OsSetTerrainTexture
From OpenSimulator
osSetTerrainTexture(integer level, key texture)
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Set the terrain texture of the estate to the texture given as key. The level can be 0, 1, 2 or 3. | |
Threat Level | High |
Permissions | ESTATE_MANAGER,ESTATE_OWNER |
Extra Delay | 0 seconds |
Example(s) | |
// Default Terrain Textures by djphil 2018 default { state_entry() { osSetTerrainTexture(0, "b8d3965a-ad78-bf43-699b-bff8eca6c975"); osSetTerrainTextureHeight(0, 10.0, 60.0); osSetTerrainTexture(1, "abb783e6-3e93-26c0-248a-247666855da3"); osSetTerrainTextureHeight(1, 10.0, 60.0); osSetTerrainTexture(2, "179cdabd-398a-9b6b-1391-4dc333ba321f"); osSetTerrainTextureHeight(2, 10.0, 60.0); osSetTerrainTexture(3, "beb169c7-11ea-fff2-efe5-0f24dc881df2"); osSetTerrainTextureHeight(3, 10.0, 60.0); } } // Random Terrain Texture integer gTimerInterval = 300; // 300 seconds (5 minutes) changeTextures() { // Get the number of terrain textures in the prim inventory integer numTextures = llGetInventoryNumber(INVENTORY_TEXTURE); // If there is at least one terrain texture if (numTextures > 0) { // Loop through each corner integer i; for (i = 0; i < 4; ++i) { // Select a random terrain texture from the inventory string randomTextureName = llGetInventoryName(INVENTORY_TEXTURE, llFloor(llFrand(numTextures))); // Get the UUID key randomTextureUUID = llGetInventoryKey(randomTextureName); // Set the selected terrain texture for the current corner osSetTerrainTexture(i, randomTextureUUID); // Display the selected random texture UUID in chat llOwnerSay("Selected random terrain texture" + (string)i + ": " + randomTextureName + " - " + randomTextureUUID); } } else { llOwnerSay("No terrain textures found in the prim inventory."); } } default { state_entry() { // Start the timer to change textures every xxx seconds llSetTimerEvent(gTimerInterval); // Initial texture change changeTextures(); } timer() { // Change textures when the timer fires changeTextures(); } } /* osSetTerrainTexture(integer level, key texture) osSetTerrainTextureHeight(integer corner, float low, float high) Material: Base Color Metallic-Roughness Emissive Normal */ // This line defines an integer variable 'currentTextureSet'. // This variable is used to store the current texture set. // The value 0 represents Texture Set A, and the value 1 represents Texture Set B. integer currentTextureSet = 0; float TextureLow = 10.0; float TextureHigh = 60.0; // Standard Texture Set A (Base color only) key Terrain_Dirt_A = "b8d3965a-ad78-bf43-699b-bff8eca6c975"; key Terrain_Grass_A = "abb783e6-3e93-26c0-248a-247666855da3"; key Terrain_Mountain_A = "179cdabd-398a-9b6b-1391-4dc333ba321f"; key Terrain_Rock_A = "beb169c7-11ea-fff2-efe5-0f24dc881df2"; // PBR Texture Set B (Material) key Terrain_Dirt_B = "8da1cb17-8ced-4a70-94e8-41b2c45d952d"; key Terrain_Grass_B = "4d1ec4f5-069a-4301-aa12-7d3cc5d46a70"; key Terrain_Mountain_B = "95b317e4-c671-46d3-818a-270641aeb463"; key Terrain_Rock_B = "f1bc94f2-f276-4aff-8687-5501e42148ac"; // This function sets the texture to Texture Set A. // It is called to set the default texture set. setTextureSetA() { osSetTerrainTexture(0, Terrain_Dirt_A); osSetTerrainTextureHeight(0, TextureLow, TextureHigh); osSetTerrainTexture(1, Terrain_Grass_A); osSetTerrainTextureHeight(1, TextureLow, TextureHigh); osSetTerrainTexture(2, Terrain_Mountain_A); osSetTerrainTextureHeight(2, TextureLow, TextureHigh); osSetTerrainTexture(3, Terrain_Rock_A); osSetTerrainTextureHeight(3, TextureLow, TextureHigh); } // This function sets the texture to Texture Set B. // It is called to set the alternative texture set. setTextureSetB() { osSetTerrainTexture(0, Terrain_Dirt_B); osSetTerrainTextureHeight(0, TextureLow, TextureHigh); osSetTerrainTexture(1, Terrain_Grass_B); osSetTerrainTextureHeight(1, TextureLow, TextureHigh); osSetTerrainTexture(2, Terrain_Mountain_B); osSetTerrainTextureHeight(2, TextureLow, TextureHigh); osSetTerrainTexture(3, Terrain_Rock_B); osSetTerrainTextureHeight(3, TextureLow, TextureHigh); } default { state_entry() { // This function is called upon entering the state. // It sets the initial texture set to Texture Set A. setTextureSetA(); } touch_start(integer total_number) { // This function is called when the object is touched. // It toggles between Texture Set A and B. if (currentTextureSet == 0) { setTextureSetB(); currentTextureSet = 1; } else { setTextureSetA(); currentTextureSet = 0; } } } | |
Notes | |
This function was added in 0.7.4-post-fixes |