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Changing the glow modifier via LSL?

Zante Zapedzki
We need html on a prim!
Join date: 15 Feb 2007
Posts: 123
11-15-2007 03:47
I can't seem to find any information on how I'd go about changing the glow modifiers via LSL. It looks fantastic but I'd like to have them visible during times specified by myself.
nand Nerd
Flexi Fanatic
Join date: 4 Oct 2005
Posts: 427
11-15-2007 04:54
If you're just looking for the command to change the point light parameters it's llSetPrimitiveParams([PRIM_POINT_LIGHT, integer boolean, vector color, float intensity, float radius, float falloff ]);

For more details see
http://wiki.secondlife.com/wiki/PRIM_POINT_LIGHT

-- EDIT: Got completely the wrong end of the stick. Voted.
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
11-15-2007 05:22
I wrote up a feature suggestion last night, please vote for it.

http://jira.secondlife.com/browse/VWR-3114
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Zante Zapedzki
We need html on a prim!
Join date: 15 Feb 2007
Posts: 123
11-15-2007 06:24
Voted!
Johan Laurasia
Fully Rezzed
Join date: 31 Oct 2006
Posts: 1,394
11-16-2007 03:31
voted...

I just assumed there would be a constant there, so I tried PRIM_GLOW in the editor, didn't turn blue.. then I hit the wiki, nothing there either. My guess is the constant is already there, they just need to set it as a constant
Landing Normandy
Proposing 4968
Join date: 28 Nov 2005
Posts: 240
03-22-2008 12:48
PRIM_GLOW is now listed as part of the llSetPrimitiveParams function on the official LSL wiki, but it doesn't work yet inworld :(
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Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
03-22-2008 13:34
From: Landing Normandy
PRIM_GLOW is now listed as part of the llSetPrimitiveParams function on the official LSL wiki, but it doesn't work yet inworld :(

Just use 25 instead of PRIM_GLOW. The viewer change is only so it knows how to translate "PRIM_GLOW" into the number 25..

http://wiki.secondlife.com/wiki/LlSetPrimitiveParams
Landing Normandy
Proposing 4968
Join date: 28 Nov 2005
Posts: 240
03-22-2008 15:52
Yeah, I've used 25, which allows compilation etc, but a script error occurs every time you use it at the moment
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Bill Schmo
Registered User
Join date: 16 Aug 2006
Posts: 53
03-22-2008 16:01
From: Landing Normandy
Yeah, I've used 25, which allows compilation etc, but a script error occurs every time you use it at the moment


ditto :(
Antonius Misfit
Certifiable Linux Addict
Join date: 13 Jun 2006
Posts: 97
03-22-2008 17:53
From: Landing Normandy
Yeah, I've used 25, which allows compilation etc, but a script error occurs every time you use it at the moment

IIRC, the Lindens said they will soon release a viewer update to enable PRIM_GLOW. Maybe it will wind up in a RC release.
Landing Normandy
Proposing 4968
Join date: 28 Nov 2005
Posts: 240
03-23-2008 03:19
Using an RC now. I thought it required a server upgrade personally
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Very Keynes
LSL is a Virus
Join date: 6 May 2006
Posts: 484
03-23-2008 08:13
It is in the latest server release, and was meant to be in RC1 according to earlier blog entries (don’t feel like searching the blog for references so you will have to accept my word). I guess the priorities slipped. But it should be in the next production release.
Rhonda Rokocoko
Registered User
Join date: 8 Nov 2007
Posts: 3
Works in the Build Window in 19_1
04-04-2008 18:49
Looks great there. Still no script joy.
Rhonda Rokocoko
Registered User
Join date: 8 Nov 2007
Posts: 3
Ooops: It Works. Yaaaayyy!
04-04-2008 18:59
The editor still chokes on PRIM_GLOW, but using 25 allows it to actually run in script!

This world is about to be drowned in blinking neon. A small amount ought to be
pretty, too.
Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
04-04-2008 23:46
So.. is "PRIM_GLOW" on or off by default on a fullbright face?

I know that the 1.18 series of viewers, when you enabled "RenderGlow", ANYTHING that was fullbright was also glowing like a house on fire.

Do I need to go through and "de-glow" all my full-bright vendors?
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Landing Normandy
Proposing 4968
Join date: 28 Nov 2005
Posts: 240
04-05-2008 03:01
No, RenderGlow is different. Fullbright objects do not have any glow attached to them. If they did then loads of objects all over SL would now be broken
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Ollj Oh
Registered User
Join date: 28 Aug 2007
Posts: 522
04-05-2008 03:35
Your lucky number is 25, wich is not yet the constant PRIM_GLOW for llSetPrimitiveParams, followed by a float.
It works on all havok4 regions since RC3 client, that is, for some weeks by now.
Landing Normandy
Proposing 4968
Join date: 28 Nov 2005
Posts: 240
04-05-2008 06:02
Indeed it does. Now all regions are Havok4 I've tried it and it works perfectly. I have a torch that I click to turn on and off. When it's off it now no longer glows (I scripted that in a while back but it's been chucking up script errors until now). PRIM_GLOW still doesn't seem accepted though, 25 is however
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InuYasha Meiji
Half Demon
Join date: 14 Mar 2005
Posts: 127
25????
04-05-2008 07:36
Maybe my Brain is sleepy or maybe I am just being dumb. What the heck is this 25 you all talk about. I looked back in the older post. I still have no idea what you are all talking about.

:(
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InuYasha Meiji sama
犬夜叉 明治さま

Owner of InuYasha's Experimental Builds, IEB, selling Asian Furnishings and Historical items. Come see the tourist attraction, Shuri Castle Seiden, in Butler sim. Nightly Fireworks, ridable horses, trails into woods, animals to see, 7 seas fishing, and dancing in the throne room to jpop and anime music.
Landing Normandy
Proposing 4968
Join date: 28 Nov 2005
Posts: 240
04-05-2008 07:43
Basically, when you use certain parameters in LSL functions, they are simply names for a constant figure which LSL translates. PRIM_GLOW is, in this case, 25, so since scripts will generate an error when you try to save them because PRIM_GLOW is as yet unrecognised, you can use the constants figure instead. This doesn't generate an error if it's unknown until you try to use the script, at which point a script error pops up.

Have a look here: http://wiki.secondlife.com/wiki/LlSetPrimitiveParams

You can see there is a value associated with the various parameters.

http://wiki.secondlife.com/wiki/PRIM_GLOW

There you can see that PRIM_GLOW = 25, so while PRIM_GLOW will not compile, you can put a 25 in its place and it will compile OK
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Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
example lol
04-05-2008 20:43
llSetPrimitiveParams([25, ALL_SIDES, 1.0]);
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InuYasha Meiji
Half Demon
Join date: 14 Mar 2005
Posts: 127
hahaha 25 it is then....
04-06-2008 01:35
Ok I feel silly now. so 25 is the actual name of the parameter in the llSetPrimitiveParams command in LSL. I see where you had to write it out for me. I would have a hard time finding words to make it more simple too.

Thanks for your time.
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InuYasha Meiji sama
犬夜叉 明治さま

Owner of InuYasha's Experimental Builds, IEB, selling Asian Furnishings and Historical items. Come see the tourist attraction, Shuri Castle Seiden, in Butler sim. Nightly Fireworks, ridable horses, trails into woods, animals to see, 7 seas fishing, and dancing in the throne room to jpop and anime music.