Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Love the lights

Aodhan McDunnough
Gearhead
Join date: 29 Mar 2006
Posts: 1,518
05-24-2006 12:31
Finally getting to see the new build 1.10 . The light effects are really nice.

Still fooling around with flexiprims, fun stuff.
Moopf Murray
Moopfmerising
Join date: 7 Jan 2004
Posts: 2,448
05-24-2006 12:40
The lighting is absolutely scrumptious :) I'm going to have such fun with this.

And flex prims, I had 150 tapered cones swaying in the wind like something out of Honey I Shrunk The Kids a little while ago. Looked great.
_____________________
Moonshine Herbst
none
Join date: 19 Jun 2004
Posts: 483
05-24-2006 12:48
Yeah, I love both the lights and the flexiprims.

First thing I did was to make a big light at my work-skybox, then I just had to make a black miniskirt that flopped around my waist when I moved. Looking forward to see some excellent stuff when creators get the hang of it.
_____________________

Cocoanut Cookie
Registered User
Join date: 26 Jan 2006
Posts: 1,741
05-24-2006 13:12
Is the new lightint something I'm going to be able to see on my less-than-new computer?

Is there a place to turn them on, so I can see if I can see them or not?

coco
_____________________
mcgeeb Gupte
Jolie Femme @}-,-'-,---
Join date: 17 Sep 2005
Posts: 1,152
05-24-2006 13:53
I love the lights at night :)

Not sure about the Flex Prims though. How is this going to work for hair and skirts?
Moonshine Herbst
none
Join date: 19 Jun 2004
Posts: 483
05-24-2006 13:55
From: Cocoanut Cookie
Is the new lightint something I'm going to be able to see on my less-than-new computer?

Is there a place to turn them on, so I can see if I can see them or not?

coco

Preferences - Graphic Detail - Lighting Detail - Nearby local lights
_____________________

Tony Tigereye
Registered User
Join date: 4 Sep 2003
Posts: 165
05-24-2006 13:56
are lights scriptable? in other words, I used to have scripts that would turn lights on during the night and off during the day. is this still possible? it wasn't in the 1.9 preview builds, and i never got a chance to check in the 1.10 previews.
vivi Odets
Flibbertigibbet
Join date: 4 Sep 2005
Posts: 698
05-24-2006 14:01
Screen shots, please! Some of us are stuck at work (stomps foot) and won't be able to see these delicious visions for hours yet!

Screen shots, perty please?!?!?
Androclese Antonelli
Org. B-Day: 05/11/04
Join date: 25 Apr 2006
Posts: 96
05-24-2006 14:13
From: vivi Odets
Screen shots, please! Some of us are stuck at work (stomps foot) and won't be able to see these delicious visions for hours yet!

Screen shots, perty please?!?!?


Pardon the large size, but I was too lazy to scale down:

Here is a shot WITHOUT the new lighting.

Here is a shot WITH the new lighting.

Note, on both images, the sword on the left statue has the lighting on.
_____________________
The Sculpted Garden

Originally Born 5/11/2004 - New AV, Old Player.

If you leave the game, don't delete your account, just make it 'free'. You'll lose your inventory like I did. *sniff*
Cocoanut Cookie
Registered User
Join date: 26 Jan 2006
Posts: 1,741
05-24-2006 14:24
Thanks, Moonshine!

coco
_____________________
Ethan Yeats
Registered User
Join date: 4 Apr 2006
Posts: 0
05-24-2006 14:25
The lighting is beautiful -- and surprise, SL runs more smoothly now for me than it has since 1.7!

I tried doing some floppy prims, but unfortunately if you try to flex linked prims they're damn hard to line up :( I had them obeying the laws of chaos instead of Cindy's laws! It'll take some playing but WOW great job on this update!
Ewan Took
Mad Hairy Scotsman
Join date: 5 Dec 2004
Posts: 579
05-24-2006 14:32
From: vivi Odets
Screen shots, please! Some of us are stuck at work (stomps foot) and won't be able to see these delicious visions for hours yet!

Screen shots, perty please?!?!?



I posted my house lit up at night in the gallery forum. My first effort but still looks pretty!
_____________________
mcgeeb Gupte
Jolie Femme @}-,-'-,---
Join date: 17 Sep 2005
Posts: 1,152
05-24-2006 17:02
Hmmm, is it just me but Torus doesn't have any flexy prim options? So much for moving hair.
Wanda Rich
Registered User
Join date: 22 Apr 2006
Posts: 320
05-24-2006 17:31
From: mcgeeb Gupte
Hmmm, is it just me but Torus doesn't have any flexy prim options? So much for moving hair.


yes, seems to be the case for me too.

I'm also wondering how a skirt can be made to wave in the wind. Its basically a tube that is tapered at the top but only the top of the object seems to move around, it cant be rotated because the smaller end has to be the waist.

I also messed around with making tube lights (like flourescent or neon) but the light seems to be emitted from dead centre and not along the whole length of the object.

Interesting and fun toys though :)
HeatherDawn Cohen
Who Me?!?!
Join date: 9 Aug 2004
Posts: 397
05-24-2006 17:53
From: Androclese Antonelli
Pardon the large size, but I was too lazy to scale down:

Here is a shot WITHOUT the new lighting.

Here is a shot WITH the new lighting.

Note, on both images, the sword on the left statue has the lighting on.


Wooo! Niiiice!
Cristiano Midnight
Evil Snapshot Baron
Join date: 17 May 2003
Posts: 8,616
05-24-2006 17:57
From: Tony Tigereye
are lights scriptable? in other words, I used to have scripts that would turn lights on during the night and off during the day. is this still possible? it wasn't in the 1.9 preview builds, and i never got a chance to check in the 1.10 previews.


* Added support for flexible object and light parameters to
llSetPrimitiveParams()
** To set the light parameters of a primitive, use llSetPrimitiveParams
with the keyword PRIM_POINT_LIGHT
*** USAGE:
*** llSetPrimitiveParams([PRIM_POINT_LIGHT, BOOL Enabled, Vector Color,
Float Intensity, Float Raduis, Float Falloff]);
** To set the flexible parameters of a primitive, use
llSetPrimitiveParams with the keyword PRIM_FLEXIBLE
*** USAGE:
*** llSetPrimitiveParams([PRIM_FLEXIBLE, BOOL Enabled, Integer Softness,
Float Gravity, Float Friction, Float Wind, Float Tension, Vector Force]
_____________________
Cristiano


ANOmations - huge selection of high quality, low priced animations all $100L or less.

~SLUniverse.com~ SL's oldest and largest community site, featuring Snapzilla image sharing, forums, and much more.

Vares Solvang
It's all Relative
Join date: 26 Jan 2005
Posts: 2,235
Yay for the Lindens!
05-24-2006 18:02
I have a transparent prim set to give off a red light. I wear it on my left upper arm and now I have spooky mood lighting with me at all times =). (for my goth/vamp AV)

I love hardware lighting!! Woot for the Lindens!
Sera Cela
A little bit of crazy
Join date: 15 Sep 2005
Posts: 197
05-24-2006 18:11
I think the lights are my fav thing in sl ever :p

Floppy prim hair is great too :p (can't get it to look right though, cause no tori :/)

Tony Tigereye
Registered User
Join date: 4 Sep 2003
Posts: 165
05-24-2006 22:40
From: Cristiano Midnight
* Added support for flexible object and light parameters to
llSetPrimitiveParams()


perfect! thanks!
Melvin Took
Registered User
Join date: 23 Oct 2005
Posts: 1
05-24-2006 23:26
I'm very happy with the new local lighting in the new version. Much more efficient and controllable than it was before. Bravo, Linden Labs! But I have a MAJOR gripe. I have discovered that none of the prims that were set as a light source in the previous versions are light sources anymore. None of the lamps or other luminous objects like fires I own had their local lighting properties transfered to the new method. At best, I would have to go through all of those objects and set them to be light sources again with the new feature options, but reality is that most of those objects are onces that I purchased and mostly those are not modifiable. So this means I have a bunch of lights on/in my house that are no longer local light sources. As great as the new render engine is with the new local lighting almost none of my lights are able to take advantage of it because they are no longer local light sources and I can't even modify them to be so.

It would have been really nice (to say the least) if they had programmed it so that objects using the old local light option would have been converted to the new one automatically.