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~~Invisible AV~~

Shippou Oud
The Fox Within
Join date: 11 Jul 2005
Posts: 141
08-01-2007 22:24
I have no idea were to start on this.
I've seen these around for a very long time. A sphear you were that renders an AV invisible.
I've looked threw the lsl library a while and have no idea how something liek this works. Any ideas?
Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
08-01-2007 23:22
It is called an "invisiprim". Not sure where it is in the library, so try searching on that term, or ask someone in-world for one.
Shadow Subagja
Registered User
Join date: 29 Apr 2007
Posts: 354
08-02-2007 09:57
I think this is the script you are looking for:


default
{
state_entry()
{
llSetTexture("e97cf410-8e61-7005-ec06-629eba4cd1fb", ALL_SIDES);
}
}
Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
08-02-2007 10:07
The actual "Invisibility Prim Public" script is a little more complicated than that, but that might work nowadays. In the far past, the switching between two different inviso textures was necessary.
Destiny Niles
Registered User
Join date: 23 Aug 2006
Posts: 949
08-02-2007 10:08
Anyone know how the new ghost av works? It's transparent and claims it don't have the problems that invsi-prims give you.
Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
08-02-2007 10:13
Haven't seen it. Unless they have recently implemented alpha avatar skins, there's no other way to hide the base avatar. Even if you shrunk it down with a tiny shape and anim like Meatball, you still have to invisiprim the remainder, or cover it up with something opaque.
Bid Messmer
Registered User
Join date: 13 May 2007
Posts: 13
08-03-2007 09:13
or use an anim that offsets you below the ground (then you don't get that invisprim mess walking on or near objects with alpha). but if you fly, you show up... I do a combo of the two (invisiprim to hide the AV and an offset anim like cya to stick me under the ground)
Shadow Subagja
Registered User
Join date: 29 Apr 2007
Posts: 354
08-03-2007 10:17
From: Talarus Luan
The actual "Invisibility Prim Public" script is a little more complicated than that, but that might work nowadays. In the far past, the switching between two different inviso textures was necessary.


Yeah I've seen the old scripts (there's a discussion thread still in the forum). It used to be that there was some sort of caching issue and client-side muck that required switching to prevent some brown-texture clutter on the prims. Also several variants of the invisi-prim that would have slightly different qualities of hiding etc. But I've been using the simple texture I listed above for a while now (just as a test I placed one on my av to put a hole through his head) and have yet to see an issue, so I think the previous hoops that were jumped through were working around issues that have since been resolved.

That is my guess anyways. It would be nice to be able to refer to these textures via a constant name and see some documentation, rather than UUID magic and prayers though.
Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
08-03-2007 11:55
well the best description I've seen explaining how this works came from the source:

/54/63/44186/1.html#post468050

It's a hack, was never intended.
_____________________
Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
08-03-2007 12:14
Yeah, that could be, Shadow.

I have recently noticed that they have cleaned up how they work against the sky. They used to be discernible against the skybox, but not anymore. I can't see any borders at all now. :)

They stil have an alpha-sorting issue, like all other alpha textures, but that's a long standing issue, and not necessarily LL's fault.