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Cloud texture UUID?

Psyra Extraordinaire
Corra Nacunda Chieftain
Join date: 24 Jul 2004
Posts: 1,533
12-17-2006 20:00
I'm working on a build for the New Year that I want to place just above the clouds. The problem is that I want the clouds to occlude what's below, but with the maximum size of particles combined with 'water particle - mist' being the best cloud-like particle to use (which is 128x128) the maximum size for a cloud particle of it is hardly bigger than a human avatar.

Is there a way to utilize the 'Linden Cloud' texture as part of a particle emitter to create a "thicker" level of clouds in the sky without having to resort to a grid of emitters spaced 4m apart (as it seems the maximum size for a particle using the 'water particle - mist' is about 2mx2m)?

The Question in Short Form: Does the Linden Cloud Texture have a UUID and can it be emitted at the same size as the clouds up in the Atmos.. er, Lindensphere? :)
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Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
12-17-2006 20:10
the LSL wiki lists these two UUIDs amongst other things:

alpha_noise.tga b9e1cf8a-9660-c020-0c69-18f1ea27268a
alpha_sizzle.tga e121e2fc-7573-740f-edfd-0d45a9ba486e Possibly a texture used to generate clouds?

but if i recall right, these textures have sharp edges (the noise fills whole area of texture) which makes the particle using them very obviously rectangular in appearance...

edit: that said, you don't need emitters to be physically spaced that close to one another in order to generate more frequent cloud coverage. Using something like PSYS_SRC_PATTERN_ANGLE as the emitter will allow to generate particles in flat disc area which can be quite large, e.g.
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
12-18-2006 08:56
I've got the UUID for the cloud somewhere, let me dig it out for you. As an FYI, the cloud texture is part of the SimState; and at some point could be changed (like the sun is sometimes changed).

fc4b9f0b-d008-45c6-96a4-01dd947ac621
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