DefaultLightShareScript
From OpenSimulator
Drop the following script inside a prim and it should change everything to the usual "normal" defaults.
Examples
// // Default LightShare Script Example // 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)