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Dominguez Brentano
Registered User
Join date: 20 Apr 2006
Posts: 87
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03-20-2007 14:31
Hi all, bit of an odd one here. I want to res object A, (given some conditions, but they're not too relavent, anything that'll work for "on click" should be fine) BUT, I only want this object to be visible to people who are wearing object B. is this even remotely possible? I know HUD attachments are only viewable by that user, but I need it to be static in the world frame, and res at position x away from the thing you click on. any help would be greatly appreciated! I can give more context on the project if needed, but I really think it'll just complicate things! 
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Jacques Groshomme
Registered User
Join date: 16 Mar 2005
Posts: 355
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03-20-2007 14:45
Not possible, sorry.
Anything that rezzes in world is globally viewable.
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Dominguez Brentano
Registered User
Join date: 20 Apr 2006
Posts: 87
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03-20-2007 14:57
From: Jacques Groshomme Not possible, sorry.
Anything that rezzes in world is globally viewable. I had feared as much. thanks for the swift reply! on the plus side, it certainly makes things simpler for me 
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Deanna Trollop
BZ Enterprises
Join date: 30 Jan 2006
Posts: 671
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03-20-2007 15:36
Well, you could possibly fake something like this, with a HUD attachment which will scale, rotate and move to an appropriate screen location, based on camera position and rotation. Drawbacks: - Position updates would be incremental, based on a timer or other iterative event handler, and as such, would noticeably stutter, likely lag behind the agent's camera, and tax sim resources.
- HUD objects are viewed orthographically (without perspective) and always full-bright
- Would never be occluded by in-world objects
So, you could do something like HUD crosshairs that would (generally) indicate a given world location, but the appearance of an actual in-world object would be next to impossible. [Edit: Wohoo! 100th post!  ]
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Dominguez Brentano
Registered User
Join date: 20 Apr 2006
Posts: 87
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03-20-2007 16:20
From: Deanna Trollop Well, you could possibly fake something like this, with a HUD attachment which will scale, rotate and move to an appropriate screen location, based on camera position and rotation. Drawbacks: - Position updates would be incremental, based on a timer or other iterative event handler, and as such, would noticeably stutter, likely lag behind the agent's camera, and tax sim resources.
- HUD objects are viewed orthographically (without perspective) and always full-bright
- Would never be occluded by in-world objects
So, you could do something like HUD crosshairs that would (generally) indicate a given world location, but the appearance of an actual in-world object would be next to impossible. [Edit: Wohoo! 100th post!  ] I had thought of that actually, but completely dismissed it as being faaar to complicated  occlusion's not a problem, I'm construction a virtual representation of a VR reality room... so the 3D objects it generates would only be visible by the user wearing special glasses in RL. but I'll mock something up  (eventually oO) also just discovered I cant detect if the user's wearing an object of name "x", so I'm going to have to get it to announce its presence instead. gah oO thanks for the suggestion though 
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