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blinking light? |
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Eep Quirk
Absolutely Relative
![]() Join date: 15 Dec 2004
Posts: 1,211
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01-01-2005 19:43
Any way to make a "light" material type prim blink?
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Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
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01-01-2005 20:17
umm transperncy or changing the type from light to some thing else, and then back again?
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Champie Jack
Registered User
![]() Join date: 6 Dec 2003
Posts: 1,156
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01-01-2005 20:24
Check out this THREAD to get some excellent advice on how to achieve the result you want with very minimal server load.
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Darwin Appleby
I Was Beaten With Satan
![]() Join date: 14 Mar 2003
Posts: 2,779
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01-01-2005 20:58
Any way to make a "light" material type prim blink? What they said, but just a quickie: is your name a play on "upquark"? ![]() _____________________
Touche.
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Cross Lament
Loose-brained Vixen
![]() Join date: 20 Mar 2004
Posts: 1,115
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01-02-2005 00:30
Well, I assume since you're using a light-material object for this, that you want it to actually cast local lighting when 'on', and not cast local lighting when 'off'.
A few ways this can be done. One is to change the colour of the prim from its 'on' colour, to black (its 'off colour'), and back again. Objects coloured black do not cast local lighting, even though they're set to light-material. Of course, this means your light turns black when it's off, unless you take advantage of the fact that objects cast the colour of light of their side 0 only. So, if you can hide side 0 of the object, you can toggle its colour between black and the light colour, causing the local lighting to cycle, while leaving the rest of the object normally coloured (but full-bright / unlit). Another would be to use llSetPrimitiveParams() to toggle the object's material type between light and non-light. Same effect as above, except the light maintains its normal colour between on and off states, and does not remain full-bright / unlit. A third method would be to use llSetAlpha() to toggle the light object between visible and invisible. However, changing the alpha of the prim has no effect on the light being cast, so even when the object is invisible, it's still going to cast the same amount of light. A fourth is almost identical to the third, only instead of llSetAlpha(), use llSetTexture() to toggle the object between its normal 'lit' texture, and a full-alpha transparent texture. Or use a two-frame texture (one frame is the on texture, the other is full-transparent), and use llSetTextureAnim() to switch between 'em. All of these are going to cause full object-updates (except for the last one), so a bunch of these is going to be hard on the sim. ![]() _____________________
- Making everyone's day just a little more surreal -
Teeple Linden: "OK, where did the tentacled thing go while I was playing with my face?" |
Eep Quirk
Absolutely Relative
![]() Join date: 15 Dec 2004
Posts: 1,211
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01-02-2005 01:21
What they said, but just a quickie: is your name a play on "upquark"? ![]() Hehe, no, but I wanted to be "Eep Quark" but it wasn't there. My name is based off the Macintosh WildEep! system sound. |
Eep Quirk
Absolutely Relative
![]() Join date: 15 Dec 2004
Posts: 1,211
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01-02-2005 01:34
Thanks, Cross; cue Curio (I think that's his last name) IMed me in SL and gave me something that worked (changing prim material from light to, in this case, plastic). It works great! Now to just find a way to have the light actually BLINK instead of fade...flickering would be nice too. Light type (spot, point, cone) would be cool too...
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Darwin Appleby
I Was Beaten With Satan
![]() Join date: 14 Mar 2003
Posts: 2,779
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01-02-2005 09:17
Hehe, no, but I wanted to be "Eep Quark" but it wasn't there. My name is based off the Macintosh WildEep! system sound. Hehe, nice. _____________________
Touche.
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Cross Lament
Loose-brained Vixen
![]() Join date: 20 Mar 2004
Posts: 1,115
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01-03-2005 09:26
Well, the 'fade' effect seems to be part of the graphics rendering engine. Silly, if you ask me... I mean, if we wanted the light to fade, we could just run the colour down to black and get the same effect.
![]() _____________________
- Making everyone's day just a little more surreal -
Teeple Linden: "OK, where did the tentacled thing go while I was playing with my face?" |
Eep Quirk
Absolutely Relative
![]() Join date: 15 Dec 2004
Posts: 1,211
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01-03-2005 11:53
I don't see why other lighting types can't be implemented. Active Worlds' lighting can fade, flicker, blink (on/off), and has different light types (cone, point, spot). Surely OpenGL (which AW also supports), and SL's 3D engine, is capable of these...
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