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Making Snow???

Lucie Doolittle
Registered User
Join date: 19 Nov 2005
Posts: 69
12-05-2005 18:50
I am looking for a simple script to make snow appear to be falling. Anyone have a script they wouldn't mind sharing?

Thanks
Bertha Horton
Fat w/ Ice Cream
Join date: 19 Sep 2005
Posts: 835
12-05-2005 19:11
On the east side of Cass (on my former property, of all things!) someone has a Christmas-stuff store. Just outside the store, the owner set up a snowfall of particles. It looks really beautiful. Try asking her/him.
_____________________

Trapped in a world she never made!
Danner Jimador
Registered User
Join date: 16 Sep 2005
Posts: 18
12-05-2005 19:48
I tweaked Jopsy Pendragon's particle script to make snow, you can take a copy of the one in front of my house in:
Sweetbay 36,160
Look for a Green Box above the door.
Lucie Doolittle
Registered User
Join date: 19 Nov 2005
Posts: 69
12-05-2005 20:27
Danner I went to your house but cant find a box at the door. Nice house BTW :)
Danner Jimador
Registered User
Join date: 16 Sep 2005
Posts: 18
12-05-2005 20:40
Waaay above the door
Tenzin Tuque
BodhiSim.org
Join date: 13 Sep 2005
Posts: 81
here ya go! on display at Terdrom Tibetan Hermitage, Refugio (215, 12)
12-06-2005 00:34
// Particle Script 0.4j
// Created by Ama Omega 3-7-2004
// Updated by Jopsy Pendragon 5-11-2004
// For classes/tutorials/tricks, visit the Particle Labratory in Teal
// Values marked with (*) are defaults.

// SECTION ONE: APPEARANCE -- These settings affect how each particle LOOKS.
integer glow = TRUE; // TRUE or FALSE(*)
vector startColor = <1,1,1>; // RGB color, black<0,0,0> to white<1,1,1>;(*)
vector endColor = <1,1,1>; //
float startAlpha = 1.0; // 0.0 to 1.0(*), lower = more transparent
float endAlpha = 1.0; //
vector startSize = <0.4,0.4,0>; // <0.04,0.04,0>;(min) to <10,10,0>;(max>, <1,1,0>;(*)
vector endSize = <0.2,0.2,0>; // (Z part of vector is discarded)
string texture = ""; // Texture used for particles. Texture must be in prim's inventory.

// SECTION TWO: FLOW -- These settings affect how Many, how Quickly, and for how Long particles are created.
// Note,
integer count = 10; // Number of particles created per burst, 1(*) to 4096
float rate = 0.5; // Delay between bursts of new particles, 0.0 to 60, 0.1(*)
float age = 20.0; // How long each particle lives, 0.1 to 60, 10.0(*)
float life = 0.0; // When to stop creating new particles. never stops if 0.0(*)

// SECTION THREE: PLACEMENT -- Where are new particles created, and what direction are they facing?
float radius = 1.0; // 0.0(default) to 64? Distance from Emitter where new particles are created.
float innerAngle = PI_BY_TWO; // "spread", for all ANGLE patterns, 0(default) to PI
float outerAngle = 0.0; // "tilt", for ANGLE patterns, 0(default) to TWO_PI, can use PI_BY_TWO or PI as well.
integer pattern = PSYS_SRC_PATTERN_EXPLODE; // Choose one of the following:
// PSYS_SRC_PATTERN_EXPLODE (sends particles in all directions)
// PSYS_SRC_PATTERN_DROP (ignores minSpeed and maxSpeed. Don't bother with count>1 )
// PSYS_SRC_PATTERN_ANGLE_CONE (set innerangle/outerange to make rings/cones of particles)
// PSYS_SRC_PATTERN_ANGLE (set innerangle/outerangle to make flat fanshapes of particles)
vector omega = <0,0,0>; // How much to rotate the emitter around the <X,Y,Z> axises. <0,0,0>;(*)
// Warning, there's no way to RESET the emitter direction once you use Omega!!
// You must attach the script to a new prim to clear the effect of omega.

// SECTION FOUR: MOVEMENT -- How do the particles move once they're created?
integer followSource = FALSE; // TRUE or FALSE(*), Particles move as the emitter moves, (TRUE disables radius!)
integer followVel = TRUE; // TRUE or FALSE(*), Particles rotate towards their direction
integer wind = FALSE; // TRUE or FALSE(*), Particles get blown away by wind in the sim
integer bounce = FALSE; // TRUE or FALSE(*), Make particles bounce on Z altitude of emitter
float minSpeed = 0.3; // 0.01 to ? Min speed each particle is spit out at, 1.0(*)
float maxSpeed = 0.2; // 0.01 to ? Max speed each particle is spit out at, 1.0(*)
vector push = <0,0,-0.1>; // Continuous force pushed on particles, use small settings for long lived particles
key target = ""; // Select a target for particles to arrive at when they die
// can be "self" (emitter), "owner" (you), "" or any prim/persons KEY.

// SECTION FIVE: Ama's "Create Short Particle Settings List"
integer enableoutput = FALSE; // If this is TRUE, clicking on your emitter prim will cause it to speak
// very terse "shorthand" version of your particle settings. You can cut'n'paste
// this abbreviated version into a call to llParticleSystem([ ]); in another script.
// Pros: Takes up far less scripting space, letting you focus on the rest of your code.
// Cons: makes tune your settings afterwards rather awkward

// === Don't muck about below this line unless you're comfortable with the LSL scripting language ====

// Script variables
integer pre = 2; //Adjust the precision of the generated list.
integer flags;
list sys;
integer type;
vector tempVector;
rotation tempRot;
string tempString;
integer i;

string float2String(float in)
{
return llGetSubString((string)in,0,pre - 7);
}

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 (startColor != endColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK;
if (startSize != endSize) 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;
sys = [ 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
];
float newrate = rate;
if (newrate == 0.0) newrate=.01;
if ( (age/rate)*count < 4096) llParticleSystem(sys);
else {
llInstantMessage(llGetOwner(),"Your particle system creates too many concurrent particles.";);
llInstantMessage(llGetOwner(),"Reduce count or age, or increate rate.";);
llParticleSystem( [ ] );
}
}
integer onoff;
default
{
state_entry()
{
onoff=0;
updateParticles();
}

touch_start(integer num)
{
if ( enableoutput == FALSE ) {
if ( onoff ) llResetScript();
onoff++;
llParticleSystem( [ ] );
return;
}
if (1) return; // Comment out this line to enable this function
llWhisper(0,"...Generating List...";);
for (i=1;i<42;i+=2)
{
type = llGetListEntryType(sys,i);
if(type == TYPE_FLOAT)
{
tempString = float2String(llList2Float(sys,i));
sys = llDeleteSubList(sys,i,i);
sys = llListInsertList(sys,[tempString],i);
}
else if (type == TYPE_VECTOR)
{
tempVector = llList2Vector(sys,i);
tempString = "<" + float2String(tempVector.x) + ","
+ float2String(tempVector.y) + ","
+ float2String(tempVector.z) + ">";
sys = llDeleteSubList(sys,i,i);
sys = llListInsertList(sys,[tempString],i);
}
else if (type == TYPE_ROTATION)
{
tempRot = llList2Rot(sys,i);
tempString = "<" + float2String(tempRot.x) + ","
+ float2String(tempRot.y) + ","
+ float2String(tempRot.z) + ","
+ float2String(tempRot.s) + ">";
sys = llDeleteSubList(sys,i,i);
sys = llListInsertList(sys,[tempString],i);
}
else if (type == TYPE_STRING || type == TYPE_KEY)
{
tempString = "\"" + llList2String(sys,i) + "\"";
sys = llDeleteSubList(sys,i,i);
sys = llListInsertList(sys,[tempString],i);
}
}
i = llListFindList(sys,[20,""]);
if (i != -1) sys = llDeleteSubList(sys,i,i+1);
llWhisper(0,"[" + llList2CSV(llList2List(sys,0,22)) + ",";);
llWhisper(0,llList2CSV(llList2List(sys,23,-1)) + "]";);
}
}