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Sculpted ground copy |
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Naiman Broome
Registered User
Join date: 4 Aug 2007
Posts: 246
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05-01-2008 12:43
Hello all I would like to know if someone here could suggest me a technique to copy portions of the 3d ground to make it into a sculpted suerface to justapose over the real one in the game with a megaprim may be ...... is it possible? to take the 3d data may be from the raw format and convert portions of it into a sculpt plane surface modeled after it that I can use to place shadow maps over the terrains?
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2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
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05-01-2008 13:24
There is an LSL script function - llGround(). It returns the ground height beneath the scripted object's current position. You could use the function to rez colored prims that represent sculptmap pixels. It would then be a simple matter of taking a snapshot of the prim sculptmap from above.
There's other ways of doing it. But the method above would be doable by most LSL scripters. Other methods would require external programming. |
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Naiman Broome
Registered User
Join date: 4 Aug 2007
Posts: 246
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05-01-2008 14:55
Its a script to do that that creates a sculpt map? If is so where I can find such a script?
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Dylan Rickenbacker
Animator
Join date: 11 Oct 2006
Posts: 365
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05-01-2008 21:52
There's a gadget called LandSculptor, which you can find here:
http://www.slexchange.com/modules.php?name=Marketplace&file=item&ItemID=414786 |
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2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
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05-02-2008 01:32
Its a script to do that that creates a sculpt map? If is so where I can find such a script? I dunno of a script that can actually do that. I was just showing you that it was possible to make one. ![]() |
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Ollj Oh
Registered User
Join date: 28 Aug 2007
Posts: 522
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05-02-2008 10:11
Its a script to do that that creates a sculpt map? If is so where I can find such a script? Yes. I made scripts that "say" the regions parcel settings in a format that can be read by most graphic editing programs (to make detailed maps of roads, access lists and where anyone can build on red,green,blue layers). Thought about converting it into something that "says" the regions height map in a format that can easily be changed into a sculptmap. Didn't have any use for it yet so it is not done yet. The Key is the http://en.wikipedia.org/wiki/Portable_pixmap graphic format that is plain text, for compartibility, and setting the objects name to "" so you can easily copy the text output from SL into a txt file to be read by a graphic editor: For demonstration, just copy the following text into a txt.file and open it in an image editor (rename it demo.ppm if needed), starting with "P6" as first line (the last 3 lines are copied directly from SL chat and generated per script. P6, 4 3, 255 just sets the dimensions of the map, all following lines are ignored): P6 #second line is ignored if "#" this txt file can be read by any paint program !=33 ÿ=255 for RGB[0...255] SPACES count, RETURNS count double, this makes the first column(s) junk thast needs to be cut off. a sculpt PLANE should be 33x33x255 and 32x33 after the first column got cut off. 4 3 255! :!!!ÿÿÿ!!! :ÿ!!!ÿ!!!ÿ :!ÿÿÿ!ÿÿÿ! this is the end of the file, it is generally ignored when read by paint programs. it is filled with junk code to avoid a possible error caused if the file is shorter than claimed. |
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Renee Roundfield
Registered User
Join date: 10 Mar 2006
Posts: 278
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05-02-2008 13:34
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