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Allan Beltran
Registered User
Join date: 2 Dec 2006
Posts: 52
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12-05-2006 13:44
(Originaly posted in wrong topic - SL Games) My first thread, and I've done no scripting with LSL as of yet, but I'm eager to get moving. I have plenty of experience in scripting, however, I just have a few forward thinking questions before I begin. The first of which is objects rezzing objects.
I want to able to put "parts" into the "core" object's contents and have it rez the objects in onto itself. For instance. Let's say I make a vehicle body, and I have several tire types I can choose from. i.e. fat tires, spoked tires, tank tracks, etc. How would I go about making sure that a "tire_object" is rezzed where the tires should be linked to. Would I use an anchor point? Or maybe the Root Prim of the tires? It could also be a roof_object, or whatever. The point is, I want to make sure I put the part where it "logically" goes on the vehicle body.
My second question has to deal with rotation, and is an extension of the first question. Let's say I am rezzing a helicopter, and I have different main_rotors I want to choose from. Well, once I get the rotor where it belongs (as in the question above), how would I rotate the blades around the rotor shaft? I'm sure that is a common question and a simple link to an example would probably suffice.
Now, my final question (for now). I want the different tires to make a difference on the performance of the vehicle, say traction and speed are affected. Can I get some tips on how I would relay that info to the core vehicle, or would treating the linked tires themselves as the vehicle be sufficient to move the vehicle around? I guess what I am trying to figure out here, is will the rest of the vehilce inherently "follow" the tires if they are rezzed with the "core" vehicle body?
There's a lot I don't know, yet. And I'm certain I'll get a few "make something simpler" responses, but that's okay. I've never been one to take one simple projects from the start up.
These questions are mainly targeted for responses on the capabilities of LSL, so I can modify the direction I want to go in my design. For instance I know O2O is an issue, but I think I can do what I want to accomplish without it.
Thanks in advance for any help.
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ed44 Gupte
Explorer (Retired)
Join date: 7 Oct 2005
Posts: 638
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12-05-2006 15:38
From: Allan Beltran (Originaly posted in wrong topic - SL Games) My first thread, and I've done no scripting with LSL as of yet, but I'm eager to get moving. I have plenty of experience in scripting, however, I just have a few forward thinking questions before I begin. The first of which is objects rezzing objects.
Watch out for the grey goo fence. There are limits! Physical vehicles have 31 prim limits. From: someone I want to able to put "parts" into the "core" object's contents and have it rez the objects in onto itself. For instance. Let's say I make a vehicle body, and I have several tire types I can choose from. i.e. fat tires, spoked tires, tank tracks, etc. How would I go about making sure that a "tire_object" is rezzed where the tires should be linked to. Would I use an anchor point? Or maybe the Root Prim of the tires? It could also be a roof_object, or whatever. The point is, I want to make sure I put the part where it "logically" goes on the vehicle body.
Take a look at builder's buddy, the parts are rezzed at only one point but then locate themselves. You will need to deal with the permissions call back if you want the whole lot to link together. From: someone My second question has to deal with rotation, and is an extension of the first question. Let's say I am rezzing a helicopter, and I have different main_rotors I want to choose from. Well, once I get the rotor where it belongs (as in the question above), how would I rotate the blades around the rotor shaft? I'm sure that is a common question and a simple link to an example would probably suffice.
Check out the timeless door script to see how linked prims (not the root one) can be moved dynamically wrt the root prim. Check out texture animation for your wheel/rotor blade move simulation. hth Ed
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Allan Beltran
Registered User
Join date: 2 Dec 2006
Posts: 52
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12-05-2006 16:03
From: ed44 Gupte Watch out for the grey goo fence. There are limits! Physical vehicles have 31 prim limits. Thanks, I shouldn't have a problem there. The vehicles I am making won't have nearly that many prims, and I intend to allow the rezzing of only one type of each part. i.e. The object won't be rezzing three different tire sets, and four different roofs, etc. From: ed44 Gupte Take a look at builder's buddy, the parts are rezzed at only one point but then locate themselves. You will need to deal with the permissions call back if you want the whole lot to link together.
Check out the timeless door script to see how linked prims (not the root one) can be moved dynamically wrt the root prim. Check out texture animation for your wheel/rotor blade move simulation.
hth Ed I'll take a look at both,thanks.
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