DefaultLightShareScript
From OpenSimulator
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Drop the following script inside a prim and it should change everything to the usual "normal" defaults. | Drop the following script inside a prim and it should change everything to the usual "normal" defaults. | ||
− | <source lang=" | + | == Examples == |
+ | <source lang="lsl"> | ||
+ | // | ||
+ | // Default LightShare Script Exemple | ||
+ | // Author: djphil | ||
+ | // | ||
+ | |||
+ | list settings = [ | ||
+ | WL_WATER_COLOR, <4.0, 38.0, 64.0>, | ||
+ | WL_WATER_FOG_DENSITY_EXPONENT, 4.0, | ||
+ | WL_UNDERWATER_FOG_MODIFIER, 0.25, | ||
+ | |||
+ | WL_REFLECTION_WAVELET_SCALE, <2.0,2.0,2.0>, | ||
+ | WL_FRESNEL_SCALE, 0.4, | ||
+ | WL_FRESNEL_OFFSET, 0.5, | ||
+ | |||
+ | WL_REFRACT_SCALE_ABOVE, 0.03, | ||
+ | WL_REFRACT_SCALE_BELOW, 0.2, | ||
+ | WL_BLUR_MULTIPLIER, 0.04, | ||
+ | |||
+ | WL_BIG_WAVE_DIRECTION, <1.05, -0.42, 0.0>, | ||
+ | WL_LITTLE_WAVE_DIRECTION, <1.11, -1.16, 0.0>, | ||
+ | |||
+ | WL_NORMAL_MAP_TEXTURE, "822ded49-9a6c-f61c-cb89-6df54f42cdf4", | ||
+ | |||
+ | WL_HORIZON, <0.25, 0.25, 0.32, 0.32>, | ||
+ | WL_HAZE_HORIZON, 0.19, | ||
+ | |||
+ | WL_BLUE_DENSITY, <0.12,0.22,0.38,0.38>, | ||
+ | WL_HAZE_DENSITY, 0.70, | ||
+ | |||
+ | WL_DENSITY_MULTIPLIER, 0.18, | ||
+ | WL_DISTANCE_MULTIPLIER, 0.8, | ||
+ | WL_MAX_ALTITUDE, 1605, | ||
+ | |||
+ | WL_SUN_MOON_POSITION, 0.317, | ||
+ | WL_SUN_MOON_COLOR, <0.24, 0.26, 0.3, 0.3>, | ||
+ | WL_AMBIENT, <0.35, 0.35,0.35, 0.35>, | ||
+ | WL_EAST_ANGLE, 0.0, | ||
+ | |||
+ | WL_SUN_GLOW_FOCUS, 0.1, | ||
+ | WL_SUN_GLOW_SIZE, 1.75, | ||
+ | WL_SCENE_GAMMA, 1.0, | ||
+ | WL_STAR_BRIGHTNESS, 0.0, | ||
+ | |||
+ | WL_CLOUD_COLOR, <0.41, 0.41, 0.41, 0.41>, | ||
+ | WL_CLOUD_XY_DENSITY, <1.0, 0.53, 1.0>, | ||
+ | |||
+ | WL_CLOUD_COVERAGE, 0.27, | ||
+ | WL_CLOUD_SCALE, 0.42, | ||
+ | WL_CLOUD_DETAIL_XY_DENSITY, <1.0, 0.53, 0.12>, | ||
+ | |||
+ | WL_CLOUD_SCROLL_X, 0.2, | ||
+ | WL_CLOUD_SCROLL_Y, 0.01, | ||
+ | WL_DRAW_CLASSIC_CLOUDS, TRUE, | ||
+ | WL_CLOUD_SCROLL_X_LOCK, FALSE, | ||
+ | WL_CLOUD_SCROLL_Y_LOCK, FALSE | ||
+ | ]; | ||
+ | |||
+ | default | ||
{ | { | ||
state_entry() | state_entry() | ||
{ | { | ||
− | + | llSay(PUBLIC_CHANNEL, "Touch to see Default LightShare Script usage."); | |
− | + | } | |
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− | + | touch_start(integer number) | |
+ | { | ||
+ | integer result = lsSetWindlightScene(settings); | ||
− | + | if (result == TRUE) | |
− | + | { | |
+ | llSay(PUBLIC_CHANNEL, "The LightShare values are now set to default values with success."); | ||
+ | } | ||
− | + | else | |
− | + | { | |
− | + | llSay(PUBLIC_CHANNEL, "The LightShare values are now set to default values without success."); | |
− | + | } | |
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} | } | ||
− | }</source> | + | } |
+ | </source> | ||
== Conversions == | == Conversions == | ||
− | |||
Here are some conversions from the WindLight XML to the LightShare settings that I managed to figure out. The format is really pretty much insane. | Here are some conversions from the WindLight XML to the LightShare settings that I managed to figure out. The format is really pretty much insane. | ||
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* sun_angle -> WL_SUN_MOON_POSITION (requires some weird, unknown math) | * sun_angle -> WL_SUN_MOON_POSITION (requires some weird, unknown math) | ||
* sunlight_color -> WL_SUN_MOON_COLOR (all four entries apply) | * sunlight_color -> WL_SUN_MOON_COLOR (all four entries apply) | ||
− | |||
− | |||
[[LightShare|Back to the LightShare main page]] | [[LightShare|Back to the LightShare main page]] | ||
[[Category:Scripts]] | [[Category:Scripts]] |
Revision as of 01:31, 19 December 2020
Drop the following script inside a prim and it should change everything to the usual "normal" defaults.
Examples
// // Default LightShare Script Exemple // Author: djphil // list settings = [ WL_WATER_COLOR, <4.0, 38.0, 64.0>, WL_WATER_FOG_DENSITY_EXPONENT, 4.0, WL_UNDERWATER_FOG_MODIFIER, 0.25, WL_REFLECTION_WAVELET_SCALE, <2.0,2.0,2.0>, WL_FRESNEL_SCALE, 0.4, WL_FRESNEL_OFFSET, 0.5, WL_REFRACT_SCALE_ABOVE, 0.03, WL_REFRACT_SCALE_BELOW, 0.2, WL_BLUR_MULTIPLIER, 0.04, WL_BIG_WAVE_DIRECTION, <1.05, -0.42, 0.0>, WL_LITTLE_WAVE_DIRECTION, <1.11, -1.16, 0.0>, WL_NORMAL_MAP_TEXTURE, "822ded49-9a6c-f61c-cb89-6df54f42cdf4", WL_HORIZON, <0.25, 0.25, 0.32, 0.32>, WL_HAZE_HORIZON, 0.19, WL_BLUE_DENSITY, <0.12,0.22,0.38,0.38>, WL_HAZE_DENSITY, 0.70, WL_DENSITY_MULTIPLIER, 0.18, WL_DISTANCE_MULTIPLIER, 0.8, WL_MAX_ALTITUDE, 1605, WL_SUN_MOON_POSITION, 0.317, WL_SUN_MOON_COLOR, <0.24, 0.26, 0.3, 0.3>, WL_AMBIENT, <0.35, 0.35,0.35, 0.35>, WL_EAST_ANGLE, 0.0, WL_SUN_GLOW_FOCUS, 0.1, WL_SUN_GLOW_SIZE, 1.75, WL_SCENE_GAMMA, 1.0, WL_STAR_BRIGHTNESS, 0.0, WL_CLOUD_COLOR, <0.41, 0.41, 0.41, 0.41>, WL_CLOUD_XY_DENSITY, <1.0, 0.53, 1.0>, WL_CLOUD_COVERAGE, 0.27, WL_CLOUD_SCALE, 0.42, WL_CLOUD_DETAIL_XY_DENSITY, <1.0, 0.53, 0.12>, WL_CLOUD_SCROLL_X, 0.2, WL_CLOUD_SCROLL_Y, 0.01, WL_DRAW_CLASSIC_CLOUDS, TRUE, WL_CLOUD_SCROLL_X_LOCK, FALSE, WL_CLOUD_SCROLL_Y_LOCK, FALSE ]; default { state_entry() { llSay(PUBLIC_CHANNEL, "Touch to see Default LightShare Script usage."); } touch_start(integer number) { integer result = lsSetWindlightScene(settings); if (result == TRUE) { llSay(PUBLIC_CHANNEL, "The LightShare values are now set to default values with success."); } else { llSay(PUBLIC_CHANNEL, "The LightShare values are now set to default values without success."); } } }
Conversions
Here are some conversions from the WindLight XML to the LightShare settings that I managed to figure out. The format is really pretty much insane.
- ambient -> WL_AMBIENT (all four entries apply; apparently, you have to divide the first 3 entries by the 4th one, and include the 4th as is)
- blue_density -> WL_BLUE_DENSITY (all four entries apply; apparently, you have to divide the first 3 entries by WL_DENSITY_MULTIPLIER and keep the 4th as is)
- blue_horizon -> WL_HORIZON (all four entries apply; apparently, you have to divide the first 3 entries by WL_DENSITY_MULTIPLIER and keep the 4th as is)
- cloud_color -> WL_CLOUD_COLOR (all four entries apply)
- cloud_pos_density1 -> WL_CLOUD_XY_DENSITY (3rd entry becomes 1st; 2nd entry becomes 2nd entry; 4th entry becomes 3rd; 1st entry ignored)
- cloud_pos_density2 -> WL_CLOUD_XY_DETAIL_DENSITY (3rd entry becomes 1st; 2nd entry becomes 2nd entry; 4th entry becomes 3rd; 1st entry ignored)
- cloud_scale -> WL_CLOUD_SCALE (use just the first entry)
- cloud_scroll_rate -> first entry goes to WL_CLOUD_SCROLL_X, second entry goes to WL_CLOUD_SCROLL_Y (unknown, the math doesn't make sense)
- cloud_shadow -> WL_CLOUD_COVERAGE (use first entry)
- density_multiplier -> WL_DENSITY_MULTIPLIER (use first entry multiplied by 1000)
- distance_multiplier -> WL_DISTANCE_MULTIPLIER (use first entry)
- east_angle -> WL_EAST_ANGLE
- enable_cloud_scroll -> first entry goes to WL_CLOUD_SCROLL_X_LOCK, second entry to WL_CLOUD_SCROLL_Y_LOCK (0 becomes TRUE and 1 becomes FALSE)
- gamma -> WL_SCENE_GAMMA (use first entry)
- glow -> second entry to WL_SUN_GLOW_FOCUS (times 100), math for WL_SUN_GLOW_SIZE is unknown
- haze_density -> WL_HAZE_DENSITY (use first entry)
- haze_horizon -> WL_HAZE_HORIZON (use first entry; others ignored?)
- lightnorm -> unsupported?
- max_y -> WL_MAX_ALTITUDE (use first entry)
- preset_num -> not used
- star_brightness -> WL_STAR_BRIGHTNESS
- sun_angle -> WL_SUN_MOON_POSITION (requires some weird, unknown math)
- sunlight_color -> WL_SUN_MOON_COLOR (all four entries apply)