences and expertise with driving, flying, exploring and the tools they use to do so. Feel free to check in from time to time to see our progress and let us know if you would like to contribute! To author or have any questions, send us an email using the form in the sidebar. Yes, we respect your privacy. https://www.driversofsecondlife.info
  3. Welcome Drivers, Pilots and GTFO Haulers! Formerly known as the Drivers of Second Life Wiki. After 4 years on Fandom, we decided to move away from Fandom wiki style info pages and make it easier for to YOU to contribute to the project. Our community helps Second Life drivers find all types of vehicles, tools and information utilized in-world including cars, trucks, bicycles, motorcycles, watercraft, hovercraft, aircraft, locomotives and experimental's. Each Saturday we collect a user created navHUD and gather to take a grid wide adventure that usually ends with a sponsored reward. Throughout the year we gather for weekend camping or other special events including GTFO! At the end of each month we collaborate with the Roadward Cruising Club and sometimes meetup on a sim track. Our authors write about their experiences and expertise with driving, flying, exploring and the tools they use to do so. Feel free to check in from time to time to see our progress and let us know if you would like to contribute! To author or have any questions, send us an email using the form in the sidebar. Yes, we respect your privacy. https://www.driversofsecondlife.info
  4. I am looking for a system to implement into my sim for people to pay to book appointments. Ideally I'd like something visual.. In my head I'm envisioning something like the map rental systems I've seen where it's green for available, red for rented.. but taking that and putting it on a weekly calendar (for example, Monday... 1pm OPEN 2pm RESERVED 3pm OPEN...Tuesday....etc..) At this point I'm planning on doing it all manually on a calendar board, but if there's something more streamlined, I'd love to know!!! Thanks
  5. Hi Lindens and Moles: Could you please define this so everyone knows the correct information: What is the actual conversion rate of a SL meter to RL feet/inches and vice versa? I have looked for this info but have never found the specific and accurate definitive answer - just guesstimates. Having these conversion rates officially defined by LL will be helpful in scaling buildings, avatars, etc. Maybe you could create an official LL/SL scaling grid texture to put on various meter sizes of prims (1, 3, 5, 10, 20, 30, 40, 50, 64) which would be tres cool tool and immensely helpful particularly for peeps who choose to build or size their avatars to to RL scale. Make it available inworld and on MP and perhaps place them in the inventory LIBRARY in a viewer update. Thank you! xo
  6. Greetings everyone, and thank you for taking the time. I am making good progress on my models but encountered one issue as I am weighting a head for an avatar. Everything works fine, except for one vertices or pixel that is just about microscopic. I have tried a lot of different solutions but in vain, despite weighting the head fully red and other nearby bones in zero weight at the mouth, there is still a vertices or pixel that is moving around, flicking as if it has been weighted to an eye bone .. but even if i set all weights as zero in eye bones, the issue persist. I have made sure to fully weight the whole head, but still the issue persist of a little vertices or pixel flicking around and creating a spike on the side of the mouth. Been looking around but not managed to get any support on my particular question. Anyone knows what might be the cause of this or how to solve it? Cheers.
  7. (by the way: scanning the forums, I was not sure if this should go here or someone else... so I apologize if this is technically the wrong place and would like to know for future reference if so!) So this is a little thing I've been working on... I've got a bit of a background in traditional game engines, and using more complex tools for designing visual effects in those engines. One thing that I immediately noticed coming to SecondLife was that creating visual effects is a little more painful than I would like - I constantly have to keep the scripting wiki open, I have to wait for scripts to recompile, it's harder to rapidly preview different textures and materials, and in general iteration time is much slower than I think it ought to be. I know there's already existing in-world solutions for creating simple individual particle effects, but I felt that I could go further. It's very rare in games that the complex visual effects you see are made of just one or two simple emitters. They're layers of several emitters, sometimes all carefully timed with each other to provide just the right effect. I felt that the particle designer I would want to use should be made to make this in particular very easy to do. So I started working on a standalone particle designer. It attempts to replicate SecondLife's particle engine and provide a WYSIWYG editor for particle effects, with the goals in mind: Effects are grouped into project files which contain as many individual emitters as you desire. Editing particles is instant, you can tweak parameters while it's running with no wait times and no lag whatsoever. Individual effects can be assigned a pre-delay time to allow for control over particle sequences. Swap out as many textures as you want quickly and easily with no upload time. Enable/disable individual effects to make it easier to focus on specific effects when needed. Timescale control Gizmo previews of the emitter shapes (explode, angle cone, and angle) And here's what I've got so far: The idea is you can put together your effect in the designer, and then once you're done you export an LSL script and a notecard. The LSL script, the notecard, and all of the textures used are placed into the inventory of a special builder object in-world. That object will then construct the effect for you, setting up all of the scripts, textures, and link sets required for the effect. Things still left to do: Ensure that all currently supported behaviors match SL as closely as possible. For instance, currently the "Follow source" property ("move with emitter") has a few visual differences which need to be resolved esp. when combined with emitter rotation / omega. Add undo/redo support Add option to gather used textures into a folder for easier bulk upload Implement wind preview (figure out SL's wind algorithm?) Implement glow and add glow start/end Implement lighting for better preview of the "Full bright" option (add day/night preview slider?) Add support for ribbon trails Fix a few gizmo rendering bugs in angle cone when angle min/max >180 Fix general UI bugs Thoughts? Concerns? General feedback?
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