Auto-dimming lights
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Cristiano Midnight
Evil Snapshot Baron
Join date: 17 May 2003
Posts: 8,616
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05-25-2006 21:51
Please add an option to the new lights that will allow them to automatically shut off during daylight. The new lights are gorgeous, but the main problem is now everything is overlit during the day. While we can script a solution to this, it seems wasteful to have so many scripts checking for the sun position when this could simply be built into the client. It should be an option on a light by light basis as to whether or not it remains a light when it is not night.
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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05-25-2006 22:26
It would also be cool to have client side animations of the lights... say, a "flicker" with several factors for rate, delta and randomity - all client side.
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Lyrak Sleeper
Big Bad Wolf
Join date: 10 Jan 2006
Posts: 123
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05-26-2006 04:43
From: Jillian Callahan It would also be cool to have client side animations of the lights... say, a "flicker" with several factors for rate, delta and randomity - all client side. As someone who has had seizures, though this is cool, something in my brain screams "Bad Idea"... unless they were to make it so the rate can't go fast enough to cause problems. If somebody starts sticking strobe lights all over, a lot of people won't get to enjoy the new lighting system. :\
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Lyrak Sleeper Custom Avatars and Clothing Specializes in Furry Avatars (Shapes, working on texturing skill)
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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05-26-2006 07:53
list LIGHT_PARAMETERS = [ <1,1,1>, // color 1.0, // intensity 10.0, // radius 1.0 // falloff ]; integer night() { vector sun = llGetSunDirection(); return (sun.z < 0); } default { state_entry() { llSetTimerEvent(300); // check every 5 minutes. }
timer() { llSetPrimitiveParams([PRIM_POINT_LIGHT,night()]+LIGHT_PARAMETERS); } }
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Cristiano Midnight
Evil Snapshot Baron
Join date: 17 May 2003
Posts: 8,616
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05-26-2006 12:04
Argent,
The entire point was not to have to use a script, but for it to be built in as an option to the client. I know how to do it with a script. With the sheer number of lights that are going to be in use now, using scripts in all of them to do this is not very efficient at all, whereas built in support within client would be.
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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. 
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Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
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05-26-2006 12:11
I agree with both flicker and client side daylight dimming. The client side dimming durring daylight would also be better because of it's ability to work with overridden sun positions. It's easy enought to limit the flicker rate. In anycase if you can play sl now it's a very very small chance that the client would actually be able to make something flicker fast enough to make you siezure.
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Duke Scarborough
Degenerate Gambler
Join date: 30 Apr 2006
Posts: 158
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Other script problem
05-26-2006 12:13
The other problem with the script is that it doesn't deal with 'forced sun position'. Some users like the nightime (I know I do - especially with the new, darker night).
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
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05-26-2006 16:20
I agree on flicker rate, I don't suffer seizures (my sympathies to those who do  ), but I also don't want to see strobe lights ANYWHERE. It would be best if the flicker effect, while having some options is ultimately either flashing (with a minimum flash of a say 0.25 of a second which is still fairly slowly but allows for some effects, could also add an interpolate option to that, so it fades in/out on the flash for better club effects), or flicker which is sporadic, with a random time where you can set a min and max time, with the min being several seconds and it flickers once or twice (not too much).
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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05-28-2006 13:42
From: Cristiano Midnight I know how to do it with a script. With the sheer number of lights that are going to be in use now, using scripts in all of them to do this is not very efficient at all, whereas built in support within client would be. With only the six closest lights to an avatar being rendered, there's likely to be fewer lights than other active scripts like poseballs and doors in a typical build. Having a handful of scripts running a five minute timer is not enough impact to justify adding Yet Another Special Case to the client.
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Shirley Marquez
Ethical SLut
Join date: 28 Oct 2005
Posts: 788
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Flickering lights...
05-31-2006 07:34
I've been experimenting with scripted flickering lights to simulate candlelight or fireplace light. With a scripted light, you can get a maximum of about four changes per second because of the build-in .2 second delay in llSetPrimitiveParams(), though I plan experiments with two light sources to see if I can get a smoother effect. In any case, the light changes I use for simulated candles are fairly subtle -- nothing like full strobing on and off -- so they aren't likely to trigger the problems that some people have with strobe lights. (Question: do any people have trouble with actual candles or fires?)
It would be nice to have this as a client-side effect, even if it would make my work obsolete. The flicker script is pretty active, so I expect that it would contribute somewhat to lag. It wakes up four times per second to change the light parameters; each run isn't very computationally intensive, but nonetheless it adds up. If I make these things available to the public, I will be recommending their use only in small quantities in quiet areas. (There is no point to being in range of more than six of them anyway.)
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