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Mistychu

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  1. Specifically it would be the glow on a Dazzleshark skin avatar. I.e this is like a glowing layer on a normal skin, stripes as you will; However it uses the Same UV, and same mesh so its only a few lines on a texture. Without a photoshop style way to Lock, that Textures Transparency and animate it that way so it Only animated as an Overlay to the specific texture. There's no way to do it without actually adding Mesh UV that is strictly just the lines wanted to animate. Doing the 150x or whatever nessicary textures would be using that fairly basic photoshop trick I mentioned, where just step a gradient down with Lock transparency on, Overlaying the gradient into that transparency, and essentially manually animating all the frames.
  2. I'm wondering if there's any way between scripting, other tricks etc. To take a texture that has Transparency, use that as a "Lock" Transparency, and Overlay a Texture animation onto that Texture, I.e if I made a Vertical line that is 10 pixels wide thats vertical down a texture of 1024x1024, and wanted to make a rainbow, or something similar run down it (Actual use would have curves and not be straight so can't just slide a texture) or would it be possible to just do this in photoshop with a script that just steps through 150+ texture UUID's
  3. Alright finished the script and got it working correctly Not user friendly at all lol, but here's what I'm having trouble with now with my new primary call. I'm trying to get one vector to store data for a the rgb call so I can use that vector on the iteration to change multiple face colors at once. Specifically error comes up here; Syntax error on the rgbFinal call. rgbFinal = HslToRgb(RgbToHsl(llGetColor(face1)); llSetColor(rbgFinal,face1); llSetColor(rbgFinal,face2); llSetColor(rbgFinal,face3); llSetColor(rbgFinal,face4); llSetColor(rbgFinal,face5); float repeats = 0; float speed = 0.1; float face1 = 0; float face2 = 1; float face3 = 2; float face4 = 3; float face5 = 4; vector rbgFinal; vector RgbToHsl(vector rgb) { float r = rgb.x; float g = rgb.y; float b = rgb.z; float h; float s; float l; float max; float min; // Looking for the max value among r, g and b if (r > g && r > b) max= r; else if (g > b) max = g; else max = b; // Looking for the min value among r, g and b if (r < g && r < b) min = r; else if (g < b) min = g; else min = b; l = (max + min) / 2.0; if (max == min) { h = 0.0; s = 0.0; } else { float d = max - min; if (l > 0.5) s = d / (2.0 - max - min); else s = d / (max + min); if (max == r) { if (g < b) h = (g - b) / d + 6.0; else h = (g - b) / d; } else if (max == g) h = (b - r) / d + 2.0; else h = (r - g) / d + 4.0; h /= 6.0; } h = h - 0.002777776; if (h <= 0.003){ h = 0; return <h, s, l>;} else { return <h, s, l>;} } vector HslToRgb(vector hsl) { float r; float g; float b; if (hsl.y == 0.0) // If saturation is 0 the image is monochrome r = g = b = hsl.z; else { float q; if (hsl.z < 0.5) q = hsl.z * (1.0 + hsl.y); else q = hsl.z + hsl.y - hsl.z * hsl.y; float p = 2.0 * hsl.z - q; r = HueToRgb(p, q, hsl.x + 1.0 / 3.0); g = HueToRgb(p, q, hsl.x); b = HueToRgb(p, q, hsl.x - 1.0 / 3.0); } return <®, (g), (b)>; } float HueToRgb(float p, float q, float t) { if (t < 0.0) t += 1.0; if (t > 1.0) t -= 1.0; if (t < 1.0 / 6.0) return p + (q - p) * 6.0 * t; if (t < 1.0 / 2.0) return q; if (t < 2.0 / 3.0) return p + (q - p) * (2.0 / 3.0 - t) * 6.0; return p; } default { state_entry() { llSetTextureAnim(ANIM_ON | SMOOTH | LOOP,1,0,0,0, 0,0); llSetTimerEvent(speed); } timer() { if (repeats == 3 || repeats >= 3) { float texture = llFrand(3); if (texture <= 1.001) { } else if (texture <= 2.001 && texture >= 1) { } else if (texture >= 2) { } repeats = 0; } else { repeats += 1; } rgbFinal = HslToRgb(RgbToHsl(llGetColor(face1)); llSetColor(rbgFinal,face1); llSetColor(rbgFinal,face2); llSetColor(rbgFinal,face3); llSetColor(rbgFinal,face4); llSetColor(rbgFinal,face5); } }
  4. Oh shoot got it to save... it didn't need <> because its a vector
  5. Updated the main call, I saw I misused llGetColor without the proper face call. llSetColor(<HslToRgb(RgbToHsl(llGetColor(1)))>,1); Get Color Gets a Color Vector; RgbToHsl Takes a Rgb Vector and Converts it to a Hsl Then HslToRgb converts the Hsl back to a Rgb after h = h - 0.003 (or a value I haven't decided yet tweakable) And Should submit it to in the end to llsetcolor which sets it to a face
  6. This is how far I got; Below is entire script, trying to get it to -h value every time HslToRgb is called and script would repeat itself. I don't know how to properly call these within confines of llSetColor llSetColor(<HslToRgb(RgbToHsl(llGetColor))>,1); float repeats = 0; vector RgbToHsl(vector rgb) { float r = rgb.x; float g = rgb.y; float b = rgb.z; float h; float s; float l; float max; float min; // Looking for the max value among r, g and b if (r > g && r > b) max= r; else if (g > b) max = g; else max = b; // Looking for the min value among r, g and b if (r < g && r < b) min = r; else if (g < b) min = g; else min = b; l = (max + min) / 2.0; if (max == min) { h = 0.0; s = 0.0; } else { float d = max - min; if (l > 0.5) s = d / (2.0 - max - min); else s = d / (max + min); if (max == r) { if (g < b) h = (g - b) / d + 6.0; else h = (g - b) / d; } else if (max == g) h = (b - r) / d + 2.0; else h = (r - g) / d + 4.0; h /= 6.0; } h = h - 0.003; return <h, s, l>; } vector HslToRgb(vector hsl) { float r; float g; float b; if (hsl.y == 0.0) // If saturation is 0 the image is monochrome r = g = b = hsl.z; else { float q; if (hsl.z < 0.5) q = hsl.z * (1.0 + hsl.y); else q = hsl.z + hsl.y - hsl.z * hsl.y; float p = 2.0 * hsl.z - q; r = HueToRgb(p, q, hsl.x + 1.0 / 3.0); g = HueToRgb(p, q, hsl.x); b = HueToRgb(p, q, hsl.x - 1.0 / 3.0); } return <®, (g), (b)>; } float HueToRgb(float p, float q, float t) { if (t < 0.0) t += 1.0; if (t > 1.0) t -= 1.0; if (t < 1.0 / 6.0) return p + (q - p) * 6.0 * t; if (t < 1.0 / 2.0) return q; if (t < 2.0 / 3.0) return p + (q - p) * (2.0 / 3.0 - t) * 6.0; return p; } default { on_rez(integer start_param) { llSetColor(<1,0,0>,1); //Set Color Red on Rez // Restarts the script every time the object is rezzed llResetScript(); } state_entry() { llSetTextureAnim(ANIM_ON | SMOOTH | LOOP,1,0,0,0, 0,0); llSetTimerEvent(3.3); } timer() { if (repeats == 3 || repeats >= 3) { float texture = llFrand(3); if (texture <= 1.001) { } else if (texture <= 2.001 && texture >= 1) { } else if (texture >= 2) { } repeats = 0; } else { repeats += 1; } llSetColor(<HslToRgb(RgbToHsl(llGetColor))>,1); llSleep(0.02); } }
  7. Fairly new to script have looked under library haven't found anything yet. Trying to do a basic repeating script that will set color to say 255,0,0 Then will change huge -1 and repeat for infinity.
  8. Land was bugged, but have payed the tier at box at your headquarters, which should reserve it for us. Land did not allow us to select to Buy or pay or any means like that
  9. Theres alot of houses out there that just aren't functional in Secondlife, I'm looking for a High Quality Mesh house, with at least 1 Bedroom and preferably an Ensuite bathroom, spacious living/kitchen area. Doesn't need to have much more then that, what I don't want is a house with 3 extra bedrooms, or tons of small rooms designed in a sense of a real house of that size, to be functional in my mind in secondlife rooms need to be decent sized just to help with camera's and overal feel of the home. Please let me know if you know of anything that meets me needs, and please do not say something like inverse etc, They do NOT qualify as High quality mesh.
  10. We own our own Class 8 Sim, and they don't do this elsewhere and have noticed this with blinds, etc that shouldn't happen, but when the pets switch between animated states rezzed on ground they go invisible for a second reappear then again and again and again. Sold by this store inworld specifically the bunny; https://marketplace.secondlife.com/stores/7022 Which is fine in their sim and other sims we saw it in. Any idea why this is happening when rezzed on our sim?
  11. https://marketplace.secondlife.com/p/Zup-Shirt-Mesh-Leo-Cross-Black/4495649 If anyone can help me figure out where or what it is would be amazing.
  12. Me and my partner, and a bunch of other friends and their partners etc have a very large plot under our control now, aprox 130x130m And were trying to find options for Big Family style housing thats well balanced and is designed for multiple people to live in, this being on of the best options so far we've considered and alot of things By Furniture 011 but specifically Scorpio because of the 4 extremely balanced bedrooms, and bathrooms etc. https://marketplace.secondlife.com/p/Unfurnished-house-Scorpion/3615791 But I was wondering if anyone knew any other: 4+ Bedroom Multi function, I.E pool etc Balanced design, no one massive master suite then everyone else gets little kids rooms High Quality Single Unit, No appartments or large seperation. Just trying to sift through the market and see what else is avaliable but its an extremely hard thing to search since what I'm looking for isn't Specific.
  13. Me and my partner, and a bunch of other friends and their partners etc have a very large plot under our control now, aprox 130x130m And were trying to find options for Big Family style housing thats well balanced and is designed for multiple people to live in, this being on of the best options so far we've considered and alot of things By Furniture 011 but specifically Scorpio because of the 4 extremely balanced bedrooms, and bathrooms etc. https://marketplace.secondlife.com/p/Unfurnished-house-Scorpion/3615791 But I was wondering if anyone knew any other: 4+ Bedroom Multi function, I.E pool etc Balanced design, no one massive master suite then everyone else gets little kids rooms High Quality Single Unit, No appartments or large seperation. Just trying to sift through the market and see what else is avaliable but its an extremely hard thing to search since what I'm looking for isn't Specific.
  14. Me and my partner, and a bunch of other friends and their partners etc have a very large plot under our control now, aprox 130x130m And were trying to find options for Big Family style housing thats well balanced and is designed for multiple people to live in, this being on of the best options so far we've considered and alot of things By Furniture 011 but specifically Scorpio because of the 4 extremely balanced bedrooms, and bathrooms etc. https://marketplace.secondlife.com/p/Unfurnished-house-Scorpion/3615791 But I was wondering if anyone knew any other: 4+ Bedroom Multi function, I.E pool etc Balanced design, no one massive master suite then everyone else gets little kids rooms High Quality Single Unit, No appartments or large seperation. Just trying to sift through the market and see what else is avaliable but its an extremely hard thing to search since what I'm looking for isn't Specific.
  15. I got it to work after the cache clear SL is acting extremely laggy still though ooh ok maybe that was it, I did that too tried to get to safe hub and it forced it
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