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"invisibility" (SL patent protest Richard Stallman style)

Wraith Jensen
I can walk thru walls....
Join date: 8 Aug 2004
Posts: 130
08-10-2004 09:27
From: someone
If people see that they have fuzzy prim edges on wreas they thought were clear try setting the texture to 99.99 tiling to leave off the last pixel or 2 which SL engines seem to have trouble with


That's a "feature" in OpenGL. I've had the same problems with programs I'm writing. When GL mip-maps the texture (makes small versions that look better from a distance), it tends to do funny things at the edges.

As to "cloaking": this is another "undocumented feature" of any z-buffer based rendering engine. OpenGL (in z-buffer mode) and Direct3D both have the problem. Essentially, if you draw a translucent object, it fills the z-buffer with its distance from the camera. If you draw another object behind it after the translucent object has been drawn, the parts obscured by the translucent object don't get drawn.

<tounge in cheek>
As far as software patents: "free" software will never work in the real world, and would be even more pointless in SL. Part of the "game" in SL is earning money. The only way to earn money in SL is by making things that nobody else has. It's called Capitalism. So far, none of the alternatives have worked. Deal with it. :-)
</tounge in cheek>
LordJason Kiesler
imperfection inventor.
Join date: 30 May 2004
Posts: 215
Its done with a Texture
08-27-2004 08:43
Someone Was nice enough to give me one of these invis prims with mod permission and said, quote "do whatever you want with it".
All it is,
A prim with a texture that dosnt show up in the texture viewer.
It shows up as the "mist" or "smoke" look when a texture hasnt loaded.

also the trick to making the texture work better, "make the effect more clear almost 100%" is the ofset.

set ....
(U) "-0.400"
(V) "-0.500"

Now im slowly learning scripting, If anyone knows how to get the key of a texture from a prim, please poast instructions, or a script here and ill do it and poast the key of the texture here for all to see.
Lance LeFay
is a Thug
Join date: 1 May 2003
Posts: 1,488
08-29-2004 17:47
Jason, thats the NEW invisible trick. This was the old one.
_____________________
"Hoochie Hair is high on my list" - Andrew Linden
"Adorable is 'they pay me to say you are cute'" -Barnesworth Anubis
Evil Fool
"==" != "="
Join date: 30 Jul 2004
Posts: 110
08-30-2004 17:11
LordJason, if you want the texture key that I used on the sphere I gave to you, just ask me

as far as I know, there is no way to grab the current texture's key

Also, just for clarification, the texture that is used here is not a texture that somebody actually posesses, and therefore can only be applied with a script. There are 6+ possible texures that can be used.

Infact, it is extremely simple. once you figure it out, you'll be like "why didn't I think of that"
Jay Fairplay
Junior Member
Join date: 10 Jul 2004
Posts: 9
09-03-2004 17:47
I'd like the key..

Actually, I'd just like to know how to do the invisibility thing.. if the key will let me do it, then the key is fine. ;)

Thanks, anyone who would help.. :)

- J
Azelda Garcia
Azelda Garcia
Join date: 3 Nov 2003
Posts: 819
09-03-2004 21:07
Add this script:

CODE

default
{
state_entry()
{
llSay( 0, (string)llGetTexture( 0 ) );
llSay( 0, (string)llGetTexture( 1) );
llSay( 0, (string)llGetTexture( 2 ) );
llSay( 0, (string)llGetTexture( 3 ) );
llSay( 0, (string)llGetTexture( 4 ) );
llSay( 0, (string)llGetTexture( 5 ) );
}
}
_____________________
Jay Fairplay
Junior Member
Join date: 10 Jul 2004
Posts: 9
09-04-2004 18:35
From: someone
Originally posted by Lance LeFay
Jason, thats the NEW invisible trick. This was the old one.


I think they meant that other one the other guy mentioned.

Besides, how can that be the new one if this is the old one?
Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
09-06-2004 17:22
So like... what's the big secret about invisibility, anyway? All it is is a creative use of a default texture built into the SL engine: it's the texture that it applies to objects before their actual texture loads. Why hasn't someone just posted the key to this texture here, and just end this thread? :)

The heck with it, I'm just gonna post the darn thing once I get home tonight. :D
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Floyd Gilmour
Registered User
Join date: 5 Jul 2006
Posts: 149
08-05-2006 15:19
From: Cross Lament
So like... what's the big secret about invisibility, anyway? All it is is a creative use of a default texture built into the SL engine: it's the texture that it applies to objects before their actual texture loads. Why hasn't someone just posted the key to this texture here, and just end this thread? :)

The heck with it, I'm just gonna post the darn thing once I get home tonight. :D


.. and you said that over 2 years ago, xD.

Anyone know a new way to do this?
DoteDote Edison
Thinks Too Much
Join date: 6 Jun 2004
Posts: 790
08-05-2006 21:47
UUID = 38b86f85-2575-52a9-a531-23108d8da837

You have to then set U & V texture repeats to 0.000, and set the U offset to 0.47
Exel Desoto
Registered User
Join date: 25 Apr 2006
Posts: 14
Try this link
08-06-2006 21:20
/54/63/44186/1.html#post468050

I did a quick test and it seemed to work plus the script delets itself so it doesn't cause lag.
Norman Desmoulins
Grand Poohba
Join date: 10 Nov 2005
Posts: 194
08-07-2006 06:32
hum, from llSetTexture

http://secondlife.com/badgeo/wakka.php?wakka=llSetTexture

From: someone

If you want a side (or ALL_SIDES) to be 100% alpha, it's probably best to use llSetAlpha. However, the key for a 100% alpha (fully transparent) texture is "f54a0c32-3cd1-d49a-5b4f-7b792bebc204". Remember, this will still render -- it's not like a NODRAW texture in a game editor.

If you want to use the "Blank Texture" without having to upload your own blank image (100% white image with no alpha), use the key "5748decc-f629-461c-9a36-a35a221fe21f".
Ashrilyn Hayashida
Registered User
Join date: 6 Jul 2006
Posts: 103
08-10-2006 22:33
I can't remember where I found this script before.. I've searched for the topic again, but haven't found it.

CODE

default
{
state_entry()
{
llSetPrimitiveParams( [ PRIM_TEXTURE, ALL_SIDES,
"e97cf410-8e61-7005-ec06-629eba4cd1fb", ZERO_VECTOR, < 0.4, 0.4, 0 >, 0.0 ] ) ;
}
}


I had a valid use for it before - hiding my legs in a spider avatar.
Luc Aubret
Oreo-eater
Join date: 14 Sep 2005
Posts: 86
08-17-2006 22:44
From: Antagonistic Protagonist
SOFTWARE PATENTS = BAD IN RL = BAD IN SL


This is quite possibly one of the dumbest statements I've ever read.
Luc Aubret
Oreo-eater
Join date: 14 Sep 2005
Posts: 86
08-17-2006 22:46
From: Antagonistic Protagonist
SOFTWARE PATENTS = BAD IN RL = BAD IN SL


This is one of the dumbest statements I have ever read, and it amazes me that people can manage to be so self-satisfied about espousing such a ridiculous maxim.
Azarii Fugazi
Registered User
Join date: 26 May 2006
Posts: 4
08-19-2006 00:10
Ok which script is the easiest to use? I dont know how to script. How do I make the one in the first post work right? So it wont have the little script symbol pop up on the object. I gave it a texture called invis1, what else do i have to do?
Azarii Fugazi
Registered User
Join date: 26 May 2006
Posts: 4
08-19-2006 00:12
Okay how do i get the script in the first post to work? I renamed a texture to invis1 but it still wont work. The little script error still pops up on the object.

I dont know how to script can someone help or give me another solution.
Azarii Fugazi
Registered User
Join date: 26 May 2006
Posts: 4
Help
08-19-2006 00:23
So how do I get the script in the first post to work? I renamed a texture invis1 but the script error thing still pops up. I dont know how to script so...

And Stifes script has a syntax error and I dont know how to fix it so I cant use that one either.
Wendy Rote
Registered User
Join date: 28 Jun 2006
Posts: 1
08-19-2006 05:50
strange planet
Raul Rehnquist
Registered User
Join date: 3 Aug 2006
Posts: 3
08-23-2006 08:27
I found a script that works pretty well. But all that i've seen don't hide your avatars name above its head. So even if your invisable, the name tag gives you away.
Yo Brewster
Registered User
Join date: 1 Feb 2006
Posts: 139
Software patents
08-26-2006 12:17
Ok since this post is clearly a protest against software patents, I can't help but to leave a comment. You're absolutely right - software patents are simply insane!
_____________________
electroRogue Sinister
Registered User
Join date: 23 May 2008
Posts: 1
secret ??? ohhhh
05-24-2008 00:42
INVISIBILITY PRIM PUBLIC v1.1a
by Beatfox Xevious
last updated Oct. 21, 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/bumpy objects will appear non-shiny/bumpy, although they will still be visible.


How to Use

Simply copy the "Invisibility Prim Refresh" script to your inventory, then place it in whatever prims you want to make into invisiprims. Alternatively, you can make copies of this prim and use them directly.


About the Refresh Script -- CHANGED IN v1.1

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 alternating between 2 different invisibility textures every 30 seconds. It's synchronized to the SL clock so that all copies of this prim (Invisibility Prim Public v1.1, NOT v1.0) will refresh at the same time. It's a good idea to leave the script unmodified, since if there are any other invisiprims in the current render-area that use the same invisibility textures but do not have the default refresh timing, the refresh may not work properly.


Have fun!

-Beatfox

// Invisibility Prim Refresh v1.1a
// by Beatfox Xevious
// last updated Oct. 21, 2004

refresh()
{
llSetTexture("38b86f85-2575-52a9-a531-23108d8da837", ALL_SIDES);
llSleep(30);
llSetTexture("e97cf410-8e61-7005-ec06-629eba4cd1fb", ALL_SIDES);
}

default
{
state_entry()
{
llSetPrimitiveParams([PRIM_BUMP_SHINY, ALL_SIDES, PRIM_SHINY_NONE, PRIM_BUMP_BRIGHT]);
llOffsetTexture(0.468, 0.0, ALL_SIDES);
llScaleTexture(0.0, 0.0, ALL_SIDES);
llSetAlpha(1.0, ALL_SIDES);
llSetTimerEvent(5);
}

timer()
{
if ((integer)llGetWallclock() % 60 < 10)
{
refresh();
}
}
}


There tested and works fine .. and not at all secret
Rookiie Roux
Registered User
Join date: 3 Sep 2007
Posts: 0
05-31-2008 06:45
all who think its a texture i can tell you its no texture to hide complete include name ;-)
1 2