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creating sculpt using llSetPrimitiveParams & sculpt map UUID

Joshooah Lovenkraft
Just Joshin'
Join date: 28 Dec 2007
Posts: 1,376
10-07-2009 14:18
I'm working on my Burning Life installation and was wanting to create a mud mask to give away. I couldn't seem to find a sculpted mask that was full perm for this purpose but then remembered there were some open source sculpt maps here: http://wiki.secondlife.com/wiki/Sculpted_Prims:_Sculpt_Maps_and_Textures

Some of the sculpts listed give you the actual sculpt map while others only list the UUID. I wanted to use the head sculpt that was listed on the page with its UUID, along with some creative texturing to achieve a mud mask but when I tried to do this, I was unable to generate the sculpt:

default
{
state_entry()
{
llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SCULPT, "sculpt map uuid that i do not own in my inventory", PRIM_SCULPT_TYPE_SPHERE]);
llRemoveInventory(llGetScriptName());
}
}

Is the reason why this doesn't work because I do not have the sculpt map texture in my inventory? I figure this is the reason as a security measure to protect content but thought I'd double check here.
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Innula Zenovka
Registered User
Join date: 20 Jun 2007
Posts: 1,825
10-07-2009 16:40
Nope. I am sure that's not the problem. I've just tested it with the avatar head texture, which I am certain is not in my inventory, and it works fine for me:
CODE
default
{
state_entry()
{
llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SCULPT, "5b48af61-a894-044e-1d10-c0ccb5c64eb4", PRIM_SCULPT_TYPE_SPHERE]);
// llRemoveInventory(llGetScriptName());
}
}
;

However, the UUIDs for the sculpts from the beta grid don't work on the main grid, not to my great surprise. Are you sure you are on the right grid (and, of course, that you're got the uuid right and there are no spaces and suchlike?
Joshooah Lovenkraft
Just Joshin'
Join date: 28 Dec 2007
Posts: 1,376
10-07-2009 17:04
From: Innula Zenovka
Nope. I am sure that's not the problem. I've just tested it with the avatar head texture, which I am certain is not in my inventory, and it works fine for me:
CODE
default
{
state_entry()
{
llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SCULPT, "5b48af61-a894-044e-1d10-c0ccb5c64eb4", PRIM_SCULPT_TYPE_SPHERE]);
// llRemoveInventory(llGetScriptName());
}
}
;

However, the UUIDs for the sculpts from the beta grid don't work on the main grid, not to my great surprise. Are you sure you are on the right grid (and, of course, that you're got the uuid right and there are no spaces and suchlike?


Oh weird, it works now lol. I had tried it a few times on the BL sim I'm on and it just stayed as a sphere but it seems to work on my home sim now even though they're both on the unrolled server version. Maybe just a strange glitch in the space time continuum. Thanks for testing it out for me Innula :)
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