Fog script
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Ploy Vogel
Registered User
Join date: 27 Aug 2004
Posts: 133
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02-26-2005 13:03
I'd like to know if there is a fog script out there.
Thanks
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Trimda Hedges
Creator of Useless Prims
Join date: 19 Nov 2003
Posts: 247
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02-27-2005 00:13
Depends specifically on the effect you are attempting to create. There are many ones on world. Generally, they all use the particle system to create the effect. If you check the scripting library, I beleive there is a template you can use to create said effect.
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Alan Palmerstone
Payment Info Used
Join date: 4 Jun 2004
Posts: 659
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02-27-2005 08:12
If you can find the free "Party in a box," there is a "Party Fogger" for a dance floor in it. If you take a look at the script inside, you can copy it into another prim and modify to your liking. I have used it to make chimney smoke, etc.
If you can't find it, IM me and I will drop you one.
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Seagel Neville
Far East User
Join date: 2 Jan 2005
Posts: 1,476
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04-11-2005 23:28
Hello Alan, I took a look at that script. Wow it uses llMakeSmoke! According to the Wiki, this is deprecated. But it is still available. Though it says that llParticleSystem replaced it, does anyone know what kind of parameters can deliver the effect of llMakeSmoke so that it may look very fine particles?
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Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
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04-12-2005 07:07
You can set the particle size to be tiny, I think <0.001, 0.001, 0.0> is the smallest size you can make a particle, although I've not tried that to be sure.
The other way is to make the particles bigger, but to texture them - there are freely available textures like goo (used for water spray) that give you lot of little specks from the texture.
The second version, if you can get the right texture, is probably better, you can make do with less particles and quite a few folks have their particle count turned down to speed up their experience.
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Random Unsung
Senior Member
Join date: 20 Nov 2004
Posts: 345
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04-12-2005 08:02
What I'd like to know now is how to *get rid* of these party/fog/steam scripts.
I have tenants that experiment with them, then they can't seem to find them to delete them.
It appears that the particle effect can stay even after the prim is deleted, even after relogging.
I'm told there is a "remove particles" script -- where can I get that? Is this like the "remove text" that you put into prims with hover texts that won't go away?
Also, could you clarify whether particles draw on the CPU resources, i.e. lag the sim? Should mall owners or rentals owners be urging tenants not to use particles like this for the sake of the whole sim? I keep hearing mixed opinions on this.
I cannot see that particles such as in waterfalls actually affect the sim FPS performance but maybe I'm missing something.
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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04-12-2005 08:22
From: Random Unsung What I'd like to know now is how to *get rid* of these party/fog/steam scripts.
I have tenants that experiment with them, then they can't seem to find them to delete them.
It appears that the particle effect can stay even after the prim is deleted, even after relogging. No, particle effects need a prim to exist. Once they get going, what they no longer need is the script. On the view menu, there's a sub menu called beacons. There's one for particle sources, and it will have your clinet draw a cyan 3-D crosshair over each particle source. COnveniantly, there's also a selection there to turn particles off alltogether so you can more easily see those crosshairs. Same menu, "highlight transpearant" is useful if the source prim is invisible. From: Random Unsung I'm told there is a "remove particles" script -- where can I get that? Is this like the "remove text" that you put into prims with hover texts that won't go away? I'll drop mine on you when I log in a little later. From: Random Unsung Also, could you clarify whether particles draw on the CPU resources, i.e. lag the sim? Should mall owners or rentals owners be urging tenants not to use particles like this for the sake of the whole sim? I keep hearing mixed opinions on this. Particles send one update when they start. That's thier total sim resource use. After that, it's all clinet side. However, some scripts - a rainbow making script comes to mind - rapidly updates it's prim's particle info to get effetcs the particle system alone can't manage. These can sometimes be a little laggy. From: Random Unsung I cannot see that particles such as in waterfalls actually affect the sim FPS performance but maybe I'm missing something. You're not. If you can remove the script and the particles keep doing what you want them to, then it's just the one update to the client per prim to start the particle system. Not a big deal at all.
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Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
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04-12-2005 08:42
I agree, they need a prim (although it can be invisible) to be generated, so removing the prim should do the work. default { state_entry() { llParticleSystem([]); } }
Should do the trick to kill the particles. If you want a really posh one you could add a llRemoveInventory(llGetScriptName());
line straight after the particle system line so the script deletes itself too.
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Korin Ingersoll
I R Teh Short!
Join date: 8 Dec 2004
Posts: 21
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04-12-2005 08:52
particle systems don't lag the sim, but they may lag clients. higher end vid cards should have no problems, gf ti 4600+, gf 6???, probably and the high end ati's. But gf 5??? and gf mx's, gf3's, ati 7??? and the lower 9??? series may drop framerates significantly.
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