Archive for the ‘pet projects’ Category
GLOOMII: The shores of LSL
The part two of my baby steps in EclipseIDE with the LSL Plus addon.
Like i said before the debugging environement is quite amazing , you can describe symbolic prim structures, with names, descriptions, even their positions and owner, for what i’ve seen you can also write “sim scripts” of some kind but ididn’t look into it too much.
Second, the lsl “preprocessor is great too, it spurt out a “ready to copy/paste” lsl code stripped from it’s comments, extra lines, etc but also variables and functions declared and never used. Lastly there is the possibility to write “modules”, that is you can write your own libraries for custom functions that you share across multiple scripts, this module system allow you to “include” the modules once at the start of your lsl project and the functions and variables it contains are then available, great for code recycling.
As before, the final lsl file only contain the functions that are actually called so you you can build huge libraries if you wish, the final script will only inherit of the minimum needed.
Between this article and the previous one, i forgot why i was using Eclipse in the first place… but now i remember why!
It’s simply the best lsl editor i’ve found so far.
Dustpan script and Dirt texture sheet done.
The dirt can now be properly picked up, there is a little freeze while you do that, that’s normal, the trashcan now also accept the dustpan wich close the loop to the incinerator.
I played around in PS for a whole and manaed to get some pretty nice dirt piles, dirt scattered and dirt broom sweeps.
I’m also trying myself at a standalone boiler (without kitchen appliances)
Probably the most advanced dirt sweeping script?
After 6 hours, i consider the “meat” of the script to be done:
Spawning device has an unique ID
It runs a timer to add more dirt on the floor , runs a limited sensor for counting the dirt and stop adding when maximum is reached.
Each dirt spawned get the unique id and use it to rename itself.
Each dirt patch use sensor to find the dirt generator, read the configuration values from the generator name
Set the generator position as it’s origin and move itself at a random place in the generator’s declared radius.
When swept, the dirt patch is actually moved on the floor, and will refuse a move that will put it out of range of the generator control sensor.
Dirt rotate itself according to the angle it was swept.
Dirt assume random variation in “thickness” to reduce Z fighting in complanar faces.
Dirt suicide if it lose track of it’s generator.
That’s a lot for a patch of dirt 😀
Stepping stone
I’ve been reading a book about poser this morning and i’m trying to devise animations for my bathtub project, the main challenge being that it is a “pedestal” type of bathtub, and i want to animate it fully, wich also means a “walk-in” animation.
Added difficulty, making the avatar look like it is ACTUALLY walking the steps up, wich means i need to import in poser, somehow, the bathtub primwork, wich i did but i had to literally jump through hoops to get the bathtub to be “roughly” to the proper scale, because even if pose is in meters, the sl avatar in poser is like .. 1.45 meters, while ruth in sl tower at 1.85 meters.
I started placing a couple ‘key’ frames, a picture is worth a tousand words.
It’s .. “about right” in SL, i’m kinda hoping that making the animation fluid and natural will divert peoples from the fact their feets “might” sink/hover in/on the steps.
Some more pet projects…
I’ve been a bit away from sl those days, short of some social interaction, i didn’t feel like building, or well… scripting.
I’ve spent some time working on a new pet project of mine, wich is my personal gamemode for Gmod, for those who don’t know Gmod, it’s some kind of very flexible sandbox game built on the HL2/Source engine.
It’s not SL, but it’s different, in many way it’s more powerfull creation wise.
Well enough talk, here are a couple of screenshots that show what i’ve been up to.
Some more skinning …
The language is called lua, it’s not the first time i see it and it’s quite different from LSL and PHP and in many ways more powerful.
The code is split into a server, a client part, and a shared part. The client part is just a dream to work with when making interfaces and fullscreen effects compared to SL.
I’m not even going to mention the word “SHADER” compared to SL when making models and materials for them.
Don’t worry everyone, i’m not planning to leave SL just yet, but … i’m trying to broaden my horizon, and generally get my head out of SL so i start having good ideas again.
OpenBittorrent.org & Bitlet plugin
Openbittorrent is a pretty cool thingie, basically it’s an open access bittorrent tracker, however it has no “torrent upload” or search engine interface, since all files on a tracker are hashed, the tracker has no way to know what it is indexing.
This article is also a test of the bitlet web based torrent downloader. You can try to download it, it’s only a small kernel file for my phone, virus free and legal you can Download it using the java bitlet downloader.
shr_unstable_OpenMoko.torrent
OR
Download the torrent file HERE