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A working invisibility script

Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
09-06-2004 20:31
Not to say that that last one doesn't work; I've never tried it. I just know this one does in fact work. It also gives away the key to the invisible texture, 'cause I can't see why everyone's keeping it such a big secret. :P Anyhoo...

CODE


// "Invisible" texture script
// Cross Lament claims no credit for this
// She also refers to herself in the third person

default
{
state_entry()
{
llSetPrimitiveParams( [ PRIM_TEXTURE, ALL_SIDES, "b8d3965a-ad78-bf43-699b-bff8eca6c975", ZERO_VECTOR, < 0.4, 0.4, 0 >, 0.0 ] ) ;
}
}



It looks keen, and opens up a fair number of silly avatar and building ideas.

I'm sure someone out there is selling invisible objects for a mint, so I'm probably wrecking their business model. Ah well, market forces, trade secrets, all that jazz. :D
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- Making everyone's day just a little more surreal -

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Evil Fool
"==" != "="
Join date: 30 Jul 2004
Posts: 110
09-10-2004 15:22
terrain_dirt.tga b8d3965a-ad78-bf43-699b-bff8eca6c975
terrain_grass.tga abb783e6-3e93-26c0-248a-247666855da3
terrain_mountain.tga 179cdabd-398a-9b6b-1391-4dc333ba321f
terrain_rock.tga beb169c7-11ea-fff2-efe5-0f24dc881df2
terrain_dirt_detail.tga 0bc58228-74a0-7e83-89bc-5c23464bcec5
terrain_grass_detail.tga 63338ede-0037-c4fd-855b-015d77112fc8
terrain_mountain_detail.tga 303cd381-8560-7579-23f1-f0a880799740
terrain_rock_detail.tga 53a2f406-4895-1d13-d541-d2e3b86bc19c

Might as well pass out the list of usable textures....
Zeus Zugzwang
Junior Member
Join date: 4 Sep 2004
Posts: 5
09-11-2004 03:55
Thanks. How would you toggle this on and off?
Siro Mfume
XD
Join date: 5 Aug 2004
Posts: 747
09-14-2004 09:45
This method merely seems to produce a brown object.
Everest Palmerstone
Disciple of Flonne
Join date: 22 Jun 2004
Posts: 14
09-14-2004 17:14
I'm having the same problem as Siro. Using the alternative textures makes a gray, transparent prim-- I had it on my av and wasnt invisible.. Hmm.
Gattz Gilman
Banned from RealLife :/
Join date: 29 Feb 2004
Posts: 316
09-17-2004 05:06
it works for me. Did you change the transperancy? Keep it at 0. Oh, and btw, you are not 100% invisiblw, the texture is a kinde of cloud. but that will be the only thing showing. All people will see is that lightly cloudy texture and not you.
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Drake Templar
Junior Member
Join date: 18 Aug 2004
Posts: 1
09-17-2004 18:29
I think I need some clarity. I keep getting that brown object
Evil Fool
"==" != "="
Join date: 30 Jul 2004
Posts: 110
09-17-2004 19:15
LoL did you not read my post?

if they have the terrain loaded in their cache (seen it before relogging/can currently see it)

then it WON'T WORK
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
09-23-2004 23:55
I would pay good money for an inventory copy of the default texture and if someone knows the key to the snow texture i would love it as well :p
Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
09-26-2004 03:02
I've put an invisibility prim on my land at Tilitr 7,86 that is free for anyone to copy. It's perfectly clear and not cloudy. I've been using it for my digitigrade fox legs for months, and I'm quite pleased with the results. Here's the text of the notecard included in the prim:

From: someone

INVISIBILITY PRIM PUBLIC 1.0
by Beatfox Xevious
last updated Sept. 26, 2004
--------------------------------------------------------------------------------
This scripted prim is free for anyone to copy and edit as they please. You can credit me if you really feel like it, but you don't have to by any means. I'm providing this because I occasionally hear of requests for such an item, and I know there's people out there who would charge exorbitant L$ for something that really isn't that hard to make (if you know how).


How It Works

SL has a few special system textures that are only accessible by UUID key and that possess properties which no other textures do. Namely, a prim using one of these textures is capable of rendering whatever avatar textures and textures containing alpha channels are inside or behind it completely invisible. Normal textures that do not contain alpha channels will remain untouched. This is useful for hiding part or all of an avatar while keeping non-alpha attachments visible. Great for creating digitigrade legs, skeletons, Rayman -- the sky's the limit!

Note that water and trees are alpha textures, and as such will be hidden by invisibility prims. Also, the sky behind such a prim may appear just a tad discolored. In addition, shiny objects will appear non-shiny, although they will still be visible.


About the Refresh Script

The invisibility textures can be a little quirky, and frequently they will make more than just avatars and alpha textures invisible. Something to do with the texture loading order -- I don't fully understand it myself. Anyway, the refresh script fixes that by automatically changing from the default invisibility texture to a different one, and then back again, once every minute. This will fix the issue IF AND ONLY IF this prim is the only one using its default invisibility texture in the area currently being rendered. If another prim in the area is using that texture as well, the refresh will not work. If you want to build an avatar that uses multiple invisibility prims and have them successfully refresh, you will need to write a set of scripts that causes all of those prims to refresh at the EXACT SAME TIME.


Have fun!

-Beatfox
Deklax Fairplay
Black Sun
Join date: 2 Jul 2004
Posts: 357
09-28-2004 15:48
Wow; Ive got to say, thank you so much for giving this out. I can't believe how long people have been out there raping others over this rather than just spilling the beans on such a simple 'feature'. LOL.

*does Kick - Dance Loop*
Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
09-28-2004 23:31
My pleasure, Deklax. Glad I could be of help! :)
Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
09-29-2004 13:23
The invisibility texture is a bug and seems to have been fixed on some of the newer servers. in some sims you will just see a brown object instead of it becoming invis
Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
09-30-2004 01:48
Rickard, can you give some examples of such sims? That doesn't seem like the kind of thing that would be sim-dependent. I would have thought the effect would just be client-related.
Laukosargas Svarog
Angel ?
Join date: 18 Aug 2004
Posts: 1,304
what did I miss ?
09-30-2004 06:50
Did I miss something ?
Is there a global 100% alpha texture available ?
Cos I uploaded my own thinking it was probably safest.
Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
09-30-2004 21:34
Laukosargas, there is a pure alpha texture you can access by using llSetTexture with this key:
CODE
"f54a0c32-3cd1-d49a-5b4f-7b792bebc204"

But what we're talking about here are certain system textures that have unusual properties, not just plain alpha textures. If you're looking to make your avatar invisible, regular alpha textures won't help you.
Paradigm Brodsky
Hmmm, How do I set this?
Join date: 28 Apr 2004
Posts: 206
10-10-2004 20:24
Hi, anyone know the vector offsets and texture repeat values to make the texture look clear? I have mine on horizontal offset -0.4 and verticle offset -0.6, but it's still not totaly clear. I was fine with this untill I saw someone with a totaly clear vertion that didn't discolor the sky around it at all. Now that I know it's possible I want to do that too. Anyone know what the settings are?
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
10-11-2004 00:22
there is another texture that will work in all sims...
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Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river.
- Cyril Connolly

Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence.
- James Nachtwey
Nexus Nash
Undercover Linden
Join date: 18 Dec 2002
Posts: 1,084
10-13-2004 10:49
It's a bug... it's when the uuid is not found on the dataserver... notice "loading" textures have the same properties as these... (they filter out pretty much everything but the ground) as to why it "never" loads.. I have no idea!
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Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
10-13-2004 10:51
From: Strife Onizuka
there is another texture that will work in all sims...


Don't tease! What is it? :D
_____________________
- Making everyone's day just a little more surreal -

Teeple Linden: "OK, where did the tentacled thing go while I was playing with my face?"
Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
10-14-2004 13:15
Cross, I have a free moddable invisiprim at my home in Tilitr. You can just copy and modify that for your needs. I've been using it for my digitigrade legs, and it works great. It's not cloudy, and as far as I can tell it works in all sims.

And no, Nexus, it's not the "loading" texture. It's a different one. There are a couple of linear gradient textures accessible by UUID that produce the same effect as the one you're thinking of.
Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
10-14-2004 15:47
The sims brown objects happen in change since sims are not on a static box. If a sim dies it gets rotated to a standby box, but I would say the newer sims have a better chance of producing a brown object. As far as I know Sami, where I live, shows brown objects right now. A lot of the snow sims do too.
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
10-16-2004 15:08
From: Beatfox Xevious
Cross, I have a free moddable invisiprim at my home in Tilitr. You can just copy and modify that for your needs. I've been using it for my digitigrade legs, and it works great. It's not cloudy, and as far as I can tell it works in all sims.

And no, Nexus, it's not the "loading" texture. It's a different one. There are a couple of linear gradient textures accessible by UUID that produce the same effect as the one you're thinking of.


yes i'm refering to the linear gradient textures. They both hide all shiny objects, all bump faces, all semi trans faces, all tga faces,

The linear gradient 2d also hides all faces that are not using the default white texture.
_____________________
Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river.
- Cyril Connolly

Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence.
- James Nachtwey
Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
10-18-2004 10:49
From: Strife Onizuka
yes i'm refering to the linear gradient textures. They both hide all shiny objects, all bump faces, all semi trans faces, all tga faces,

If you apply a bump-map to the invisiprim, it won't hide shiny/bumpy surfaces, though it will make them appear non-shiny/bumpy. I'm not sure what you mean by TGA faces -- aren't all textures converted to JPEG2000 on upload? From my experience, it simply hides textures that have an alpha channel or are set to transparent.
From: someone
The linear gradient 2d also hides all faces that are not using the default white texture.

That must be the effect I've noticed when more than just alpha textures are hidden (and I think all the invisibility textures exhibit this behavior under certain conditions, not just the linear gradient 2d). However, my refresh script appears to fix that. If you briefly set the texture of all your invisiprims to something else (say, a different invisibility texture), then set them back, they will not hide non-alpha textures. The exception is if someone else has an invisiprim(s) in the render-area around you that aren't refreshed at the same time as yours.

Hmm, that gives me an idea. Perhaps I could modify my public invisiprim to synchronize its refreshes with SL time; that way, all future copies of it would refresh together. Thanks for the inspiration, Strife! :D
Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
10-19-2004 00:13
Done. Invisibility Prim Public v1.1 is now up. It and all subsequent copies will alternate between 2 invisibility textures every 30 seconds, synchronized with the SL clock. If you are currently using v1.0, I highly recommend you get the new invisiprim and replace the refresh script in your existing invisiprims with the new script.

Rickard, I checked out Sami a couple of times and I've been around the snow sims a bit, but I still haven't seen the "brown object" effect you describe occur with my invisiprims. Are you sure this isn't something specific to the "loading" texture? My invisiprims only use the linear gradient textures.
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