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BLING! question - please help!!!

Rhiannon Rossini
Registered User
Join date: 11 Mar 2007
Posts: 77
04-03-2007 08:32
Hi there,

how does bling work in sl? i was wondering if it was possible to use the same way that people make jewellery 'bling' to make stones on a dress sparkle? Is there a script the need to go in? is it even possible?

Any help or advice would be very much appreciated - thanks x
Arikinui Adria
Elucidated Deviant
Join date: 18 Aug 2006
Posts: 592
04-03-2007 08:44
From: Rhiannon Rossini
Hi there,

how does bling work in sl? i was wondering if it was possible to use the same way that people make jewellery 'bling' to make stones on a dress sparkle? Is there a script the need to go in? is it even possible?

Any help or advice would be very much appreciated - thanks x


Hi Rhiannon!

Bling is made using a script (particles?) placed in a gemstone textured prim...that is the extent of my knowledge re: bling :)

Sounds like a fun idea and yes it's possible. If you want stones on the dress to sparkle then you'll need the blingable script in prim/stone attachments. All of the normal attachment rules apply of course.

Best wishes on your quest,
~Ari
Jackal Ennui
does not compute.
Join date: 25 May 2005
Posts: 548
04-03-2007 09:55
Yes, that should be possible, just use a bling (particle) script in small, clear prim if you don't want the gemstone look. The only thing to be careful of is chosing a good attachment point so the bling doesn't float away from the avatar in strange positions. Or if you're making a prim skirt, it would be possible to embed the bling script in one skirt panel (or all of them for special blinding effect ;) )
_____________________
Lassitude & Ennui - Fine prim jewelry & footwear, Nouveau(60,60)

http://lassitudeennui.blogspot.com/
Polly Pavlova
Registered User
Join date: 16 Sep 2005
Posts: 132
04-03-2007 11:43
Hi There
I have bling attachment to one of my gowns to make it sparkle, IM me in world I'll be glad to help you out :)
Rhiannon Rossini
Registered User
Join date: 11 Mar 2007
Posts: 77
04-04-2007 01:55
Hi - i have managed to do it!

Thanks so much for everyones help - its really appreciated. Am now the proud owner of a pretty sparkly dress! lol x
Arikinui Adria
Elucidated Deviant
Join date: 18 Aug 2006
Posts: 592
04-04-2007 07:12
Yay! Congrats!

~Ari
Luna Idler
Registered User
Join date: 24 Oct 2006
Posts: 8
for future ppl searchin
04-20-2007 21:44
// Particle Script 0.3
// Created by Ama Omega
// 10-10-2003
// Modified by Jeri Zuma 4/05 for bling on and off commands

// Mask Flags - set to TRUE to enable
integer glow = TRUE; // Make the particles glow
integer bounce = FALSE; // Make particles bounce on Z plan of object
integer interpColor = TRUE; // Go from start to end color
integer interpSize = TRUE; // Go from start to end size
integer wind = FALSE; // Particles effected by wind
integer followSource = TRUE; // Particles follow the source
integer followVel = TRUE; // Particles turn to velocity direction

// Choose a pattern from the following:
// PSYS_SRC_PATTERN_EXPLODE
// PSYS_SRC_PATTERN_DROP
// PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY
// PSYS_SRC_PATTERN_ANGLE_CONE
// PSYS_SRC_PATTERN_ANGLE
integer pattern = PSYS_SRC_PATTERN_EXPLODE;

// Select a target for particles to go towards
// "" for no target, "owner" will follow object owner
// and "self" will target this object
// or put the key of an object for particles to go to
key target = "self";

// Particle paramaters
float age = 0.2; // Life of each particle
float maxSpeed = .9; // Max speed each particle is spit out at
float minSpeed = .05; // Min speed each particle is spit out at
string texture; // Texture used for particles, default used if blank
float startAlpha = .85; // Start alpha (transparency) value
float endAlpha = 0; // End alpha (transparency) value
vector startColor = <1,1,1>; // Start color of particles <R,G,B>
vector endColor = <1,1,1>; // End color of particles <R,G,B> (if interpColor == TRUE)
vector startSize = <.04,0.3,.04>; // Start size of particles
vector endSize = <.03,1,.03>; // End size of particles (if interpSize == TRUE)
vector push = <0,0,0>; // Force pushed on particles

// System paramaters
float rate = .11; // How fast (rate) to emit particles
float radius = .15; // Radius to emit particles for BURST pattern
integer count = 3; // How many particles to emit per BURST
float outerAngle = 0.54; // Outer angle for all ANGLE patterns
float innerAngle = 3.55; // Inner angle for all ANGLE patterns
vector omega = <0,10,0>; // Rotation of ANGLE patterns around the source
float life = 0; // Life in seconds for the system to make particles

// Script variables
integer flags;

updateParticles()
{
flags = 0;
if (target == "owner";) target = llGetOwner();
if (target == "self";) target = llGetKey();
if (glow) flags = flags | PSYS_PART_EMISSIVE_MASK;
if (bounce) flags = flags | PSYS_PART_BOUNCE_MASK;
if (interpColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK;
if (interpSize) flags = flags | PSYS_PART_INTERP_SCALE_MASK;
if (wind) flags = flags | PSYS_PART_WIND_MASK;
if (followSource) flags = flags | PSYS_PART_FOLLOW_SRC_MASK;
if (followVel) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK;
if (target != "";) flags = flags | PSYS_PART_TARGET_POS_MASK;

llParticleSystem([ PSYS_PART_MAX_AGE,age,
PSYS_PART_FLAGS,flags,
PSYS_PART_START_COLOR, startColor,
PSYS_PART_END_COLOR, endColor,
PSYS_PART_START_SCALE,startSize,
PSYS_PART_END_SCALE,endSize,
PSYS_SRC_PATTERN, pattern,
PSYS_SRC_BURST_RATE,rate,
PSYS_SRC_ACCEL, push,
PSYS_SRC_BURST_PART_COUNT,count,
PSYS_SRC_BURST_RADIUS,radius,
PSYS_SRC_BURST_SPEED_MIN,minSpeed,
PSYS_SRC_BURST_SPEED_MAX,maxSpeed,
PSYS_SRC_TARGET_KEY,target,
PSYS_SRC_INNERANGLE,innerAngle,
PSYS_SRC_OUTERANGLE,outerAngle,
PSYS_SRC_OMEGA, omega,
PSYS_SRC_MAX_AGE, life,
PSYS_SRC_TEXTURE, texture,
PSYS_PART_START_ALPHA, startAlpha,
PSYS_PART_END_ALPHA, endAlpha
]);
}

default
{
state_entry()
{
updateParticles();
llListen( 0, "", llGetOwner(), "bling off" );
}
on_rez( integer start_param )
{
llResetScript();
}
listen( integer channel, string name, key id, string message )
{
state bling_off;
}
}

state bling_off
{
state_entry()
{
llParticleSystem( [] );
llListen( 0, "", llGetOwner(), "bling on" );
}
on_rez( integer start_param )
{
llResetScript();
}
listen( integer channel, string name, key id, string message )
{
state default;
}
}