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Lighting Script

Brioni Rossini
Registered User
Join date: 28 Jun 2007
Posts: 17
03-13-2008 08:21
Hello,

I created a simple lamp and grabbed a script from the LSL wiki (posted below) to make it light up when clicked (toggle on and off). It works on my home iMAC but not my work MAC Book and about half the folks I show it to say it works from their vantage point and the other half say... "hmm, the bulb must be burnt out"....

Any advice is appreciated. A Video card issue?

http://wiki.secondlife.com/wiki/Category:LSL_Light
Alex Moraff
Random Speaker...
Join date: 9 Oct 2006
Posts: 85
03-13-2008 08:40
It could be a driver update problem or not having local lighting checked in preferences. I could be way off...
Mrc Homewood
Mentor of Randomness
Join date: 24 Feb 2007
Posts: 779
03-13-2008 09:53
make sure in your prefrances you have "enable local lights" checked
Brioni Rossini
Registered User
Join date: 28 Jun 2007
Posts: 17
03-13-2008 11:24
Thanks, yes, it was not having the local lighting option checked.

That's interesting, one's preferences are obviously stored on the local client, so I must have had the opposite preference selected on my home PC. But also, I have two accounts/avatars and making the change on a local client affects both avatars, which is fine, but I'm a little surprised the local client preferences are not unique for each avatar.
Squirrel Wood
Nuteater. Beware!
Join date: 14 Jun 2006
Posts: 471
03-14-2008 00:25
Graphics settings are global whereas window positions are not.

Therefore graphics settings apply to all alts whereas window positions are adjustable separate for each alt.
ElQ Homewood
Sleeps Professionally
Join date: 25 Apr 2007
Posts: 280
03-14-2008 21:41
yeah, for lighted objects to be rendered you've got to have "nearby local lights" selected in prefs, but the RC now includes windlight. when this becomes the current release, that will no longer be an issue.
Haplo Voss
Registered User
Join date: 18 Nov 2006
Posts: 137
03-15-2008 06:38
A little tip to make your lights seem to switch on quicker...
I noticed in the wiki it has the following line commented out...

//llSetPrimitiveParams([PRIM_FULLBRIGHT,ALL_SIDES,FALSE,PRIM_POINT_LIGHT,TRUE,<1.0,1.0,0.5>,20,1.0,0.5]);


which can be simplified into:
llSetPrimitiveParams([PRIM_FULLBRIGHT, ALL_SIDES, TRUE]);

this basically tells the texture to go fullbright and takes effect immediately, whereas PRIM_POINT_LIGHT actually takes a few seconds sometimes to make the prim to appear to 'light up' beyond just emitting light.