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Ecks Bowman
Registered User
Join date: 6 Sep 2006
Posts: 90
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07-14-2007 21:26
I didn't where to ask this, sorry if in wrong spot...
I'm thinking about making a avatar that is going to have very skinny arms, legs ect... so I need to hide some of the shape of my avatar.. I know to use the invisible script in a prim but is it a good idea to use one big prim to cover most of the body? or how do most people use it in their, lets say, robot avatars?
Hope I explain this right
Thx
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Johan Laurasia
Fully Rezzed
Join date: 31 Oct 2006
Posts: 1,394
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07-14-2007 22:01
Not really sure how to go about it.. but generally I think you completely hide the avatar's "real" bodypart, and replace with prims.. here's the script you're speaking of... it hides the avatar's body, but not prims... it works quite well, you can even hide your nameplate if you so wish.
// Invisibility Prim Refresh v1.1a // by Beatfox Xevious // last updated Oct. 21, 2004
refresh() { llSetTexture("38b86f85-2575-52a9-a531-23108d8da837", ALL_SIDES); llSleep(30); llSetTexture("e97cf410-8e61-7005-ec06-629eba4cd1fb", ALL_SIDES); }
default { state_entry() { llSetPrimitiveParams([PRIM_BUMP_SHINY, ALL_SIDES, PRIM_SHINY_NONE, PRIM_BUMP_BRIGHT]); llOffsetTexture(0.468, 0.0, ALL_SIDES); llScaleTexture(0.0, 0.0, ALL_SIDES); llSetAlpha(1.0, ALL_SIDES); llSetTimerEvent(5); }
timer() { if ((integer)llGetWallclock() % 60 < 10) { refresh(); } } }
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Kaluura Boa
Polygon Project
Join date: 27 Mar 2007
Posts: 194
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What's that script?
07-16-2007 02:07
From: Johan Laurasia // Invisibility Prim Refresh v1.1a // by Beatfox Xevious // last updated Oct. 21, 2004
refresh() { llSetTexture("38b86f85-2575-52a9-a531-23108d8da837", ALL_SIDES); llSleep(30); llSetTexture("e97cf410-8e61-7005-ec06-629eba4cd1fb", ALL_SIDES); }
default { state_entry() { llSetPrimitiveParams([PRIM_BUMP_SHINY, ALL_SIDES, PRIM_SHINY_NONE, PRIM_BUMP_BRIGHT]); llOffsetTexture(0.468, 0.0, ALL_SIDES); llScaleTexture(0.0, 0.0, ALL_SIDES); llSetAlpha(1.0, ALL_SIDES); llSetTimerEvent(5); }
timer() { if ((integer)llGetWallclock() % 60 < 10) { refresh(); } } }
Honestly, this script must be a joke. default { state_entry() { llSetTexture("e97cf410-8e61-7005-ec06-629eba4cd1fb", ALL_SIDES); } } That's all I use to create invisiprims. I remove the script once executed and the prims keep on hiding AVs. Unless there's something I totally miss in my reasoning, I don't see the point of having a running script to create invisiprims. You just have to use a "fresh" prim with all the default settings. And to answer to Ecks Bowman: It depends on the shape of your AV. If your AV is crushed, one prim may be enough. It's however better to have several prims as close as possible from the shape of the AV in order not to hide the other AVs and not to ruin the decor around your silhouette.
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Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
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06-09-2008 21:51
From: Kaluura Boa Honestly, this script must be a joke.
default { state_entry() { llSetTexture("e97cf410-8e61-7005-ec06-629eba4cd1fb", ALL_SIDES); }
}
That's all I use to create invisiprims. I remove the script once executed and the prims keep on hiding AVs.
Unless there's something I totally miss in my reasoning, I don't see the point of having a running script to create invisiprims. You just have to use a "fresh" prim with all the default settings.
And to answer to Ecks Bowman: It depends on the shape of your AV. If your AV is crushed, one prim may be enough. It's however better to have several prims as close as possible from the shape of the AV in order not to hide the other AVs and not to ruin the decor around your silhouette. Old thread, I know, but I figured I'd go ahead and explain my reasoning for making the script that way for anyone who's interested. Back when I created it in 2004 (before adding the timer stuff), I discovered an issue where the invisiprim would actually hide *all* textured objects, not just avatar skins and alpha textures. It didn't occur consistently, but it did happen quite often... maybe about 50% of the time? I don't remember too well. After some experimenting, I noticed that when the issue appeared and I subsequently changed the invisiprim's texture to a different invisibility texture (there's 2 of them), the issue went away. Then, if the issue appeared again at a later point and I switched back to the first invisibility texture, the invisiprim would again work properly. It became apparent that the problem was somehow tied to the order in which textures were loading on the client... especially since the texture-swapping "fix" wouldn't work at all if there was another invisiprim in the vicinity using the same invisibility texture and *not* swapping. This is what led me to add the code for swapping between the two textures every 30 seconds, as well as the code for synchronizing the swaps to the SL clock so that all invisiprims in an area (assuming they all used my script) would swap more or less together and allow the swapping "fix" to actually work. I suspect that this issue may no longer exist in SL, thus rendering the swapping code unnecessary. However, I haven't been on SL much lately and haven't really bothered to do any extensive testing on "swap-less" invisiprims. But since the code only triggers once every 30 seconds and doesn't seem to have any detrimental effects, I haven't had any pressing reason to change it. Hope that makes things a bit clearer! (no pun intended, heh...)
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My Beatworks: Zephyr Chimes wind chimes, the KanaMaster Japanese kana tutor, and the FREE Invisibility Prim Public. Look for them at the Luskwood General Store in Lusk (144, 165).
"You have been frozen. You cannot move or chat. A pony will contact you via instant message (IM)." - mysterious system message I received after making off with Pony Linden
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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06-09-2008 22:01
so does this be we can remove the some 20 billion invisi prim scripts from the world? I wonder if that would help with the lag. haha. okay maybe 20 billion is a little high
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Johan Laurasia
Fully Rezzed
Join date: 31 Oct 2006
Posts: 1,394
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06-10-2008 07:42
Yeah, well, as Beatfox explained, things change in SL, so it's not really smart to call someone's code a joke, especially when it works, and an incredible number of people use it. Personally, I never played around with it other than to drop it in a prim and use it, and it seemed to work fine, so I never really questioned the possibility of being a 'joke' since it 'works'. http://www.secondscripter.com/
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My tutes http://www.youtube.com/johanlaurasia
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