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Death of Invisiprims

Zepp Zaftig
Unregistered Abuser
Join date: 20 Mar 2005
Posts: 470
03-04-2006 18:32
From: Eep Quirk
Hmm, only if the invisible prim has bumpmapping (which I already stated in a previous reply) but it depends on the texture. The default (wood) texture (or blank) remains visible but any other texture with shiny or bump on it won't stay visible behind the invisible prim no matter what I do (texture offset/repeat tweaking can show them but then avatars/transparent/masked-textured objects are visible). If you have specific invisible prim settings to get this all to work right I'd like to see...

Well, I'm not exactly sure what exactly makes the textures invisible but I've found that I can often make the textures visibile behind an invisiprim with a bit modifications to the colors etc.
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
03-05-2006 04:24
Nothing I do to colors or anything changes the visibility of non-default or blank textured, shiny/bumpmapped prims. If you have EXACT settings, post them here; otherwise I will consider it impossible.
Zepp Zaftig
Unregistered Abuser
Join date: 20 Mar 2005
Posts: 470
03-05-2006 14:56
From: Eep Quirk
Nothing I do to colors or anything changes the visibility of non-default or blank textured, shiny/bumpmapped prims. If you have EXACT settings, post them here; otherwise I will consider it impossible.

Yeah, I think we agree.

The invisiprim itself can have shiny and bumpmap visible when horizontal offset is less than 0.470(for a cube), while a bumpmapped prim will only be visible behind an invisiprim if it uses the default or blank texture. What you can do is have prims without shiny/bumpmap visible behind an invisiprim with shiny/bumpmap, but not with all textures.
Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
03-05-2006 15:12
From: Eep Quirk
I have it working with just one of either textures; 2 aren't required...nor is switching back and forth between them every so often (like the free "Invisibility Prim Public" script by Beatfox Xevious does). The only thing necessary is for one of the textures to be:
  1. 38b86f85-2575-52a9-a531-23108d8da837: U repeat 0, U texture offset <=.472
  2. e97cf410-8e61-7005-ec06-629eba4cd1fb: U repeat 0 (for full invisibility but can do partial invisibility if more), U texture offset <=.468

For either, enabling reflection ("shininess";) or bumpmapping ("bumpiness";) results in shiny/bumpy surfaces being visible.

Nothing else matters, I've found.
The reason I use synchronized alternation between the two textures is stated in my invisiprim notecard:
From: someone
The invisibility textures can be a little quirky, and frequently they will make more than just avatars and alpha textures invisible. Something to do with the texture loading order -- I don't fully understand it myself. Anyway, the refresh script fixes that by automatically alternating between 2 different invisibility textures every 30 seconds. It's synchronized to the SL clock so that all copies of this prim (Invisibility Prim Public v1.1, NOT v1.0) will refresh at the same time. It's a good idea to leave the script unmodified, since if there are any other invisiprims in the current render-area that use the same invisibility textures but do not have the default refresh timing, the refresh may not work properly.
_____________________
My Beatworks: Zephyr Chimes wind chimes, the KanaMaster Japanese kana tutor, and the FREE Invisibility Prim Public. Look for them at the Luskwood General Store in Lusk (144, 165).

"You have been frozen. You cannot move or chat. A pony will contact you via instant message (IM)."
- mysterious system message I received after making off with Pony Linden
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
03-05-2006 15:19
From: Beatfox Xevious
The reason I use synchronized alternation between the two textures is stated in my invisiprim notecard:

From: someone
The invisibility textures can be a little quirky, and frequently they will make more than just avatars and alpha textures invisible. Something to do with the texture loading order -- I don't fully understand it myself. Anyway, the refresh script fixes that by automatically alternating between 2 different invisibility textures every 30 seconds. It's synchronized to the SL clock so that all copies of this prim (Invisibility Prim Public v1.1, NOT v1.0) will refresh at the same time. It's a good idea to leave the script unmodified, since if there are any other invisiprims in the current render-area that use the same invisibility textures but do not have the default refresh timing, the refresh may not work properly.
Yea, I've read it but the effects aren't worth it, in my opinion, since the prim loses its invisibility (or maybe it hid/revealed shiny/bumpmapping--I don't remember) when it updates. I have yet to see it make other things invisible aside from avatars, sim water, transparency, masked textures, and shiny/bumpmapping (depending on the invisiprim's settings and texture on other prims--and if THEY have shiny/bumpmapping on).
Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
03-05-2006 22:54
From: Eep Quirk
Yea, I've read it but the effects aren't worth it, in my opinion, since the prim loses its invisibility (or maybe it hid/revealed shiny/bumpmapping--I don't remember) when it updates. I have yet to see it make other things invisible aside from avatars, sim water, transparency, masked textures, and shiny/bumpmapping (depending on the invisiprim's settings and texture on other prims--and if THEY have shiny/bumpmapping on).
I've never experienced the loss of invisibility you say is caused by the updating. Would you care to describe this in more detail?

I used to notice that my leg invisiprims would sometimes hide any object with a texture on it, particularly after teleporting. That's when I did some experimenting and implemented the synchronized switcher. It's possible something's changed in the rendering engine since then -- I'll have to try turning the switcher off and see if that still happens.
_____________________
My Beatworks: Zephyr Chimes wind chimes, the KanaMaster Japanese kana tutor, and the FREE Invisibility Prim Public. Look for them at the Luskwood General Store in Lusk (144, 165).

"You have been frozen. You cannot move or chat. A pony will contact you via instant message (IM)."
- mysterious system message I received after making off with Pony Linden
Eoin Widget
Power to the Penguins
Join date: 5 Feb 2006
Posts: 5
03-10-2006 12:03
From: Beatfox Xevious
I've never experienced the loss of invisibility you say is caused by the updating. Would you care to describe this in more detail?

I used to notice that my leg invisiprims would sometimes hide any object with a texture on it, particularly after teleporting. That's when I did some experimenting and implemented the synchronized switcher. It's possible something's changed in the rendering engine since then -- I'll have to try turning the switcher off and see if that still happens.


I still see it happend every once in a while when teleporting, it will hide the non AF textures untill the switcher kicks in. I'll look to see if there is a condition to make it do the switcher only once when teleporting to a location and see how that turns out.
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
03-10-2006 12:19
Yea, the problem is whenever the prim comes back into view--for anyone--it won't show textured prims behind it so it needs an auto-refresh, but it doesn't work if you just refresh the same invisible texture. Only switching to the other of the 2 invisible textures will cause other prims behind the invisible prim to become visible once again (but not necessarily their shine/bumpiness, if any). So, basically, the script needs to change invisible textures EACH time it becomes visible to EACH user, which is a pain in the butt. The timed approach might be the best way, unfortunately.
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