Iva Rhapsody
Registered User
Join date: 6 May 2009
Posts: 2
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02-01-2010 07:31
I know this has been discussed in other threads but are there any plans to add these capabilities to SL ?
The potential offered by implementing either one of these capabilities is so vast that I can't imagine any other enhancements to SL that would offer content developers as well as users so much.
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Imnotgoing Sideways
Can't outlaw cute! =^-^=
Join date: 17 Nov 2007
Posts: 4,694
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02-01-2010 12:01
Flexible sculpts already has patch code written for it and is implemented on a couple alternative clients (see Cool Viewer). (^_^)
Clothing layers are not inworld objects, only textures applied to an existing baked UV. The means of carrying a script is non-existent in them. To attach a script without visual prims, just use 100% transparency or the transparent texture in the library and some lesser used attachment points. (^_^)
If you're finding that you run out of attachment points for all the scripts you want to "wear", just wait until script limits cut in. Prims will be the least of your problems then. (^_^)y
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Iva Rhapsody
Registered User
Join date: 6 May 2009
Posts: 2
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Thanks for the info
02-01-2010 12:14
Thank you..how does cool viewer compare to emerald?, i have been very happy with it..as far as the clothes layers i had hoped the params could be made scriptable ie: texture or color change on the fly via a hud, im assuming that the prims don't actually contain the scripts at all but have an associated linked list of pointers to thier inventory and it seems something similiar could be done since clothing params can be changed via the editor, but like i say this is just an assumption on my part.
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Imnotgoing Sideways
Can't outlaw cute! =^-^=
Join date: 17 Nov 2007
Posts: 4,694
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02-01-2010 12:30
Cool Viewer is a much simpler implementation of patches from the Open Source community. It doesn't have all the toys and gadgets that Emerald carries, so, it is slightly better in FPS. But, if you're accustomed to Emerald's additional buttons, functions, and features; you will find something lacking when you run CV. (^_^)
And, prims carry the scripts in their inworld inventory. It's what gives the compiled code a target to operate with. The closest thing to an avatar-mounted script are the HUD locations. But, the scripts are still contained in the prim's inventory. (^_^)
Clothing layers actually don't exist after they're worn. One of the bandwidth saving features in SL is the baking process where your clothing and skin layers are all layered into a single texture which is then uploaded to the server for distribution to all the other avatars which see you. This way, nobody has to download the up to 10 or 12 textures per fully dressed avatar every time a new AV comes into view. (^_^)
Once the textures are baked, the highlighted inventory assets are simply markers that the associated texture is still a member of the current bake. The asset is practically never referred to again unless the avatar rebakes or changes an item. (^_^)y
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