Poppytat Sodwind
Registered User
Join date: 29 Nov 2006
Posts: 52
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12-11-2009 04:22
hi, i was wondering if anyone knows of a script which will change the sculpt texture continually/randomly...i know it is possible to change a texture continually...like in a freebie dancefloor i have. what i am wanting to do is have maybe 3 or 4 sculpt textures set to one prim so that it looks like the prim is 'moving slightly' i hope this is making some sense...
can anyone help please.
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Poppytat Sodwind
Registered User
Join date: 29 Nov 2006
Posts: 52
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12-11-2009 04:29
kinda like this one, but instead of it being 'external' and changing the picture of the prim, i want it to change the shape of the prim > integer number; integer count; default { state_entry() { number = llGetInventoryNumber(INVENTORY_TEXTURE); count = 0; llSetTimerEvent(1.0); } timer() { count++; string name = llGetInventoryName(INVENTORY_TEXTURE, count); if (name != ""  llSetTexture(name, ALL_SIDES); if (count >= number) count = 0; } }
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Pete Olihenge
Registered User
Join date: 9 Nov 2009
Posts: 315
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12-11-2009 04:50
You will want to look at the function llSetPrimitiveParams, the PRIM_TYPE flag and the PRIM_TYPE_SCULPT flag and its parameters here: http://wiki.secondlife.com/wiki/LlSetPrimitiveParams
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Poppytat Sodwind
Registered User
Join date: 29 Nov 2006
Posts: 52
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12-11-2009 05:39
yup, i have been looking at this all morning...but i am no scripter...its all foreign to me...
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Poppytat Sodwind
Registered User
Join date: 29 Nov 2006
Posts: 52
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12-11-2009 05:44
ok...i have no clue what i am supposed to be looking at, sorry... just a 'simple' sculpt texture change script is what i am needing, similar to the texture change script...but not changed on touch... i dont have time to go to SL school to learn scripting from scratch, so far i have managed quite well with my things...  is there anyone who cares to make me this script...payment if it works...  i guess i am lazy....
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Pete Olihenge
Registered User
Join date: 9 Nov 2009
Posts: 315
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12-11-2009 05:48
Try replacing llSetTexture(name, ALL_SIDES); with llSetPrimitiveParams ([PRIM_TYPE, PRIM_TYPE_SCULPT, name, PRIM_SCULPT_TYPE_SPHERE]); and make the timer event something like 10 seconds to give things time to happen. ETA: integer number; integer count;
default { state_entry() { number = llGetInventoryNumber(INVENTORY_TEXTURE); count = 0;
llSetTimerEvent(10.0); } timer() { count++; string name = llGetInventoryName(INVENTORY_TEXTURE, count); if (name != "") //llSetTexture(name, ALL_SIDES); llSetPrimitiveParams ([PRIM_TYPE, PRIM_TYPE_SCULPT, name, PRIM_SCULPT_TYPE_SPHERE]); if (count >= number) count = 0; } }
Free of charge 
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Paladin Pinion
The other one of 10
Join date: 3 Aug 2007
Posts: 191
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12-11-2009 10:47
Just a little tweak to make sure that inventory item 0 gets included: integer number; integer count;
default { state_entry() { number = llGetInventoryNumber(INVENTORY_TEXTURE); count = 0;
llSetTimerEvent(10.0); } timer() { string name = llGetInventoryName(INVENTORY_TEXTURE, count); if (name != "") llSetPrimitiveParams ([PRIM_TYPE, PRIM_TYPE_SCULPT, name, PRIM_SCULPT_TYPE_SPHERE]); count++; if (count >= number) count = 0; } }
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