Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
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06-07-2006 02:35
For those who aren't aware of it yet, we can now make shiny transparent glass. This can be achieved using the ol' invisiprim texture but set to shiny.
For those who don't have the script to invoke the invisiprim texture, just create a script with this in it:
default { state_entry() { llSetPrimitiveParams( [ PRIM_TEXTURE, ALL_SIDES, "e97cf410-8e61-7005-ec06-629eba4cd1fb", ZERO_VECTOR, < 0.4, 0.4, 0 >, 0.0 ] ) ; } }
Remove the script from the prim once the texture is loaded.
Have fun.
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Candide LeMay
Registered User
Join date: 30 Dec 2004
Posts: 538
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06-07-2006 03:13
Er, what do you mean by "now"? It has been possible to do this trick for a long time, a year at least. What got sadly axed from the 1.10 update was the possibility to set any alpha surface to shiny (with shaders activated).
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Aodhan McDunnough
Gearhead
Join date: 29 Mar 2006
Posts: 1,518
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06-07-2006 04:24
Only problem with this glass is, you do get shiny, you do get transparent, but any bit of avatar mesh viewed through it vanishes.
I'll stick to no-shiny glass for now.
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Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
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06-07-2006 04:56
don' tforget what is behind the glass will get affected by the new "culling" i think
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Candide LeMay
Registered User
Join date: 30 Dec 2004
Posts: 538
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06-07-2006 05:18
Oh yeah, I've noticed that yesterday around some avatars using invisiprims, the objects behind them flickered quite a bit as I moved my camera around.
_____________________
"If Mel Gibson and other cyberspace writers are right, one day the entire internet will be like Second Life." -- geldonyetich
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
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06-07-2006 05:47
Shiny transparency wasn't working for me previously.
Anyway, I've been experimenting with smaller glassy items like wristwatches and gems stuck on jewelry, which benefits from it.
And yes, the culling works because its considered a non-transparent surface.
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