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Found 24 results

  1. Hoolymations is seeking someone with experience adding particles to mesh. This paid position would see you making realistic, efficient particles such as smoke from a cigarette for an existing mesh object. You will be working with a team, so experience working in one on top of good communication is essential. Please leave a notecard (NicoletteHasArrived or lovingfursona) or contact via discord (username: jaydendominicsl) with the following information: relevant work experience, why you would be a good fit for the job, and any questions you have. We’re looking forward to welcoming you to the team! Thanks. 🤩
  2. Particles Party, a night of colour and psychedelic fun! A collection of Particle photos by April Acorn. Join us March 19 at 12: 30 pm 12;30 Alchemelic: music and art by d-oo-b & kalyca 1 pm LiTo DJTeam takes the stream and makes us dance. A day of fun at Cloud Galleries in Corsica South Coasters @Kalyca McCallen @Lizzy Swordthain @MajorTom Willis @AprilAcorn @Owl Dragonash
  3. I'm fairly new to creating meshes in blender. What I'm trying to do is make some sparkle particles for the ground part of my mesh, but I wanna make sure I'm doing it right. The first pic is what I have so far.. here's what I did to get there: Added my plane and added an emission material to it and also set my viewer to bloom. (will this still bake into the texture to show that diffused glow effedt? if not what do i do?) Then I selected the plane and the floor and used "scatter objects" to make multiple of them scattered throughout. What I'm trying to go for is something like the 2nd pic. I haven't baked textures yet and want to make sure they'll be baked properly to achieve the light glow i'm going for.. Is my material correct? Or do i need to change it and then apply the glow using SL's glow option? Or do i need to make this an actual light in sl?
  4. (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?
  5. I am working on a dance routine similar to Singing in the rain. As my dancers kick and move around the stage, I would love to have them splash through puddles, with the spray mimicking real splashing. I have looked on the MP and didn't find anything like what I want. Can this be done? If so, is it easy enough for someone like me (not a scripter or builder) to create? Or is there someone capable of building it for me? Any help or guidance is always appreciated. Thank you!
  6. I was working on a tiny simple newbie script for a "generator". I need to make a particle effect that gives off 1 burst of sparks. Tho i get this error code when i try to run my script: PSYS error: Rule 2 error, PSYS_SRC_ACCEL needs vector data. Here is the section of the code that should be related to it: (I should mention i already have the { and } as well as a default and entry state.) vector COLOR_FIRE = <1.000, 0.522, 0.106>; llSetPrimitiveParams([ PRIM_FULLBRIGHT, ALL_SIDES, FALSE, PRIM_POINT_LIGHT, TRUE, COLOR_FIRE, 2.0, 3.0, 0.6]); float angle1 = 0.0000; float angle2 = 3.1415; vector endc = <1.0,0.7,1.0>; float enda = 0.1; vector ends = <0.5,0.5,0.5>; float endg = 0.0; float SMA = 0.1; float PMA = 1.2; vector RP = <2.0,0.0,0.0>; float MS = 1.0; llParticleSystem( [ PSYS_PART_BOUNCE_MASK, PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE_CONE, PSYS_SRC_ANGLE_BEGIN, angle1, PSYS_SRC_ANGLE_END, angle2, PSYS_PART_END_COLOR, endc, PSYS_PART_END_ALPHA, enda, PSYS_PART_END_SCALE, ends, PSYS_PART_END_GLOW, endg, PSYS_SRC_MAX_AGE, SMA, PSYS_PART_MAX_AGE, PMA, PSYS_SRC_OMEGA, RP, PSYS_SRC_BURST_SPEED_MIN, MS, PSYS_SRC_ACCEL, <0.0, 0.0, -0.8> ]); (Please keep in mind that i'm still just learning the particle function and don't completly know how to use it correctly) Also sorry for bad grammar- Thanks for reading! ^w^
  7. I bought a bracelet that i like the look of from sl market, but whenever i add it it just spews out particles. How do i turn them off (Not just for my view but for everyone, properly off permanently so it's just a bracelet) i've been all over Sl help site, forums, google and youtube. I can't find a clear answer (I suspect i need to put text into a new script, if that's the case can someone please give me what to copy/paste into it. Thanks)
  8. Hi! I want to share some particle systems: FIRE //* script_starts_here: FIRE SCRIPT ON/OFF TOUCH PUBLIC // integer run; default { touch_start(integer total_number) { if(run) { run = FALSE; llParticleSystem([]); } else { run = TRUE; llParticleSystem([PSYS_PART_MAX_AGE,2.50, PSYS_PART_FLAGS, 259, PSYS_PART_START_COLOR, <0.18, 0.16, 0.13>, PSYS_PART_END_COLOR, <0.59, 0.65, 0.62>, PSYS_PART_START_SCALE,<0.15, 0.15, 0.00>, PSYS_PART_END_SCALE,<0.77, 1.21, 0.00>, PSYS_SRC_PATTERN, 2, PSYS_SRC_BURST_RATE,0.00, PSYS_SRC_BURST_PART_COUNT,4, PSYS_SRC_BURST_RADIUS,0.00, PSYS_SRC_BURST_SPEED_MIN,0.07, PSYS_SRC_BURST_SPEED_MAX,0.35, PSYS_SRC_ANGLE_BEGIN, 1.65, PSYS_SRC_ANGLE_END, 0.00, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_TEXTURE, "006d9758-81da-38a9-9be3-b6c941cae931", PSYS_PART_START_ALPHA, 0.40, PSYS_PART_END_ALPHA, 0.00, PSYS_SRC_ACCEL, <0.00, 0.00, 1.14>]); } } } //* script_ends_here SMOKE //* script_starts_here: SMOKE // default { state_entry() { llParticleSystem([PSYS_PART_MAX_AGE,2.50, PSYS_PART_FLAGS, 259, PSYS_PART_START_COLOR, <0.18079, 0.16000, 0.13761>, PSYS_PART_END_COLOR, <0.59811, 0.65541, 0.62564>, PSYS_PART_START_SCALE,<0.15062, 0.15062, 0.00000>, PSYS_PART_END_SCALE,<0.77423, 1.21800, 0.00000>, PSYS_SRC_PATTERN, 2, PSYS_SRC_BURST_RATE,0.00, PSYS_SRC_BURST_PART_COUNT,4, PSYS_SRC_BURST_RADIUS,0.00, PSYS_SRC_BURST_SPEED_MIN,0.07, PSYS_SRC_BURST_SPEED_MAX,0.35, PSYS_SRC_ANGLE_BEGIN, 1.65, PSYS_SRC_ANGLE_END, 0.00, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_TEXTURE, "006d9758-81da-38a9-9be3-b6c941cae931", PSYS_PART_START_ALPHA, 0.40, PSYS_PART_END_ALPHA, 0.00, PSYS_SRC_ACCEL, <0.00, 0.00, 1.14>]); } } //* script_ends_here RAIN //* script_starts_here: RAIN / ON/OFF CHAT COMMAND Say : /10 start / stop // default { state_entry() { llListen(10,"","",""); } listen(integer chan, string name, key id, string msg) { if(msg=="stop") { llParticleSystem([]); } else if(msg=="start") { llParticleSystem([PSYS_PART_MAX_AGE,1.20, PSYS_PART_FLAGS, 259, PSYS_PART_START_COLOR, <0.73, 0.84, 0.79>, PSYS_PART_END_COLOR, <0.61, 0.76, 0.82>, PSYS_PART_START_SCALE,<0.10, 0.00, 0.00>, PSYS_PART_END_SCALE,<0.10, 3.69, 0.00>, PSYS_SRC_PATTERN, 8, PSYS_SRC_BURST_RATE,0.10, PSYS_SRC_BURST_PART_COUNT,25, PSYS_SRC_BURST_RADIUS,5.57, PSYS_SRC_BURST_SPEED_MIN,0.11, PSYS_SRC_BURST_SPEED_MAX,0.64, PSYS_SRC_ANGLE_BEGIN, 0.00, PSYS_SRC_ANGLE_END, 0.78, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_TEXTURE, "06675bc5-e9b9-0557-7179-fbf7779faed8", PSYS_PART_START_ALPHA, 0.20, PSYS_PART_END_ALPHA, 0.75, PSYS_SRC_ACCEL, <-0.37, 0.45, -12.00>]); } } } //* script_ends_here Have fun!
  9. Hello! I want to try to create a particle system script with a glitch effect that appears and distorts colors behind it. I saw it several times inworld, and on the market. Does anyone know how this works and how to do it?
  10. Hello! I want to create a teleport effect script. you know such an attached particle emitter is triggered when you teleport the avatar to a new place. I do not know from what event to start it. is it also possible to make it not work when simcrossing?
  11. Greetings, I have a project in which a Particle is to be emitted showing a bounding box. Desire to have particles emitted from an attached object and give a "range" for the player to set forth upon. Can easily determine the start point as the players getPos but when I begin to emit the particles, they move with the player. Want them to not leave the origin of emission. Would like to know if this is possible. Thank you all the brilliant minds out there that have answered so many of my questions here on these forums ❤️
  12. created some realistc fur using the blender hair particle emitter even converted it to mesh with the "convert" button found in the modifier section but when uploaded to secondlife I get the "Dae Parsing error" message is this possible what am I doing wrong?
  13. TELEPORT LANDMARK http://maps.secondlife.com/secondlife/Jaguar Mountains/35/215/21 VIEW US ON SL DESTINATION GUIDE http://secondlife.com/destination/mountain-lion-night-club-amusement-park CHECK OUT OUR FACEBOOK GROUP https://www.facebook.com/groups/1894546247450880/ ● HOLIDAY PARTICLE SHOW ~ DECEMBER 20th 1 - 2 PM ~ SKYFIRE & DJ SUNSET THE ADVENT CALENDAR HAS FREE GIFTS FOR ALL OUR VIPS!!! DEC 1-25th! FREE GROUP JOIN! The Mountain Lion Club and Amusement Park is proud to present HOLIDAY PARTICLE SHOW PERFORMED BY SKY FIRE: Particle Performance By: Sky Fire Productions: Lexi Marshdevil & Particle Tom MUSIC by: DJ Sunset You are invited to join Sky Fire to celebrate the Holiday Season. Dress up in your Holiday Finest and join us! Mountain Lion Club & Amusement Park is quite simply breathtaking. Featuring many various views of a mountain, amusement park & club overlooking a beautiful ocean on a full family-friendly moderate sim. A different breath taking view no matter which direction you look. Mountain Lion Club & Amusement Park features a large Ferris Wheel, Go Karts, as well as various themed Roller Coasters; Crazy Birds and many more! Brand new walk thru Aquarium, Kid Zone, Water Park and Beach to enjoy! Wander the park while enjoying the rocking tunes of our DJs featuring themed sets from the 60s thru to the present hits of 2018. Live DJs & HOSTs from 10am - 8pm Monday thru Saturday! Shop at our Shopping Mall, while you listen to the tunes. Come see the variety of shops in our Mall and Market Carts. Browse at the Art Gallery and pick up something for your home or office. Rent a Shop or Cart to sell your wares. We also have beautiful various sized SkyDome homes for rent fully furnished or bring your own home, with full security.  Need a Job?...We are hiring DJs & Hosts.  Bring your family, friends, neighbors and yourself for a fun loving time here at Mountain Lion Club & Amusement Park. We are Family oriented, people caring, fun loving & love to have a good time!! Music is always great & so many attractions to see and ride! Grab your family for an outing. You'll be glad that you did! SCHEDULE OF EVENTS: Live DJs & HOSTs from Noon - 10pm Monday thru Saturday! ● MELLOW MONDAY MUSIC ~ MONDAY NOON - 2 PM DJ SUNSET ● DECADES ~ MONDAY 2 - 6 PM DJ VIXEN ● MYSTERY MUSIC~ TUESDAY 10 AM- NOON DJ ANGEL ● DOUBLE SHOT TUESDAY NOON - 4 PM DJ SUNSET ● MUSIC MIXOLOGY ~ THURSDAY 10 AM- NOON DJ ANGEL ● HOLIDAY PARTICLE SHOW WITH SKYFIRE ~ DECEMBER 20th THURSDAY 1 - 2 PM DJ SUNSET ● TOTALLY 80'S REWIND ~ THURSDAY NOON - 4 PM DJ SUNSET ● HOLIDAY PARTY ~ DEC 21st FRIDAY 2 - 4 PM DJ YAMELO ● MAGICAL MIX SATURDAY 10 AM - NOON DJ ANGEL ● RAFFLES ~ END OF YEAR CELEBRATION ~ DEC 29th SAT NOON - 4 PM DJ SUNSET Message Inworld for more information: Host Manager: Cat (catinmass) DJ Manager: Wishy (wishstar.ninetails) Club Manager: Wildfire (misswildfire) Club Manager: Miss Tina King (tinaking) Owner/Rentals Manager: Krystal Rose (krystal333) Owner/Senior DJ Manager: Sunset (sunsetmoonites) Owner/Park Manager: Dan (dan.pevensey) COME ROAR WITH THE LIONS!                
  14. Why particles or hovertext remain even if script deleted?
  15. Mountain Lion Club & Amusement Park invites you to put on your best costume and join us for: "FEAR MOUNTAIN" A SKY FIRE HALLOWEEN PARTY!!! SATURDAY 10-27-18 @ 1pm Particles by SKY FIRE's Lexi Marshdevil & Particle Tom Music by DJ Sunset http://maps.secondlife.com/secondlife/Jaguar Mountains/74/165/2712 ___________________________________________________________________ Like any B movie...the plot in this particle performance may start with a hot date, but it is doomed to go horribly wrong. Come celebrate the finest of Halloween particles with Sky Fire and dance to the tunes from DJ Sunset. No ghouls, or zombies will be turned away... Costume Contest: 1st - $1000L 2nd - $500L 3rd - $250 ___________________________________________________________________ Like Sky Fire on Facebook - https://www.facebook.com/groups/413658565468373/ Follow Sky Fire on Flickr - https://www.flickr.com/groups/2816702@N22/ ___________________________________________________________________ MOUNTAIN LION TELEPORT LANDMARK http://maps.secondlife.com/secondlife/Jaguar Mountains/35/215/21 MOUNTAIN LION ON SL DESTINATION GUIDE http://secondlife.com/destination/mountain-lion-night-club-amusement-park MOUNTAIN LION's FACEBOOK GROUP https://www.facebook.com/groups/1894546247450880/
  16. Hello! I have a question. Can a single particle system use different textures one by one? or does each texture need a separate system? if it can, please tell me how to implement it. Thanks for any help!
  17. Hello! I have a question. My seaplane during the movement on water produces foam trace. But the emission goes by impulses, uneven. Help please make the trace smoother and more continuous! Thanks in advance! [PSYS_PART_MAX_AGE,5.00, PSYS_PART_FLAGS, 291, PSYS_PART_START_COLOR, <0.89900, 0.93776, 0.97216>, PSYS_PART_END_COLOR, <0.98706, 0.98044, 0.98756>, PSYS_PART_START_SCALE,<1.00750, 1.00752, 0.00000>, PSYS_PART_END_SCALE,<3.00369, 3.00974, 0.00000>, PSYS_SRC_PATTERN, 4, PSYS_SRC_BURST_RATE,0.00, PSYS_SRC_BURST_PART_COUNT,16, PSYS_SRC_BURST_RADIUS,0.00, PSYS_SRC_BURST_SPEED_MIN,1.00, PSYS_SRC_BURST_SPEED_MAX,1.00, PSYS_SRC_ANGLE_BEGIN, 0.00, PSYS_SRC_ANGLE_END, 0.00, PSYS_SRC_MAX_AGE, 0.0, PSYS_SRC_TEXTURE, "013bfffb-d1a5-04e9-d776-67d4ade3b99b", PSYS_PART_START_ALPHA, 1.00, PSYS_PART_END_ALPHA, 0.50]);
  18. Issue is now resolved - Thank you Hello all, I've searched in a lot of places and can't seem to find an answer. I have an object that makes several HTTP Requests via llHttpRequest, the problem is that every time it does there seems to be some kind of default "particle" animation consisting of white dots (see image). They appear every single time a request gets made, and it occurs when attached to an avatar or rezzed. Only the owner of the object can see their own objects' particles, but I really need to disable them. I have tried: llParticleSystem([]); Any information would be appreciated. Thanks
  19. Hello! Is it possible to make such a script so that if you put it, for example, in an element of clothing (or even full mesh avatar), so that when shooting and hitting bullets on clothes, blood particles will fly out of it? as a spray. Advise me please, thanks a lot!
  20. Hello! I'm trying to create a script of an exploding barrel. I want the object (the barrel - a single mesh object) to explode when bullets hit it - throwing out the explosion particles, making a sound, maybe becoming physical and flying off to the side and self destruct. Have any ideas? Thank you! If I ask to scripters - how much could it cost to write such a script these days?
  21. Hello! Help please with particles! I build a boat and I want to make such a wake on the water, which starts from the very nose and goes around the boats's hull. I saw it inworld so I believe its possible, I just dont know how. Particles does not go through the hull. They are slightly spraying forward and then circling the boat. But my particles go through without encountering obstacles. How can I simulate such particle wake? I have a particle script generator. I'm playing with sliders but I can not find the right one yet. Maybe someone has done this before and just tell the right parameter? This would greatly help. (Animation shows my particles going through obstacle)
  22. Normally I love all things purple and sparkly but these particles, that were attached to some other item have been in my apartment now for too long. I cannot just click and delete them so they are always there. Please tell me in a way that a technical dummy like Bobsie can understand how I can get rid of them? Many thanks!
  23. Hello, i been trying to make a particle to simulate the splashing of the water on a boat, but i just cant make it look realistic as other boat i have seen, i have couple particles studios for generate but i just cant get it, any ideas or tips? Thanks so much for any help
  24. MOUNTAIN LION NIGHT CLUB & AMUSEMENT PARK PRESENTS Mountain Lion Night Club & Amusement Park proudly invites you to an amazing performance: "SKY FIRE's ROCK & ROLL PARTICLE JAM" with Lexi Marshdevil and Particle Tom FRIDAY MAY 12th7pm slt http://maps.secondlife.com/secondlife/Jaguar Mountains/63/134/22 with the Jammin Tunes of DJ Shadow. Join us for an AWESOME time...Bring your Friends!! Come early as the sim will fill up fast. SL TELEPORT LANDMARK http://maps.secondlife.com/secondlife/Jaguar Mountains/63/134/22 VIEW US ON SL DESTINATION GUIDE http://secondlife.com/destination/mountain-lion-night-club-amusement-park CHECK OUT OUR FACEBOOK GROUP https://www.facebook.com/groups/216092842209160/
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