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 Post subject: Flexi Skirt Script
PostPosted: Sun Jun 21, 2009 8:34 am 

Joined: Sun Jun 21, 2009 8:20 am
Posts: 3
Hi all! My first post here! :)

I'm a SecondLife user and I just joined to check out OSGrid and it's really cool! :D

But the problem is, I like to make clothings and stuff and in SL there's this script called 'LoopRez' script which is used to create Flexi Prim Skirt's, but somehow it's not working in OSGrid...I've searched the forums and found out this post which says that the LoopRez script will not work in OSGrid :(

So, I was just wondering if there's a similar script which does the same thing? Which works on OpenSim servers...

I'm a scripter myself, but that LoopRez script is just wayyyy too complicated (coz it has Math! Geez!)!

I'd appreciate it if someone would help me out here...I'm stuck...I really loove to make flexi stuff :P

Oh and btw, you can find the LoopRez script here (at the end of the post).

Thanks in advance! :D

Cheers :)


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 Post subject: Re: Flexi Skirt Script
PostPosted: Sun Jun 21, 2009 11:28 am 
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Joined: Sat Nov 22, 2008 6:21 pm
Posts: 31
the looprezz script works for me in OSG. Only thing is that one prim is rezzed like 0.5 meters above the others, otherwise no problems.
I'll test it for you with the 9841 build and send it to you.;-)

Oddball Otoole.

[EDIT] Here the script for those interested.

{L_CODE}:
////////////////////////////////////////////////////////////////////////////////
// LoopRez v0.6, by Ged Larsen, 20 December 2006
//
// - rez a number of objects in an ellipse, whose size is determined by xRadius and yRadius
// - all facing "outwards", along a tangent to the ellipse
// - can set how much the objects flare outwards
// - properly handles object rotation corrections (for example, X-axis 180 degree rotation helps for flexi-prim skirts)
// - can also get a 'saddle' bend, to generate a bend that might help for necklaces (from Ariane Brodie)
//
// To use:
// 1) create a prim that will contain this script and the object to use
// 2) put the script into the prim
// 3) create an object that will be used, and name it "Object"
// 4) put "Object" into the prim containing the script, by dragging it from your inventory
// 5) get out of Edit Mode, and touch the prim
//
// Random note:
// - this version does NOT insure equal spacing of objects along the perimeter of the ellipse
// - i.e., objects "bunch up" at the long ends of an ellipse; the effect should be acceptable for non-extreme ellipses
// - even spacing of objects can be accomplished, but requires simulation of integral calculus, which slows down the script
//
// References:
// - tangent formulas from: http://mathworld.wolfram.com/Ellipse.html


////////////////////////////////////////////////////////////////////////////////
// CONFIGURATION PARAMETERS, change these to your liking

string objectName = "flap"; // object to use; will need to be in the inventory of the prim containing this script
integer numObjects = 12; // how many objects
float xRadius = 0.16; // ellipse x-axis radius in meters
float yRadius = 0.32; // ellipse y-axis radius in meters
float flareAngle = 30.0; // how many DEGREES the bottom of object will flare outwards, the "poof" factor
float bendCoefficient = 0.0; // makes a "saddle shape", bends DOWN this number of meters at extremes of X-axis
vector rotOffset = <0.0, 180.0, 0.0>; // rotation offset in DEGREES -- fixes the rotation of ALL objects; for flexi prims, often you will want <180.0,>
vector posOffset = <0.0, 0.0, 2.0>; // position offset



////////////////////////////////////////////////////////////////////////////////
// No need to mess with anything below here

makeLoop()
{
integer n; // which object is being placed
float theta; // angle in radians
vector pos; // position
rotation rot; // rotation in quaternion format

for(n = 0; n < numObjects; n++) {

theta = TWO_PI * ( (float)n / (float)numObjects );

pos.x = xRadius * llCos(theta); // ellipse: 2x xRadius meters wide
pos.y = yRadius * llSin(theta); // ellipse: 2x yRadius meters wide
pos.z = -bendCoefficient*llCos(theta)*llCos(theta); // saddle shape, bending downwards on X-axis
pos = pos + llGetPos() + posOffset;

rot = llEuler2Rot(<rotOffset.x*DEG_TO_RAD, rotOffset.y*DEG_TO_RAD, rotOffset.z*DEG_TO_RAD>); // user-chosen rotation offset correction
rot = rot * llEuler2Rot(<0, -1*flareAngle*DEG_TO_RAD, 0>); // flare generation (poof)

// the following make the objects face outwards properly for an ellipse; using theta alone is only correct for a circle
// the scary formula calculates a unit vector TANGENTIAL to the ellipse, and llRotBetween is used to figure out how much the object needs to rotate to lie parallel to the tangent
rot = rot * llRotBetween(<0.0,1.0,0.0>, <-1.0 * xRadius * llSin(theta) / ( llSqrt ( (yRadius*yRadius * llCos(theta) * llCos(theta)) + (xRadius*xRadius * llSin(theta) * llSin(theta))) ),yRadius * llCos(theta) / ( llSqrt ( (yRadius*yRadius * llCos(theta) * llCos(theta)) + (xRadius*xRadius * llSin(theta) * llSin(theta))) ),0.0>);
if ( n== (numObjects/2) ) // LSL's implementation of llRotBetween at theta = pi radians is reversed at 180 degrees, so this manually corrects it
rot = rot * llEuler2Rot( <0,PI,0> );

llRezObject(objectName, pos, ZERO_VECTOR, rot, 0);
}
}

default
{
touch_start(integer total_number)
{
if (llDetectedOwner(0) == llGetOwner())
{
makeLoop();
}
}
}

_________________
El presidente of the Republic of Hannaghbha.


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 Post subject: Re: Flexi Skirt Script
PostPosted: Sun Jun 21, 2009 2:23 pm 

Joined: Sun Jun 21, 2009 8:20 am
Posts: 3
hi otoole! Thanks for the reply :)

Yup, the script workeed with the 9841 build, when I checked it inside osgrid! woohoo! :D

There's one more problem that I am experiencing right now...I have a local standalone opensim server running (which I use to make and test stuff)...and it is build 9884...however the looprez script doesn't work in it (it doesn't rez stuff correctly...everythings messed up), so is there a way to get the specific 9841 build from the opensim website and download it?

Oh and does the build no. really matter? I mean, if I have a newer version...it should work no?

Anyways thanks alot for your help, if anyone can help me a bit more I'll really be grateful! :D


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 Post subject: Re: Flexi Skirt Script
PostPosted: Sun Jun 21, 2009 2:56 pm 
User avatar

Joined: Sat Nov 22, 2008 6:21 pm
Posts: 31
Here you go: http://osgrid.org/download/osgrid.opens ... 5.9841.zip
Remember to set things up for standalone in the ini files. (I haven't used a standalone version for like 750 years, so i'm not sure how to do that :D )

And your welcome 8-)

Good luck,

Odd...

_________________
El presidente of the Republic of Hannaghbha.


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 Post subject: Re: Flexi Skirt Script
PostPosted: Sun Jun 21, 2009 3:10 pm 

Joined: Sun Jun 21, 2009 8:20 am
Posts: 3
WOW! thanks otoole!!! :D
ur awesome! :)

Maybe we can meet up in virtual world sometime eh? :mrgreen: :**


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 Post subject: Re: Flexi Skirt Script
PostPosted: Sun Jun 21, 2009 3:42 pm 
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Joined: Sat Nov 22, 2008 6:21 pm
Posts: 31
Pikachu Aine {L_WROTE}:
WOW! thanks otoole!!! :D
ur awesome! :)

Maybe we can meet up in virtual world sometime eh? :mrgreen: :**


Well, 'awesome'is a big word, i'm just trying to help people.
And sure we could meet in OSG, search for 'oddball otoole', 'odds group', or 'republic of hannahgbha' and i'm sure you will be able to find me;-)

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El presidente of the Republic of Hannaghbha.


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 Post subject: Re: Flexi Skirt Script
PostPosted: Sun Jun 21, 2009 7:12 pm 
OSG Elite
User avatar

Joined: Wed Mar 11, 2009 3:57 pm
Posts: 444
Just a Side Note to Scripts in OS. I very very strongly recommend that XEngine be enabled anf forget using the Dotnet.

To force any scrirpt to use the XEngine put the following line at the TOP of any of your scripts.
//XEengine:lsl

When this runs through the Compiler it is not viewed as a comment.

Reference: http://opensimulator.org/wiki/ScriptEngines

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No further support of any kind, for any of my materials. Use as/is whereis.
PLEASE UNSTICKY Any Stickied Posting by myself.


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 Post subject: Re: Flexi Skirt Script
PostPosted: Sun Jun 21, 2009 7:47 pm 
OSG Elite
User avatar

Joined: Sun Dec 07, 2008 4:40 am
Posts: 328
Location: variable
WhiteStar {L_WROTE}:
Just a Side Note to Scripts in OS. I very very strongly recommend that XEngine be enabled anf forget using the Dotnet.

To force any script to use the XEngine put the following line at the TOP of any of your scripts.
//XEengine:lsl

When this runs through the Compiler it is not viewed as a comment.

Reference: http://opensimulator.org/wiki/ScriptEngines



Hi WhiteStar, I read the Wiki on script engines.
Can't see any written reason to pick Xengine over dotnet, could you elaborate on this please?

Shortdog.

_________________
Greybeard.
I applied for the job as village idiot, seems they wanted someone smarter.


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 Post subject: Re: Flexi Skirt Script
PostPosted: Sun Jun 21, 2009 8:07 pm 
OSG Elite
User avatar

Joined: Wed Mar 11, 2009 3:57 pm
Posts: 444
XEngine is far more complete and reliable.

_________________
No further support of any kind, for any of my materials. Use as/is whereis.
PLEASE UNSTICKY Any Stickied Posting by myself.


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 Post subject: Re: Flexi Skirt Script
PostPosted: Tue Nov 16, 2010 7:53 pm 

Joined: Tue Nov 16, 2010 7:51 pm
Posts: 2
hi am not a scripter but I do need a skirt maker in osgrid to be able to make gowns or dresses for free. is it possible if I ask for a readymade skirtmaker? I tried making but nothing happens. :( please help. thank you.


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