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Shammy Smashcan
Registered User
Join date: 14 Oct 2006
Posts: 6
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09-09-2007 17:54
Hi all. I hope that somebody will have a few minutes to assist me. I am building some fog generation scripts for a graveyard in SL. I've built a few now, but none of them are satisfactory, I'm stuck in a catch-22 where either the fog looks good but causes way too much lag, or the fog looks crap but doesn't cause lag. I've seen a nice fogger that comes with an excellent weather system by Damanios Thetan, that seems to rez a ton of temp_on_rez prims and each of them is either a particle emitter or a rotating prim. I'm not trying to copy his system, but I would love to do something similar for this once off build. However when I tried to rez emitter prims, I found that there was a 10 meter limitation on llRezObject(). So I tried to bypass this using something like this: for(x=0; x < number_emitters; x++) { relative_position = llGetPos(); for(y = number_emitters; y >0 ; y--) { llSetPos(relative_position+<x, y, 0>  ; llRezObject("FogDispenser", llGetPos(), ZERO_VECTOR, ZERO_ROTATION, 42); } } But it looks like crap.. heh  I am just wondering if anybody knows of a way to generate good-looking fog for a large area without generating too much client or server lag. Damanios, are you still out there?  , any tips? Thanks in advance.
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Squirrel Wood
Nuteater. Beware!
Join date: 14 Jun 2006
Posts: 471
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09-09-2007 23:45
You want to look at the warppos function posted in these forums.
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Damanios Thetan
looking in
Join date: 6 Mar 2004
Posts: 992
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09-15-2007 18:13
hiya  yes, look for warppos algorithm for placing the emitters. The fog effect is best done by making particles, starting in large horizontal (thin) lines at 0.9 alpha, going to 10x10 size at 0.0 alpha. This way there is no clear 'flicker' when the particles are rezzed. A tip though. If you're making a system that's rezzed by others/for sale, remember to put several security systems in: 1. Make sure your warppos coords. don't cause a sim-crossing, as this can cause the prims to go on a holiday of sim crossings. 2. Check the land perms of owner, so you don't rez a bunch of stuff on other peoples plots 3. 3. Be careful with positioning stuff on no-script land. Although temp-on-rez should prevent major problems with this. Good luck 
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Eadoin Welles
Registered User
Join date: 5 Jan 2007
Posts: 149
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For Shammy Smashcan: fog dispenser values
11-05-2007 02:56
From: Shammy Smashcan Hi all. ... I've seen a nice fogger that comes with an excellent weather system by Damanios Thetan, that seems to rez a ton of temp_on_rez prims and each of them is either a particle emitter or a rotating prim. ...
Shammy, I need to create a fod dispenser too. Can you share with us the particle system values did you use? Which texture image do you recommend for best results? Thank you in advance.
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