Delain Canucci Posted August 6, 2013 Share Posted August 6, 2013 Hello all,I like to try different things with particles and love to experiment,now i heard from people that the ribbon particle also is intorduced on sl and i am curious if this is true and if so where i can get an example for this script ? Link to comment Share on other sites More sharing options...
Rolig Loon Posted August 6, 2013 Share Posted August 6, 2013 Here's the most current word (I think), from Nalates's blog: Ribbon Particle A new type of particle has been added: Ribbon. New Ribbon Particle A ribbon particle repeats the texture horizontally. Maestro says the ribbon particle does NOT always face your camera. Also they move with the object. Some were thinking skid marks for tires. If I understood, ribbons will have most of the same limits and options as current particles plus the new ones. Caution Kelly Linden cautions, “One very important thing to realize about these particle changes is that this is the server side support for them, there is also a required viewer update of course which I don’t have an ETA on. As a side effect of this any particle system that uses glow or the blend functions will not render at all on older viewers.” So, that means 3.5 viewers and older will be particle lame. 1 Link to comment Share on other sites More sharing options...
Delain Canucci Posted August 8, 2013 Author Share Posted August 8, 2013 Yes that one i have seen but it does not mention where to get an example of the script anywhere i checked LSL library and also inworld ,asked around but no one has seen or heard about it lol so i guess i continue my search and hope i find it one day,but thank you for you're reply Link to comment Share on other sites More sharing options...
Rolig Loon Posted August 8, 2013 Share Posted August 8, 2013 Maybe because it doesn't exist yet. If the code isn't in the servers to support it, no example will work. Link to comment Share on other sites More sharing options...
2nis Sands Posted September 13, 2013 Share Posted September 13, 2013 I found 2 examples so far: https://marketplace.secondlife.com/p/NEKOTECH-Nyan-Cat-Particle-Ribbon-Walker/5286834 Link to comment Share on other sites More sharing options...
Rolig Loon Posted September 13, 2013 Share Posted September 13, 2013 Yes, ribbon particles are in beta still, but a few people are already playing with them. AFAIK, there's no scheduled release date yet. Link to comment Share on other sites More sharing options...
arton Rotaru Posted September 14, 2013 Share Posted September 14, 2013 The server support for ribbon, and the 2 other new particle effects (Blend and Glow) is on the Main Grid for month actually. All what was missing was a Viewer that can render them as well. This was released today. It's the Maintenance RC Viewer which can be found on the Alternate Viewer page. http://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers Link to comment Share on other sites More sharing options...
Innula Zenovka Posted September 14, 2013 Share Posted September 14, 2013 There was an article in Nalates' blog yesterday about Ribbon Particles in Second Life, which includes a report of what Maestro Linden had to say about them, and which reproduces his demo script. The wiki article on llParticleSystem has now been updated to include the new parameters. ETA OK, what am I doing wrong? I downloaded the Maintenance Viewer, and got Jopsy's default chain script from The Particle Lab. I put a chain texture in and made me the target and put in an on/off toggle and it's all working as I would expect. I then add PSYS_PART_RIBBON_MASK to the end of the flags and it highlights as expected and the script compiles. But no particles, or none that are visible, unless I comment out that flag. Is there something else I need to set to make it work? Link to comment Share on other sites More sharing options...
Rolig Loon Posted September 14, 2013 Share Posted September 14, 2013 Cool! I missed her blog this week. Thanks, Innula Link to comment Share on other sites More sharing options...
Qie Niangao Posted September 14, 2013 Share Posted September 14, 2013 It's been working fine in my scripts, Innula, so I went to the Particle Laboratory and tried with the '"Chain" PARTICLE TEMPLATE' script (added the _RIBBON_MASK param, and simply had it target llGetOwner), and that seemed to work fine, too. Maybe a little more obvious what's happening with a fully opaque TEXTURE_PLYWOOD at first, but that wouldn't explain lack of particles altogether. [ETA: Speaking of chains, it seems that _RIBBON_MASK overrides _FOLLOW_VELOCITY_MASK, so a whole bunch of old-school chain and rope particles will need some 90-degree rotation for use in ribbons.] I'm still fiddling with the blending functions. Across the street, Strife suggests some visuals to help make sense of the OpenGL documentation, but it's largely eluded my comprehension so far. Link to comment Share on other sites More sharing options...
Innula Zenovka Posted September 14, 2013 Share Posted September 14, 2013 Thanks, Qie. I took another look, bearing in mind what you said about the 90 degree rotation, and it turned out to be that the texture I was using made the particles very hard to see (though very obvious without the _RIBBON_MASK flag). So it is working. Link to comment Share on other sites More sharing options...
Tomos Halsey Posted October 31, 2013 Share Posted October 31, 2013 It's a very handy effect, I've already used it for swords with trails and vehicle tracks. I'm looking for a way to use it for foot prints and bullet decals since the particle follows the orientation of the prim doing the rezzing. Here is a quick demo on getting it working like the picture provided earlier. llParticleSystem([PSYS_PART_FLAGS,PSYS_PART_RIBBON_MASK|PSYS_PART_INTERP_SCALE_MASK|PSYS_PART_INTERP_COLOR_MASK|PSYS_PART_EMISSIVE_MASK,PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_DROP,PSYS_PART_BLEND_FUNC_SOURCE, PSYS_PART_BF_SOURCE_ALPHA,PSYS_PART_BLEND_FUNC_DEST, PSYS_PART_BF_ONE_MINUS_SOURCE_ALPHA,PSYS_SRC_BURST_SPEED_MIN,0.01,PSYS_SRC_BURST_SPEED_MAX,0.01,PSYS_PART_MAX_AGE,4.0,PSYS_SRC_BURST_PART_COUNT,2,PSYS_SRC_ACCEL,<0.0,0.0,0.0>,PSYS_PART_START_GLOW,1.0,PSYS_PART_END_GLOW,0.0,PSYS_PART_START_SCALE,<0.5,0.5,0.0>,PSYS_PART_END_SCALE,<0.5,0.5,0.0>,PSYS_PART_START_COLOR,<1.0,0.0,0.0>,PSYS_PART_END_COLOR,<0.996,0.890,0.192>]); 1 Link to comment Share on other sites More sharing options...
Chloe1982 Constantine Posted February 2, 2014 Share Posted February 2, 2014 Has anyone seen the effect where a particle stream for a chain leash occasionally "flashes"? Every so often, the particles appear to be surrounded by a cloud that is light and bright; this flashes on and off. The flashing appears to depend on camera angle and I am told is a result of the LL introduction of ribbon particles. I know I'm not the only one to have seen it, but really want to know if there is a fix for the problem. Many thanks, Chloe Link to comment Share on other sites More sharing options...
Qie Niangao Posted February 2, 2014 Share Posted February 2, 2014 This isn't really a scripting bug and I'm not sure it appeared with ribbon particles, per se, but in any case I don't think there's a fix yet. The bug was reported back in September. You probably can't see it because the jira was castrated by cowards, but the report is BUG-3960 in case it's ever listed as fixed in viewer release notes. To confirm that it's the same bug, see this video linked in the forbidden bug report. Link to comment Share on other sites More sharing options...
Chloe1982 Constantine Posted February 2, 2014 Share Posted February 2, 2014 That sure looks like the same effect; thank you for pointing me to the bug I can't get to see! Are there any known workarounds? I dread the number of bug reports that will come in about this issue. I was told it was ribbon related and since I write scripts, hence the question here! Link to comment Share on other sites More sharing options...
Qie Niangao Posted February 2, 2014 Share Posted February 2, 2014 Probably not the kind of workaround you had in mind, but in case it helps, the effect is reportedly greatly attenuated by enabling shadows. Oddly, I'm not seeing this bug copied over into the Firestorm jira. I'd be surprised if Firestorm is immune to it, but don't know. Link to comment Share on other sites More sharing options...
Recommended Posts
Please take a moment to consider if this thread is worth bumping.
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now