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Mega prim and odd behaviour.

Tex Nasworthy
Udder Disgrace
Join date: 2 Sep 2006
Posts: 1,330
08-29-2007 18:03
I wasn't sure if I should post this under building, scripting, etc. So I thought I'd start here.

I am experimenting with using a 16 x 16 x 2 megaprim as the water for a small pond.
Dug a hole, parked the prim, applied a water texture, set transperancy to 60%, put a freebie texture animation script in the contents.

Wow, instant moving water. Novice that I am was impressed with myself. LOL

Ok, a few hours later I notice a small flashing green light above the pond. After a bit of investigation I have determined that there is a particle source at coordinate icon for the prim. I guessed it might have something to do with the script so I deleted that. The light is still there and the texture is still animated. I have changed textures but the new textures are still animated.

The texure still moving after deleting the script seems even stranger than the blinking light.

I was hoping someone had an explantion for this or could tell me if this is just some bug with megaprims.

Confused in Texas,

Tex
Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
08-29-2007 18:09
From: Tex Nasworthy
I wasn't sure if I should post this under building, scripting, etc. So I thought I'd start here.

I am experimenting with using a 16 x 16 x 2 megaprim as the water for a small pond.
Dug a hole, parked the prim, applied a water texture, set transperancy to 60%, put a freebie texture animation script in the contents.

Wow, instant moving water. Novice that I am was impressed with myself. LOL

Ok, a few hours later I notice a small flashing green light above the pond. After a bit of investigation I have determined that there is a particle source at coordinate icon for the prim. I guessed it might have something to do with the script so I deleted that. The light is still there and the texture is still animated. I have changed textures but the new textures are still animated.

The texure still moving after deleting the script seems even stranger than the blinking light.

I was hoping someone had an explantion for this or could tell me if this is just some bug with megaprims.

Confused in Texas,

Tex


this has to do with a particle script.... you can't turn a particle script off by deleting the script, you have to make a script with an empty set to turn it off.

default
{
state_entry()
{ llParticleSystem( [ ] );
}
}


ought to delete it.
_____________________
... perhaps simplicity is complicated to grasp.
Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
08-29-2007 18:15
here's a texture anim script with no additional bs -

default
{
state_entry()
{
llSetTextureAnim (ANIM_ON | LOOP, ALL_SIDES, 4, 4, 0, 0, 15.0);
}
}

Check the wiki on llSetTextureAnim to how you can mess with the parameters.

http://rpgstats.com/wiki/index.php?title=LlSetTextureAnim
_____________________
... perhaps simplicity is complicated to grasp.
Tex Nasworthy
Udder Disgrace
Join date: 2 Sep 2006
Posts: 1,330
Thanks!!
08-29-2007 18:24
Wow, talked about quick service. Thanks, that took care of the blinking light.

I'm still confused about the texture still being animated. Is that the same thing? Does the animation also have to be stopped as opposed to just deleting the orignal script?

Thanks again Hypatia.

PS. Was about to post this and saw the new message. Very impressive. Now you are answering my questions before I ask them. LOL

Thanks so much for all the help.
Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
08-29-2007 18:28
hee, I figured after reading your question about the odd animation of the texture that you might need a script for that, too.

Glad to have helped, and glad that you were able to sort it.
_____________________
... perhaps simplicity is complicated to grasp.
Anti Antonelli
Deranged Toymaker
Join date: 25 Apr 2006
Posts: 1,091
08-29-2007 18:38
Just for clarity down the line, this would happen the same way with a plain old garden-variety prim (it's not something special about megaprims). Particles and texture animation, once set by a script, become permanent properties of the prim even after the script is deleted. You need to reset them via another script.

llSitTarget is like that too, and llTargetOmega rotation is still like that in theory as far as I know (although llTargetOmega is so badly broken these days it's hard to tell how it will behave from one day to the next). There are probably others I forgot too, but you already ran into the ones that crop up most often :D