Disappointed with Hair I've Purchased
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Kitty Barnett
Registered User
Join date: 10 May 2006
Posts: 5,586
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07-03-2008 08:57
From: Yoshimi Muromachi maybe needed clarification of that because oppinion is not the same thing as fact. You can't recreate copies of prim items using only LSL, you need additional external tools and the effort involved is significantly larger than using copybot or a copybot like tool. Your reason for using no-mod as a copy protection aid was debunked, I don't see what further clarification you'd want or need.
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Yoshimi Muromachi
Registered User
Join date: 30 May 2005
Posts: 17
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07-03-2008 09:13
Yes you can twist it to suit your arguments if you wish, LSL CAN copy mod prim builds.
You can argue about the textures saying you dont consider it a proper copy unless it has the textures or the contents or whatever, LSL can copy mod prim builds as in - builds MADE FROM PRIMS
There is a statue outside our shop made of prims, it took its creator a very long time to make, it has no textures, it is 2 colours, its mod/no copy/trans, ya think that LSL script copy system cant copy it?
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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07-03-2008 09:14
From: Skell Dagger ...The scripts are laggy, even in the quietest of sims... Just a brief comment on what's going on there. Most likely, the scripts are *slow*, but not especially laggy... and in fact, the slower they are, the less they'll lag the sim. It used to be that, in order to resize and reposition all the child prims, they each needed to contain a separate script. That made it happen quickly, but it was terrifically laggy for the sim, both when it happened (all those little scripts simultaneously moving and scaling stuff), and even when it was idle (because--st00pidly enough--the script scheduler visits each script, even if idle). Now there's a function (llSetLinkPrimitiveParams) that can live in just one of those prims and manipulate all of them. The downside is that it's slower: it has a built-in delay of 0.2 secs every time its called, which gives the sim a chance to do other stuff besides adjusting the prim positions. There are ways to defeat this delay, but the sim-friendly (less laggy) thing to do is to just let it run at its normal speed. But it's a trade-off: it may be annoyingly slow to the person trying to operate the script. Now, all that said, there are calculations required of a script to compute where to move prims when they're resized, and those calculations performed on the sim (even with Mono) are considerably less efficient than what happens in the viewer when one just stretches the object in the editor. So, in that sense, any scripted resizing is laggier than just making the object modifiable.
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Skell Dagger
Smitten
Join date: 26 Jun 2007
Posts: 1,885
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07-03-2008 09:28
From: Qie Niangao Now there's a function (llSetLinkPrimitiveParams) that can live in just one of those prims and manipulate all of them. The downside is that it's slower: it has a built-in delay of 0.2 secs every time its called, which gives the sim a chance to do other stuff besides adjusting the prim positions. I had noticed the slight delay, yes. The thing is, every time I select an individual prim for positioning, it remains active for just a few seconds before the script times out and I have to go through the whole right-click all/individual prim selection again. The other thing which is so annoying is the positioning. It's literally a case of trial and error as to which way the +/- positioning will go (except for z, obviously), and I could end up with that lock of hair buried halfway in my face before I realise I'm supposed to be clicking minus instead of plus that particular direction. Also, some of the prims just can't be selected because they're hidden by other prims. The old way of dealing with that just meant you had to shift the obstructing prim out of the way, move the prim you need to move, then click the obstructing prim and hit Undo to shift it back where it was. With this new way, it's either shift the obstructing prim by +/-1 over and over until you can reach the prim you want to move, or give up and have bald bits. If I didn't love this hair so much, I'd give up, but I'm a vain bastard so I'll keep at it 
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Kitty Barnett
Registered User
Join date: 10 May 2006
Posts: 5,586
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07-03-2008 10:40
From: Yoshimi Muromachi LSL CAN copy mod prim builds. You can just use the viewer to recreate even no-mod prim builds you don't own, it's not relevant whether it can or can't simply because it's no longer the one and only way to even come close to a recreation and it's actually the worst possible way at this point. It's clumsy and wouldn't even be a copy without additional work. Before libSL was around and before the viewer turned open source, you would have had a point since back then mod would expose something to be recreated, whether by script or by hand. From: someone You can argue about the textures saying you dont consider it a proper copy unless it has the textures or the contents or whatever, LSL can copy mod prim builds as in - builds MADE FROM PRIMS Somehow I don't think anyone is even remotely interested in plywood hair, so no, it can't recreate linksets to be identical to the original, you need external tools for the textures. From: someone There is a statue outside our shop made of prims, it took its creator a very long time to make, it has no textures, it is 2 colours, its mod/no copy/trans, ya think that LSL script copy system cant copy it? This isn't about statues: noone's going to care much whether a statue is mod or not. It's not something that you would need to adjust in the general case, unlike hair or other attachments which generally do need some fitting. And if the statue uses even one sculpty prim then again you can't use a script to copy it and you'd have to use something else to get at the sculpt map or its UUID. --- Most people are honest and the few who do want to resort to copying will get it done whether you make it mod or no mod, you can't even claim you're making it harder which would actually be a defendable point. The only people you ever end up annoying with no-mod are the people who buy it, not the ones who copy it.
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Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
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07-03-2008 12:30
From: Yoshimi Muromachi maybe needed clarification of that because oppinion is not the same thing as fact. In your opinion. 
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