Chat log from the meeting on 2014-03-11

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(Created page with "<br> [11:04] Robert Adams: I checked in a change to terrain updating this morning... the next step is to add the per presence updating (using draw distance ,etc) <br> [11:04]...")
 
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<br> [11:04]  Robert Adams: I checked in a change to terrain updating this morning... the next step is to add the per presence updating (using draw distance ,etc)
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<pre>
<br> [11:04]  Richardus Raymaker: twice a year back ?
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[11:04]  Robert Adams: I checked in a change to terrain updating this morning... the next step is to add the per presence updating (using draw distance ,etc)
<br> [11:04]  Andrew Hellershanks is Online
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[11:04]  Richardus Raymaker: twice a year back ?
<br> [11:04]  Robert Adams: there will need to be some work on terrain update throttling... it is wrong
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[11:04]  Andrew Hellershanks is Online
<br> [11:04]  Richardus Raymaker: ok robert
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[11:04]  Robert Adams: there will need to be some work on terrain update throttling... it is wrong
<br> [11:04]  Nebadon.Izumi @: hello
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[11:04]  Richardus Raymaker: ok robert
<br> [11:04]  Key Gruin: ya I always like setting my clock back
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[11:04]  Nebadon.Izumi @: hello
<br> [11:05]  Nebadon.Izumi @: oh right
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[11:04]  Key Gruin: ya I always like setting my clock back
<br> [11:05]  logger sewell: I'm not saying a word it's 73 and sunshine here
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[11:05]  Nebadon.Izumi @: oh right
<br> [11:05]  Nebadon.Izumi @: stupid DST
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[11:05]  logger sewell: I'm not saying a word it's 73 and sunshine here
<br> [11:05]  Richardus Raymaker: that sounds logic robert, its haveing the same habbit as with normal edit in the past when throttling where wrong
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[11:05]  Nebadon.Izumi @: stupid DST
<br> [11:05]  Key Gruin: I updated a bit a go and gave terrain a quick try, seems better
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[11:05]  Richardus Raymaker: that sounds logic robert, its haveing the same habbit as with normal edit in the past when throttling where wrong
<br> [11:06]  Key Gruin: ago* / terrain editing*
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[11:05]  Key Gruin: I updated a bit a go and gave terrain a quick try, seems better
<br> [11:06]  Vivian Klees: what's the word on changing the avie capsule?
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[11:06]  Key Gruin: ago* / terrain editing*
<br> [11:06]  Nebadon.Izumi @: Justin isnt even on skype, he will likely show up at end of this hour
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[11:06]  Vivian Klees: what's the word on changing the avie capsule?
<br> [11:06]  Robert Adams: Mic added a hack to work around some of the terrain throttling.... check the note in the mantis
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[11:06]  Nebadon.Izumi @: Justin isnt even on skype, he will likely show up at end of this hour
<br> [11:07]  Andrew Hellershanks is back
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[11:06]  Robert Adams: Mic added a hack to work around some of the terrain throttling.... check the note in the mantis
<br> [11:07]  logger sewell: wb
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[11:07]  Andrew Hellershanks is back
<br> [11:07]  vegaslon plutonian: would anyone like to see the limit of how big a physical prim can be removed if the linked prim that is larger then 64 meters is set as physics none?
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[11:07]  logger sewell: wb
<br> [11:08]  Nebadon.Izumi @: that is a good idea
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[11:07]  vegaslon plutonian: would anyone like to see the limit of how big a physical prim can be removed if the linked prim that is larger then 64 meters is set as physics none?
<br> [11:09]  Nebadon.Izumi @: as of right now vegaslon even if its set none the entire object wont become physical?
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[11:08]  Nebadon.Izumi @: that is a good idea
<br> [11:09]  Robert Adams: Mantis 7008 has the note on the CanniblizeTexturerate INI parameter
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[11:09]  Nebadon.Izumi @: as of right now vegaslon even if its set none the entire object wont become physical?
<br> [11:09]  Richardus Raymaker: hi nebadon, key on your video terrain edit looks fats. i guess its a var
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[11:09]  Robert Adams: Mantis 7008 has the note on the CanniblizeTexturerate INI parameter
<br> [11:09]  vegaslon plutonian: ya that limiting code does not take into account the ability to change physics type on prims
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[11:09]  Richardus Raymaker: hi nebadon, key on your video terrain edit looks fats. i guess its a var
<br> [11:09]  Nebadon.Izumi @: right, thats a good idea
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[11:09]  vegaslon plutonian: ya that limiting code does not take into account the ability to change physics type on prims
<br> [11:10]  Nebadon.Izumi @: I saw Lani put in a patch to change the limit to 64m
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[11:09]  Nebadon.Izumi @: right, thats a good idea
<br> [11:10]  Nebadon.Izumi @: im still not convinced that is a good idea
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[11:10]  Nebadon.Izumi @: I saw Lani put in a patch to change the limit to 64m
<br> [11:10]  Nebadon.Izumi @: I like your idea better
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[11:10]  Nebadon.Izumi @: im still not convinced that is a good idea
<br> [11:10]  Robert Adams: meshes are allowing bigger things
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[11:10]  Nebadon.Izumi @: I like your idea better
<br> [11:11]  Nebadon.Izumi @: ya but that doesnt mean that we should alow 64m physical objects by default, i dunno though
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[11:10]  Robert Adams: meshes are allowing bigger things
<br> [11:11]  Richardus Raymaker: i think 64meters is not a good idea to. opensim is still not sl.
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[11:11]  Nebadon.Izumi @: ya but that doesnt mean that we should alow 64m physical objects by default, i dunno though
<br> [11:11]  Robert Adams: and it is time to either fix the old SL limitations or get off the bus
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[11:11]  Richardus Raymaker: i think 64meters is not a good idea to. opensim is still not sl.
<br> [11:11]  Nebadon.Izumi @: agreed if its done right I think its good
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[11:11]  Robert Adams: and it is time to either fix the old SL limitations or get off the bus
<br> [11:12]  Richardus Raymaker: AM sure it can be set at soem point to 64meters. but first get bulletsim compleet and default running.
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[11:11]  Nebadon.Izumi @: agreed if its done right I think its good
<br> [11:12]  Nebadon.Izumi @: bulletsim is the default already
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[11:12]  Richardus Raymaker: AM sure it can be set at soem point to 64meters. but first get bulletsim compleet and default running.
<br> [11:12]  Richardus Raymaker: then think about increaseing parameters
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[11:12]  Nebadon.Izumi @: bulletsim is the default already
<br> [11:12]  Richardus Raymaker: Nebadon, lets say it different. get everybody on 0.8
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[11:12]  Richardus Raymaker: then think about increaseing parameters
<br> [11:12]  Nebadon.Izumi @: I have not done much more with my racer though
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[11:12]  Richardus Raymaker: Nebadon, lets say it different. get everybody on 0.8
<br> [11:12]  Nebadon.Izumi @: because it still consumes a lot of CPU
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[11:12]  Nebadon.Izumi @: I have not done much more with my racer though
<br> [11:13]  Nebadon.Izumi @: just 1 person driving my racer around really spikes cpu very high
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[11:12]  Nebadon.Izumi @: because it still consumes a lot of CPU
<br> [11:13]  Richardus Raymaker: Im still waiting on soem fixes. but robert told me there's progress :)
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[11:13]  Nebadon.Izumi @: just 1 person driving my racer around really spikes cpu very high
<br> [11:13]  Andrew Hellershanks: nebadon, I'll be looking at the racer scripts soon. There are a bunch of people who want to make their motorcycles move and I thought that script might be helpful.
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[11:13]  Richardus Raymaker: Im still waiting on soem fixes. but robert told me there's progress :)
<br> [11:13]  Robert Adams: your racer is still on my todo list.... I'm still suspecting inter-linkset messaging but don't have proof of that yet
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[11:13]  Andrew Hellershanks: nebadon, I'll be looking at the racer scripts soon. There are a bunch of people who want to make their motorcycles move and I thought that script might be helpful.
<br> [11:13]  Richardus Raymaker: Nebadon, mesh or prim  one ? mabty the collisions ?
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[11:13]  Robert Adams: your racer is still on my todo list.... I'm still suspecting inter-linkset messaging but don't have proof of that yet
<br> [11:13]  Nebadon.Izumi @: its both mesh and prims
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[11:13]  Richardus Raymaker: Nebadon, mesh or prim  one ? mabty the collisions ?
<br> [11:14]  Nebadon.Izumi @: most of the mesh is set to physics type = none
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[11:13]  Nebadon.Izumi @: its both mesh and prims
<br> [11:14]  Nebadon.Izumi @: and there are invisble prims that are actually the collision hull
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[11:14]  Nebadon.Izumi @: most of the mesh is set to physics type = none
<br> [11:14]  Richardus Raymaker: Hmm. my train use linked messages to. only maby not in high rateing. i know llSay can screw my viewer and start lagging it
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[11:14]  Nebadon.Izumi @: and there are invisble prims that are actually the collision hull
<br> [11:14]  Robert Adams: the last I looked, it seemed the collisions and such events were goingto all child prims even though they shouldn't
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[11:14]  Richardus Raymaker: Hmm. my train use linked messages to. only maby not in high rateing. i know llSay can screw my viewer and start lagging it
<br> [11:14]  Nebadon.Izumi @: my racer technically is just a box and 4 spheres for tires
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[11:14]  Robert Adams: the last I looked, it seemed the collisions and such events were goingto all child prims even though they shouldn't
<br> [11:14]  Robert Adams: didn't see why the filtering wasn't filtering
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[11:14]  Nebadon.Izumi @: my racer technically is just a box and 4 spheres for tires
<br> [11:15]  Vivian Klees: prim linkage still a problem?
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[11:14]  Robert Adams: didn't see why the filtering wasn't filtering
<br> [11:16]  Richardus Raymaker: nebadon, what happens (lol) if you remove the wheels from the racer and only drive around with 1 prim ?
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[11:15]  Vivian Klees: prim linkage still a problem?
<br> [11:16]  Nebadon.Izumi @: another thing needs fixing is child prim collision detection
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[11:16]  Richardus Raymaker: nebadon, what happens (lol) if you remove the wheels from the racer and only drive around with 1 prim ?
<br> [11:16]  Nebadon.Izumi @: Richardus its probably better that way
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[11:16]  Nebadon.Izumi @: another thing needs fixing is child prim collision detection
<br> [11:16]  Nebadon.Izumi @: i cant say I have really tried
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[11:16]  Nebadon.Izumi @: Richardus its probably better that way
<br> [11:16]  Richardus Raymaker: just idea to test, if its still spikeing then ..
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[11:16]  Nebadon.Izumi @: i cant say I have really tried
<br> [11:17]  vegaslon plutonian: driving around with just a box still is not smooth, likes to push the front up on what is supposed to be a flat surface
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[11:16]  Richardus Raymaker: just idea to test, if its still spikeing then ..
<br> [11:17]  Richardus Raymaker: hmm, last time i tried it that worke dfine for me
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[11:17]  vegaslon plutonian: driving around with just a box still is not smooth, likes to push the front up on what is supposed to be a flat surface
<br> [11:18]  Nebadon.Izumi @: ya my racer passes a lot of information through the linkset
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[11:17]  Richardus Raymaker: hmm, last time i tried it that worke dfine for me
<br> [11:18]  Nebadon.Izumi @: for effects, like particles and stuff like that
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[11:18]  Nebadon.Izumi @: ya my racer passes a lot of information through the linkset
<br> [11:19]  Nebadon.Izumi @: sounds etc..
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[11:18]  Nebadon.Izumi @: for effects, like particles and stuff like that
<br> [11:19]  Dahlia Trimble is Online
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[11:19]  Nebadon.Izumi @: sounds etc..
<br> [11:19]  Nebadon.Izumi @: I am certainly open to suggestions if someone thinks it can be done better
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[11:19]  Dahlia Trimble is Online
<br> [11:19]  Mata Hari: you could try doing some of that via osSetPrimitiveParams and see if that speeds it up a little
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[11:19]  Nebadon.Izumi @: I am certainly open to suggestions if someone thinks it can be done better
<br> [11:20]  Vivian Klees: I can tell you it's not 100% in sl
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[11:19]  Mata Hari: you could try doing some of that via osSetPrimitiveParams and see if that speeds it up a little
<br> [11:20]  Nebadon.Izumi @: id prefer not to use OSSL
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[11:20]  Vivian Klees: I can tell you it's not 100% in sl
<br> [11:20]  Nebadon.Izumi @: only because using OSSL means it doesnt work everywhere
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[11:20]  Nebadon.Izumi @: id prefer not to use OSSL
<br> [11:20]  Nebadon.Izumi @: and it requires people to have to change their configurations to make the racer work
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[11:20]  Nebadon.Izumi @: only because using OSSL means it doesnt work everywhere
<br> [11:20]  vegaslon plutonian: I would suggest a startup that reads the prim names in the linkset so you only send your link messages to the correct prim
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[11:20]  Nebadon.Izumi @: and it requires people to have to change their configurations to make the racer work
<br> [11:20]  Mata Hari: yeah, I understand....just thinking of methods for speeding it up
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[11:20]  vegaslon plutonian: I would suggest a startup that reads the prim names in the linkset so you only send your link messages to the correct prim
<br> [11:21]  Nebadon.Izumi @: thats difficult vegaslon
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[11:20]  Mata Hari: yeah, I understand....just thinking of methods for speeding it up
<br> [11:21]  Nebadon.Izumi @: i use prim names for the color changer
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[11:21]  Nebadon.Izumi @: thats difficult vegaslon
<br> [11:21]  Nebadon.Izumi @: most of the prims are named "interior" or "exterior"
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[11:21]  Nebadon.Izumi @: i use prim names for the color changer
<br> [11:21]  Nebadon.Izumi @: so when you change colors it changes everything with that name
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[11:21]  Nebadon.Izumi @: most of the prims are named "interior" or "exterior"
<br> [11:21]  vegaslon plutonian: other idea is have each script report its location and just save them
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[11:21]  Nebadon.Izumi @: so when you change colors it changes everything with that name
<br> [11:21]  Richardus Raymaker: I made a script in the past that did read prim lionk numbers
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[11:21]  vegaslon plutonian: other idea is have each script report its location and just save them
<br> [11:22]  Robert Adams would like the OSSL functions to be enabled by default (this is OpenSim after all)
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[11:21]  Richardus Raymaker: I made a script in the past that did read prim lionk numbers
<br> [11:22]  Dahlia Trimble: hi
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[11:22]  Robert Adams would like the OSSL functions to be enabled by default (this is OpenSim after all)
<br> [11:22]  Vivian Klees: hi Dahlia
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[11:22]  Dahlia Trimble: hi
<br> [11:22]  Nebadon.Izumi @: hello Dahlia
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[11:22]  Vivian Klees: hi Dahlia
<br> [11:22]  Richardus Raymaker: hi dahlia
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[11:22]  Nebadon.Izumi @: hello Dahlia
<br> [11:22]  Mata Hari: I wonder if llRegionSay on a negative channel and a crap-load of listeners in your children would be faster or slower (I would guess slowed but I'd never tested it since I hate having a to of listens open)
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[11:22]  Richardus Raymaker: hi dahlia
<br> [11:22]  logger sewell: Hi Dahlia
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[11:22]  Mata Hari: I wonder if llRegionSay on a negative channel and a crap-load of listeners in your children would be faster or slower (I would guess slowed but I'd never tested it since I hate having a to of listens open)
<br> [11:23]  Nebadon.Izumi @: this is latest racer if anyone wants a copy
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[11:22]  logger sewell: Hi Dahlia
<br> [11:23]  vegaslon plutonian: ya until ossl functions are enabled and people are able to see the physic engine name consistantly people are going to keep crying about their vehicles not working
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[11:23]  Nebadon.Izumi @: this is latest racer if anyone wants a copy
<br> [11:23]  Colour Palette: Initialising...
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[11:23]  vegaslon plutonian: ya until ossl functions are enabled and people are able to see the physic engine name consistantly people are going to keep crying about their vehicles not working
<br> [11:23]  reset button: Reset
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[11:23]  Colour Palette: Initialising...
<br> [11:23]  Andrew Hellershanks: Bailing out of functions as soon as possible can also help with script time.
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[11:23]  reset button: Reset
<br> [11:23]  logger sewell: thanks neb
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[11:23]  Andrew Hellershanks: Bailing out of functions as soon as possible can also help with script time.
<br> [11:23]  Richardus Raymaker: ossl is bad idea. besides soem scripts maby dont want to use ossl
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[11:23]  logger sewell: thanks neb
<br> [11:23]  Nebadon.Izumi @: woah
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[11:23]  Richardus Raymaker: ossl is bad idea. besides soem scripts maby dont want to use ossl
<br> [11:23]  Nebadon.Izumi @: who erased it?
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[11:23]  Nebadon.Izumi @: woah
<br> [11:24]  Dahlia Trimble: oops I clicked "Take"
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[11:23]  Nebadon.Izumi @: who erased it?
<br> [11:24]  Andrew Hellershanks: IIRC, I saw a ton of if statements and no return's in the if to get out of the routine when it found one that matched.
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[11:24]  Dahlia Trimble: oops I clicked "Take"
<br> [11:24]  Nebadon.Izumi @: lol
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[11:24]  Andrew Hellershanks: IIRC, I saw a ton of if statements and no return's in the if to get out of the routine when it found one that matched.
<br> [11:24]  Vivian Klees: lol
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[11:24]  Nebadon.Izumi @: lol
<br> [11:24]  Colour Palette: Initialising...
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[11:24]  Vivian Klees: lol
<br> [11:24]  logger sewell: ha ha
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[11:24]  Colour Palette: Initialising...
<br> [11:24]  Pathfinder.Lester @pathlandia.dlinkddns.com:9000: greedy! lol
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[11:24]  logger sewell: ha ha
<br> [11:24]  Nebadon.Izumi @: lol ya the down side of god powers
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[11:24]  Pathfinder.Lester @pathlandia.dlinkddns.com:9000: greedy! lol
<br> [11:24]  Nebadon.Izumi @: lol
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[11:24]  Nebadon.Izumi @: lol ya the down side of god powers
<br> [11:24]  Vivian Klees: take copy gives an hourglass
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[11:24]  Nebadon.Izumi @: lol
<br> [11:25]  Richardus Raymaker: same here. cirlcing cirlce
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[11:24]  Vivian Klees: take copy gives an hourglass
<br> [11:25]  Nebadon.Izumi @: probably just lag
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[11:25]  Richardus Raymaker: same here. cirlcing cirlce
<br> [11:25]  Nebadon.Izumi @: I got it
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[11:25]  Nebadon.Izumi @: probably just lag
<br> [11:25]  Richardus Raymaker: got it
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[11:25]  Nebadon.Izumi @: I got it
<br> [11:25]  Pathfinder.Lester @pathlandia.dlinkddns.com:9000: i got it too
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[11:25]  Richardus Raymaker: got it
<br> [11:25]  Mata Hari: nice model :)
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[11:25]  Pathfinder.Lester @pathlandia.dlinkddns.com:9000: i got it too
<br> [11:25]  Key Gruin: oh now I have two lol
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[11:25]  Mata Hari: nice model :)
<br> [11:25]  Pathfinder.Lester @pathlandia.dlinkddns.com:9000: ty Neb
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[11:25]  Key Gruin: oh now I have two lol
<br> [11:25]  Nebadon.Izumi @: no problem
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[11:25]  Pathfinder.Lester @pathlandia.dlinkddns.com:9000: ty Neb
<br> [11:25]  Nebadon.Izumi @: if anyone finds anyway to improve it please let me know
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[11:25]  Nebadon.Izumi @: no problem
<br> [11:25]  Richardus Raymaker: Key, handy in case you crash one
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[11:25]  Nebadon.Izumi @: if anyone finds anyway to improve it please let me know
<br> [11:25]  Nebadon.Izumi @: Id love contributions, this is meant to be a kit
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[11:25]  Richardus Raymaker: Key, handy in case you crash one
<br> [11:25]  Key Gruin: hehe
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[11:25]  Nebadon.Izumi @: Id love contributions, this is meant to be a kit
<br> [11:26]  Nebadon.Izumi @: so people can make their own racers
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[11:25]  Key Gruin: hehe
<br> [11:26]  Dahlia Trimble: do the wheels rotate?
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[11:26]  Nebadon.Izumi @: so people can make their own racers
<br> [11:26]  Nebadon.Izumi @: no
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[11:26]  Dahlia Trimble: do the wheels rotate?
<br> [11:26]  Nebadon.Izumi @: thats just not possible here
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[11:26]  Nebadon.Izumi @: no
<br> [11:26]  Dahlia Trimble: not?
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[11:26]  Nebadon.Izumi @: thats just not possible here
<br> [11:26]  Nebadon.Izumi @: i was however working on a way to use textures to rotate
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[11:26]  Dahlia Trimble: not?
<br> [11:26]  Mata Hari: btw, on an unrelated topic I've been doing some spring cleaning to my inventory and wondered why it's still necessary to go to the OSG website to empty trash...is there no way to allow the user to do so directly from the viewer on a ROBUST system?
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[11:26]  Nebadon.Izumi @: i was however working on a way to use textures to rotate
<br> [11:27]  Nebadon.Izumi @: no not really Dahlia
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[11:26]  Mata Hari: btw, on an unrelated topic I've been doing some spring cleaning to my inventory and wondered why it's still necessary to go to the OSG website to empty trash...is there no way to allow the user to do so directly from the viewer on a ROBUST system?
<br> [11:27]  Nebadon.Izumi @: i could make the back tires spin easily
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[11:27]  Nebadon.Izumi @: no not really Dahlia
<br> [11:27]  Nebadon.Izumi @: but the front tires because they turn left to right
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[11:27]  Nebadon.Izumi @: i could make the back tires spin easily
<br> [11:27]  Nebadon.Izumi @: its almost impossible to get them to spin
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[11:27]  Nebadon.Izumi @: but the front tires because they turn left to right
<br> [11:27]  Andrew Hellershanks: yea, wouldn't be hard to make the tires appear to rotate or actually rotate.
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[11:27]  Nebadon.Izumi @: its almost impossible to get them to spin
<br> [11:27]  vegaslon plutonian: packets do not come in order and so they wobble when you try to turn the front wheels and have a lltargetomega
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[11:27]  Andrew Hellershanks: yea, wouldn't be hard to make the tires appear to rotate or actually rotate.
<br> [11:27]  Dahlia Trimble: I used to rotate them on my vehicles, it works if the weels are a single prim
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[11:27]  vegaslon plutonian: packets do not come in order and so they wobble when you try to turn the front wheels and have a lltargetomega
<br> [11:27]  Dahlia Trimble: used llTargetOmega
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[11:27]  Dahlia Trimble: I used to rotate them on my vehicles, it works if the weels are a single prim
<br> [11:27]  Nebadon.Izumi @: the wheels are single prims
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[11:27]  Dahlia Trimble: used llTargetOmega
<br> [11:27]  Nebadon.Izumi @: but in opensim it just doesnt work
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[11:27]  Nebadon.Izumi @: the wheels are single prims
<br> [11:27]  Nebadon.Izumi @: it looks terrible
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[11:27]  Nebadon.Izumi @: but in opensim it just doesnt work
<br> [11:28]  Richardus Raymaker: Nebadon, llKeyFrameMotion dont work ? hmm no i think thats root only
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[11:27]  Nebadon.Izumi @: it looks terrible
<br> [11:28]  Dahlia Trimble: llTargetOmega doesnt work?
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[11:28]  Richardus Raymaker: Nebadon, llKeyFrameMotion dont work ? hmm no i think thats root only
<br> [11:28]  Andrew Hellershanks: You can't just drop in an llTargetOmega call?
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[11:28]  Dahlia Trimble: llTargetOmega doesnt work?
<br> [11:28]  Nebadon.Izumi @: it works but when you turn the tires
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[11:28]  Andrew Hellershanks: You can't just drop in an llTargetOmega call?
<br> [11:28]  Nebadon.Izumi @: they appear to wobble
+
[11:28]  Nebadon.Izumi @: it works but when you turn the tires
<br> [11:28]  Nebadon.Izumi @: and it never looks right
+
[11:28]  Nebadon.Izumi @: they appear to wobble
<br> [11:28]  Andrew Hellershanks: oh
+
[11:28]  Nebadon.Izumi @: and it never looks right
<br> [11:28]  Dahlia Trimble: oh
+
[11:28]  Andrew Hellershanks: oh
<br> [11:28]  Andrew Hellershanks: in that case texture effect would be the alternative.
+
[11:28]  Dahlia Trimble: oh
<br> [11:28]  Nebadon.Izumi @: right
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[11:28]  Andrew Hellershanks: in that case texture effect would be the alternative.
<br> [11:29]  Nebadon.Izumi @: let me show you what i was working on
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[11:28]  Nebadon.Izumi @: right
<br> [11:29]  Dahlia Trimble: probably need to align the center of the wheels in the mesh vertices
+
[11:29]  Nebadon.Izumi @: let me show you what i was working on
<br> [11:29]  Pathfinder.Lester @pathlandia.dlinkddns.com:9000: Speaking of inventory stuff, Kitely's Marketplace is now testing delivery of items across the Hypergrid. There's a beta test happening right now if you want to try it out. More info at http://www.kitely.com/forums/viewtopic.php?f=36&t=1275
+
[11:29]  Dahlia Trimble: probably need to align the center of the wheels in the mesh vertices
<br> [11:29]  vegaslon plutonian: or have three mesh wheels always rotating and use alpha
+
[11:29]  Pathfinder.Lester @pathlandia.dlinkddns.com:9000: Speaking of inventory stuff, Kitely's Marketplace is now testing delivery of items across the Hypergrid. There's a beta test happening right now if you want to try it out. More info at http://www.kitely.com/forums/viewtopic.php?f=36&t=1275
<br> [11:29]  Nebadon.Izumi @: ok see the front tire
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[11:29]  vegaslon plutonian: or have three mesh wheels always rotating and use alpha
<br> [11:29]  Nebadon.Izumi @: see how its invisible
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[11:29]  Nebadon.Izumi @: ok see the front tire
<br> [11:29]  Nebadon.Izumi @: my idea was
+
[11:29]  Nebadon.Izumi @: see how its invisible
<br> [11:29]  Nebadon.Izumi @: when the vehcile is moving
+
[11:29]  Nebadon.Izumi @: my idea was
<br> [11:29]  Nebadon.Izumi @: make the texture on the rim geometry 100% invisible
+
[11:29]  Nebadon.Izumi @: when the vehcile is moving
<br> [11:29]  Nebadon.Izumi @: then i put a flat cylinder over top
+
[11:29]  Nebadon.Izumi @: make the texture on the rim geometry 100% invisible
<br> [11:30]  Nebadon.Izumi @: that has a screenshot of the rim geometry
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[11:29]  Nebadon.Izumi @: then i put a flat cylinder over top
<br> [11:30]  Nebadon.Izumi @: that i would spin
+
[11:30]  Nebadon.Izumi @: that has a screenshot of the rim geometry
<br> [11:30]  Nebadon.Izumi @: then when vehicle stops it becomes invisible and rim becomes visible again
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[11:30]  Nebadon.Izumi @: that i would spin
<br> [11:30]  Nebadon.Izumi @: its not perfect but its pretty good
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[11:30]  Nebadon.Izumi @: then when vehicle stops it becomes invisible and rim becomes visible again
<br> [11:30]  Dahlia Trimble: I used to adjust llTargetOmega based on the speed
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[11:30]  Nebadon.Izumi @: its not perfect but its pretty good
<br> [11:30]  Nebadon.Izumi @: ya that would be great
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[11:30]  Dahlia Trimble: I used to adjust llTargetOmega based on the speed
<br> [11:30]  Nebadon.Izumi @: if we could figure that out
+
[11:30]  Nebadon.Izumi @: ya that would be great
<br> [11:31]  Nebadon.Izumi @: so far its eluded me
+
[11:30]  Nebadon.Izumi @: if we could figure that out
<br> [11:31]  Richardus Raymaker: fahlia ,  tried that with something else. but that jump to 0 bug is annoying. or does that only happen in sl ?
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[11:31]  Nebadon.Izumi @: so far its eluded me
<br> [11:31]  Andrew Hellershanks: nebadon, you do have gear shift. Higher gear, faster rotation.
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[11:31]  Richardus Raymaker: fahlia ,  tried that with something else. but that jump to 0 bug is annoying. or does that only happen in sl ?
<br> [11:31]  Dahlia Trimble: not hard, just compute speed and use it as one of the parameter,I think it's gain
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[11:31]  Andrew Hellershanks: nebadon, you do have gear shift. Higher gear, faster rotation.
<br> [11:31]  Nebadon.Izumi @: ya it would be easy
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[11:31]  Dahlia Trimble: not hard, just compute speed and use it as one of the parameter,I think it's gain
<br> [11:32]  Nebadon.Izumi @: if we could get multiple llTargetOmega prims to turn on a linkset
+
[11:31]  Nebadon.Izumi @: ya it would be easy
<br> [11:32]  Nebadon.Izumi @: I just dont know how to do it
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[11:32]  Nebadon.Izumi @: if we could get multiple llTargetOmega prims to turn on a linkset
<br> [11:32]  Dahlia Trimble: or maybe there's even a LSL finction? llGetVel()? cant remember
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[11:32]  Nebadon.Izumi @: I just dont know how to do it
<br> [11:32]  Richardus Raymaker: nebadon, that would solve for plane builders problems toi
+
[11:32]  Dahlia Trimble: or maybe there's even a LSL finction? llGetVel()? cant remember
<br> [11:32]  Andrew Hellershanks: Its a prim property. Should be possible to have multiple prims rotating.
+
[11:32]  Richardus Raymaker: nebadon, that would solve for plane builders problems toi
<br> [11:33]  Script saved
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[11:32]  Andrew Hellershanks: Its a prim property. Should be possible to have multiple prims rotating.
<br> [11:33]  Script saved
+
[11:33]  Script saved
<br> [11:33]  Mata Hari: how perfectly symmetrical is the model
+
[11:33]  Script saved
<br> [11:34]  Nebadon.Izumi @: basically this is what happens for me
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[11:33]  Mata Hari: how perfectly symmetrical is the model
<br> [11:34]  Richardus Raymaker: bad axe
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[11:34]  Nebadon.Izumi @: basically this is what happens for me
<br> [11:34]  vegaslon plutonian: hmm got a little further then that
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[11:34]  Richardus Raymaker: bad axe
<br> [11:35]  Dahlia Trimble: oh ok wheel vertices not aligned properly, I think you can fix that in blender
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[11:34]  vegaslon plutonian: hmm got a little further then that
<br> [11:35]  Andrew Hellershanks: hehe
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[11:35]  Dahlia Trimble: oh ok wheel vertices not aligned properly, I think you can fix that in blender
<br> [11:35]  Script saved
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[11:35]  Andrew Hellershanks: hehe
<br> [11:35]  Andrew Hellershanks: hmm... Can set target omega but I don't see a call that lets it be set on a specific prim.
+
[11:35]  Script saved
<br> [11:35]  Andrew Hellershanks: in a linkset.
+
[11:35]  Andrew Hellershanks: hmm... Can set target omega but I don't see a call that lets it be set on a specific prim.
<br> [11:35]  Nebadon.Izumi @: these tires are aligned perfectly already
+
[11:35]  Andrew Hellershanks: in a linkset.
<br> [11:36]  Richardus Raymaker: Andrew. script need to be in the rotating prim
+
[11:35]  Nebadon.Izumi @: these tires are aligned perfectly already
<br> [11:36]  vegaslon plutonian: basically the problem is you have to call llTargetOmega everytime the tire turns left or right
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[11:36]  Richardus Raymaker: Andrew. script need to be in the rotating prim
<br> [11:36]  Nebadon.Izumi @: its aligned on center of mass for the origin
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[11:36]  vegaslon plutonian: basically the problem is you have to call llTargetOmega everytime the tire turns left or right
<br> [11:36]  Nebadon.Izumi @: the same thing happens if you use a prim cylinder for a tire
+
[11:36]  Nebadon.Izumi @: its aligned on center of mass for the origin
<br> [11:36]  Mata Hari: looks like it's doing some sort of rotation relative to root instead of to itself
+
[11:36]  Nebadon.Izumi @: the same thing happens if you use a prim cylinder for a tire
<br> [11:37]  Nebadon.Izumi @: anyway if anyone has suggestions or example scripts on how to do this better, would love to see it
+
[11:36]  Mata Hari: looks like it's doing some sort of rotation relative to root instead of to itself
<br> [11:38]  vegaslon plutonian: what I have found is that you always get one packet before the other, the llsetrot or the lltargetomega. so when you turn the lltargetomega always has a second as being at the past rotation
+
[11:37]  Nebadon.Izumi @: anyway if anyone has suggestions or example scripts on how to do this better, would love to see it
<br> [11:38]  Nebadon.Izumi @: all the vehicles i have ever seen in SL done us llTargetOmega tires
+
[11:38]  vegaslon plutonian: what I have found is that you always get one packet before the other, the llsetrot or the lltargetomega. so when you turn the lltargetomega always has a second as being at the past rotation
<br> [11:38]  Nebadon.Izumi @: they do texture animation
+
[11:38]  Nebadon.Izumi @: all the vehicles i have ever seen in SL done us llTargetOmega tires
<br> [11:39]  Dahlia Trimble: this thing rotates and interpolates between rotations
+
[11:38]  Nebadon.Izumi @: they do texture animation
<br> [11:39]  Andrew Hellershanks: I think the rotation is based on world axis and not the prim axis
+
[11:39]  Dahlia Trimble: this thing rotates and interpolates between rotations
<br> [11:39]  Dev Random: Looks to me like rotation is applied to the wheel at a point in time... e.g. Wheel stops, "left/right" rotation is applied, then original rotation resumes.
+
[11:39]  Andrew Hellershanks: I think the rotation is based on world axis and not the prim axis
<br> [11:39]  Nebadon.Izumi @: if i rotate the root prim its fine
+
[11:39]  Dev Random: Looks to me like rotation is applied to the wheel at a point in time... e.g. Wheel stops, "left/right" rotation is applied, then original rotation resumes.
<br> [11:39]  Nebadon.Izumi @: its only if i rotate just thetire
+
[11:39]  Nebadon.Izumi @: if i rotate the root prim its fine
<br> [11:40]  Nebadon.Izumi @: so rear tires i could spin no problem
+
[11:39]  Nebadon.Izumi @: its only if i rotate just thetire
<br> [11:40]  Nebadon.Izumi @: its just tires that do steering too
+
[11:40]  Nebadon.Izumi @: so rear tires i could spin no problem
<br> [11:41]  Script saved
+
[11:40]  Nebadon.Izumi @: its just tires that do steering too
<br> [11:41]  Script saved
+
[11:41]  Script saved
<br> [11:42]  Mata Hari: so what's happening is llTargetOmega is taking its rotation from the root instead of the child
+
[11:41]  Script saved
<br> [11:42]  Nebadon.Izumi @: llTargetOmega uses world axis i think
+
[11:42]  Mata Hari: so what's happening is llTargetOmega is taking its rotation from the root instead of the child
<br> [11:42]  Nebadon.Izumi @: so if you change your prim from 0, 90, 270 etc..
+
[11:42]  Nebadon.Izumi @: llTargetOmega uses world axis i think
<br> [11:42]  Nebadon.Izumi @: getting it to rotate on its own axis is way more difficult
+
[11:42]  Nebadon.Izumi @: so if you change your prim from 0, 90, 270 etc..
<br> [11:43]  Mata Hari: so ideally the root needs to use world axis and children need to use local or something like that
+
[11:42]  Nebadon.Izumi @: getting it to rotate on its own axis is way more difficult
<br> [11:43]  Key Gruin: that's a basic fault of lsl
+
[11:43]  Mata Hari: so ideally the root needs to use world axis and children need to use local or something like that
<br> [11:43]  Nebadon.Izumi @: requires crazy math, you can do it
+
[11:43]  Key Gruin: that's a basic fault of lsl
<br> [11:44]  Andrew Hellershanks: This would be a case for having some new OSSL functions where you could set target omega for specific prims (llLinkTargetOmega?)
+
[11:43]  Nebadon.Izumi @: requires crazy math, you can do it
<br> [11:44]  Mata Hari: yeah
+
[11:44]  Andrew Hellershanks: This would be a case for having some new OSSL functions where you could set target omega for specific prims (llLinkTargetOmega?)
<br> [11:44]  Andrew Hellershanks: The other half of that thought went out the window.
+
[11:44]  Mata Hari: yeah
<br> [11:44]  Nebadon.Izumi @: im not sure its that easy
+
[11:44]  Andrew Hellershanks: The other half of that thought went out the window.
<br> [11:44]  Andrew Hellershanks: err... osLinkTargetOmega.
+
[11:44]  Nebadon.Izumi @: im not sure its that easy
<br> [11:45]  vegaslon plutonian: this is all veiwer side problems
+
[11:44]  Andrew Hellershanks: err... osLinkTargetOmega.
<br> [11:45]  Andrew Hellershanks: It could also take a parameter to say if rotation axis is prim or world based.
+
[11:45]  vegaslon plutonian: this is all veiwer side problems
<br> [11:46]  Mata Hari: that reminds me....@Dahlia: is there any chance of an os function to allow setting advanced mats parameters (UUID etc of normal and specular maps)?
+
[11:45]  Andrew Hellershanks: It could also take a parameter to say if rotation axis is prim or world based.
<br> [11:47]  Dahlia Trimble: Mata, I don't know of any reason it cant be done but I dont have time currently
+
[11:46]  Mata Hari: that reminds me....@Dahlia: is there any chance of an os function to allow setting advanced mats parameters (UUID etc of normal and specular maps)?
<br> [11:47]  Richardus Raymaker: uhmm, there's no normal lsl command for that ?
+
[11:47]  Dahlia Trimble: Mata, I don't know of any reason it cant be done but I dont have time currently
<br> [11:47]  Dahlia Trimble: maybe later unless someone else wants to do it
+
[11:47]  Richardus Raymaker: uhmm, there's no normal lsl command for that ?
<br> [11:47]  Nebadon.Izumi @: if there is opensim doesnt support it yet
+
[11:47]  Dahlia Trimble: maybe later unless someone else wants to do it
<br> [11:47]  Mata Hari: kk....would be hugely useful
+
[11:47]  Nebadon.Izumi @: if there is opensim doesnt support it yet
<br> [11:47]  Nebadon.Izumi @: maybe there is in SL
+
[11:47]  Mata Hari: kk....would be hugely useful
<br> [11:48]  Mata Hari: not in LSL yet afaik
+
[11:47]  Nebadon.Izumi @: maybe there is in SL
<br> [11:48]  Nebadon.Izumi @: I could see reasons why LL wouldnt want to support that
+
[11:48]  Mata Hari: not in LSL yet afaik
<br> [11:48]  Mata Hari: I would think it will be added to the list of arguments the the llSetPrimitiveParams() will take
+
[11:48]  Nebadon.Izumi @: I could see reasons why LL wouldnt want to support that
<br> [11:48]  Nebadon.Izumi @: ya
+
[11:48]  Mata Hari: I would think it will be added to the list of arguments the the llSetPrimitiveParams() will take
<br> [11:48]  Nebadon.Izumi @: that would make sense to do it there and not a new function
+
[11:48]  Nebadon.Izumi @: ya
<br> [11:49]  Mata Hari: definitely
+
[11:48]  Nebadon.Izumi @: that would make sense to do it there and not a new function
<br> [11:49]  Richardus Raymaker: hmm possible there is not a lsl command right now, or its so new i cant find it. i think the made some commands. but can be wrong
+
[11:49]  Mata Hari: definitely
<br> [11:49]  Andrew Hellershanks: That would be a way to specify target omega for a prim instead of a new function.
+
[11:49]  Richardus Raymaker: hmm possible there is not a lsl command right now, or its so new i cant find it. i think the made some commands. but can be wrong
<br> [11:50]  Mata Hari: I've checked their wiki for any updates but haven't seen it....would be very handy when working with some meshes where it's very, very hard to select faces
+
[11:49]  Andrew Hellershanks: That would be a way to specify target omega for a prim instead of a new function.
<br> [11:50]  Richardus Raymaker: nebadon, that wheel is ruining your moon carpet :)
+
[11:50]  Mata Hari: I've checked their wiki for any updates but haven't seen it....would be very handy when working with some meshes where it's very, very hard to select faces
<br> [11:50]  Mata Hari: (and there's no way to step through faces manually that I know of in the way you can step through children in a linkset)
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[11:50]  Richardus Raymaker: nebadon, that wheel is ruining your moon carpet :)
<br> [11:50]  Nebadon.Izumi @: lol
+
[11:50]  Mata Hari: (and there's no way to step through faces manually that I know of in the way you can step through children in a linkset)
<br> [11:51]  Primitive: This Prim is Clean...  
+
[11:50]  Nebadon.Izumi @: lol
<br> [11:52]  Richardus Raymaker: what you mean with step faces ?
+
[11:51]  Primitive: This Prim is Clean...  
<br> [11:53]  Richardus Raymaker: you can still set with lsls 1 mesh face
+
[11:52]  Richardus Raymaker: what you mean with step faces ?
<br> [11:53]  Mata Hari: to select a specific face manually without clicking on it
+
[11:53]  Richardus Raymaker: you can still set with lsls 1 mesh face
<br> [11:53]  3D Radar: on
+
[11:53]  Mata Hari: to select a specific face manually without clicking on it
<br> [11:53]  vegaslon plutonian: would have to select all and then deselect faces do not want to edit
+
[11:53]  3D Radar: on
<br> [11:53]  vegaslon plutonian: only got 8 faces
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[11:53]  vegaslon plutonian: would have to select all and then deselect faces do not want to edit
<br> [11:54]  Mata Hari: and that method only works if you can get deselect all of the faces you don't want
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[11:53]  vegaslon plutonian: only got 8 faces
<br> [11:54]  Mata Hari: if yuo have 2 that are hard to select then it's impossible
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[11:54]  Mata Hari: and that method only works if you can get deselect all of the faces you don't want
<br> [11:54]  Richardus Raymaker: huh ? just select edit texture face
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[11:54]  Mata Hari: if yuo have 2 that are hard to select then it's impossible
<br> [11:54]  Richardus Raymaker: then click the face you want to edit. as long its a seper\zaate texture face
+
[11:54]  Richardus Raymaker: huh ? just select edit texture face
<br> [11:55]  Mata Hari: how do I pick face #4 specifically without clicking on it?
+
[11:54]  Richardus Raymaker: then click the face you want to edit. as long its a seper\zaate texture face
<br> [11:55]  Richardus Raymaker: sepearte
+
[11:55]  Mata Hari: how do I pick face #4 specifically without clicking on it?
<br> [11:55]  Mata Hari: it can be insanely hard with some mesh objects to select a specific face manually
+
[11:55]  Richardus Raymaker: sepearte
<br> [11:56]  Freakys.Clone @freakytech.spdns.de:8002: hi@all
+
[11:55]  Mata Hari: it can be insanely hard with some mesh objects to select a specific face manually
<br> [11:56]  Robert Adams: going to run.... take care everyone... see you in Mantis :)
+
[11:56]  Freakys.Clone @freakytech.spdns.de:8002: hi@all
<br> [11:56]  Nebadon.Izumi @: see you Robert
+
[11:56]  Robert Adams: going to run.... take care everyone... see you in Mantis :)
<br> [11:56]  Richardus Raymaker: bye robert
+
[11:56]  Nebadon.Izumi @: see you Robert
<br> [11:56]  Richardus Raymaker: hi freaky.
+
[11:56]  Richardus Raymaker: bye robert
<br> [11:56]  Mata Hari: and any way, that' only 1 of many issues.....if you want to switch textures on a face via script and your textures have corresponding normal and specular maps then you're screwed
+
[11:56]  Richardus Raymaker: hi freaky.
<br> [11:56]  Mircea Kitsune: hi
+
[11:56]  Mata Hari: and any way, that' only 1 of many issues.....if you want to switch textures on a face via script and your textures have corresponding normal and specular maps then you're screwed
<br> [11:56]  Kayaker Magic: 5 more minutes until 11:00 on the old clock...
+
[11:56]  Mircea Kitsune: hi
<br> [11:57]  Nebadon.Izumi @: ya pretty much Mata for now anyway
+
[11:56]  Kayaker Magic: 5 more minutes until 11:00 on the old clock...
<br> [11:57]  Robert Adams is Offline
+
[11:57]  Nebadon.Izumi @: ya pretty much Mata for now anyway
<br> [11:58]  Andrew Hellershanks: Time change always messes up knowing the meeting time and if one is early or late.
+
[11:57]  Robert Adams is Offline
<br> [11:58]  Mircea Kitsune: Dev Random: Nicely made avatar :)
+
[11:58]  Andrew Hellershanks: Time change always messes up knowing the meeting time and if one is early or late.
<br> [11:59]  Nebadon.Izumi @: ya pretty sure Justin will be showing up any minute heh
+
[11:58]  Mircea Kitsune: Dev Random: Nicely made avatar :)
<br> [11:59]  Mata Hari: another related question.....why is it necessary to send the entire mesh data and wait for a response every time you unwear it? Shouldn't it just be the attachment point and parameters that get sent (just like with prims and scultps)?
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[11:59]  Nebadon.Izumi @: ya pretty sure Justin will be showing up any minute heh
<br> [12:00]  Simulator Version v0.5 shouts: OpenSim 0.8.0 Dev          4f67286: 2014-03-09 19:09:10 -0400 (Unix/Mono)
+
[11:59]  Mata Hari: another related question.....why is it necessary to send the entire mesh data and wait for a response every time you unwear it? Shouldn't it just be the attachment point and parameters that get sent (just like with prims and scultps)?
<br> [12:00]  Nebadon.Izumi @: not sure Mata
+
[12:00]  Simulator Version v0.5 shouts: OpenSim 0.8.0 Dev          4f67286: 2014-03-09 19:09:10 -0400 (Unix/Mono)
<br> [12:01]  Andrew Hellershanks: I'm heading out.
+
[12:00]  Nebadon.Izumi @: not sure Mata
<br> [12:01]  Vivian Klees is Offline
+
[12:01]  Andrew Hellershanks: I'm heading out.
<br> [12:01]  Richardus Raymaker: bye abdrew
+
[12:01]  Vivian Klees is Offline
<br> [12:01]  Mircea Kitsune: Later, see you
+
[12:01]  Richardus Raymaker: bye abdrew
<br> [12:01]  Mata Hari: bye Andrew
+
[12:01]  Mircea Kitsune: Later, see you
 +
[12:01]  Mata Hari: bye Andrew
 +
</pre>
 +
 
 +
 
 +
 
 +
[[Category:Office Hour Logs]]

Latest revision as of 14:22, 25 October 2015

[11:04]  Robert Adams: I checked in a change to terrain updating this morning... the next step is to add the per presence updating (using draw distance ,etc)
[11:04]  Richardus Raymaker: twice a year back ?
[11:04]  Andrew Hellershanks is Online
[11:04]  Robert Adams: there will need to be some work on terrain update throttling... it is wrong
[11:04]  Richardus Raymaker: ok robert
[11:04]  Nebadon.Izumi @: hello
[11:04]  Key Gruin: ya I always like setting my clock back
[11:05]  Nebadon.Izumi @: oh right
[11:05]  logger sewell: I'm not saying a word it's 73 and sunshine here
[11:05]  Nebadon.Izumi @: stupid DST
[11:05]  Richardus Raymaker: that sounds logic robert, its haveing the same habbit as with normal edit in the past when throttling where wrong
[11:05]  Key Gruin: I updated a bit a go and gave terrain a quick try, seems better
[11:06]  Key Gruin: ago* / terrain editing*
[11:06]  Vivian Klees: what's the word on changing the avie capsule?
[11:06]  Nebadon.Izumi @: Justin isnt even on skype, he will likely show up at end of this hour
[11:06]  Robert Adams: Mic added a hack to work around some of the terrain throttling.... check the note in the mantis
[11:07]  Andrew Hellershanks is back
[11:07]  logger sewell: wb
[11:07]  vegaslon plutonian: would anyone like to see the limit of how big a physical prim can be removed if the linked prim that is larger then 64 meters is set as physics none?
[11:08]  Nebadon.Izumi @: that is a good idea
[11:09]  Nebadon.Izumi @: as of right now vegaslon even if its set none the entire object wont become physical?
[11:09]  Robert Adams: Mantis 7008 has the note on the CanniblizeTexturerate INI parameter
[11:09]  Richardus Raymaker: hi nebadon, key on your video terrain edit looks fats. i guess its a var
[11:09]  vegaslon plutonian: ya that limiting code does not take into account the ability to change physics type on prims
[11:09]  Nebadon.Izumi @: right, thats a good idea
[11:10]  Nebadon.Izumi @: I saw Lani put in a patch to change the limit to 64m
[11:10]  Nebadon.Izumi @: im still not convinced that is a good idea
[11:10]  Nebadon.Izumi @: I like your idea better
[11:10]  Robert Adams: meshes are allowing bigger things
[11:11]  Nebadon.Izumi @: ya but that doesnt mean that we should alow 64m physical objects by default, i dunno though
[11:11]  Richardus Raymaker: i think 64meters is not a good idea to. opensim is still not sl.
[11:11]  Robert Adams: and it is time to either fix the old SL limitations or get off the bus
[11:11]  Nebadon.Izumi @: agreed if its done right I think its good
[11:12]  Richardus Raymaker: AM sure it can be set at soem point to 64meters. but first get bulletsim compleet and default running.
[11:12]  Nebadon.Izumi @: bulletsim is the default already
[11:12]  Richardus Raymaker: then think about increaseing parameters
[11:12]  Richardus Raymaker: Nebadon, lets say it different. get everybody on 0.8
[11:12]  Nebadon.Izumi @: I have not done much more with my racer though
[11:12]  Nebadon.Izumi @: because it still consumes a lot of CPU
[11:13]  Nebadon.Izumi @: just 1 person driving my racer around really spikes cpu very high
[11:13]  Richardus Raymaker: Im still waiting on soem fixes. but robert told me there's progress :)
[11:13]  Andrew Hellershanks: nebadon, I'll be looking at the racer scripts soon. There are a bunch of people who want to make their motorcycles move and I thought that script might be helpful.
[11:13]  Robert Adams: your racer is still on my todo list.... I'm still suspecting inter-linkset messaging but don't have proof of that yet
[11:13]  Richardus Raymaker: Nebadon, mesh or prim  one ? mabty the collisions ?
[11:13]  Nebadon.Izumi @: its both mesh and prims
[11:14]  Nebadon.Izumi @: most of the mesh is set to physics type = none
[11:14]  Nebadon.Izumi @: and there are invisble prims that are actually the collision hull
[11:14]  Richardus Raymaker: Hmm. my train use linked messages to. only maby not in high rateing. i know llSay can screw my viewer and start lagging it
[11:14]  Robert Adams: the last I looked, it seemed the collisions and such events were goingto all child prims even though they shouldn't
[11:14]  Nebadon.Izumi @: my racer technically is just a box and 4 spheres for tires
[11:14]  Robert Adams: didn't see why the filtering wasn't filtering
[11:15]  Vivian Klees: prim linkage still a problem?
[11:16]  Richardus Raymaker: nebadon, what happens (lol) if you remove the wheels from the racer and only drive around with 1 prim ?
[11:16]  Nebadon.Izumi @: another thing needs fixing is child prim collision detection
[11:16]  Nebadon.Izumi @: Richardus its probably better that way
[11:16]  Nebadon.Izumi @: i cant say I have really tried
[11:16]  Richardus Raymaker: just idea to test, if its still spikeing then ..
[11:17]  vegaslon plutonian: driving around with just a box still is not smooth, likes to push the front up on what is supposed to be a flat surface
[11:17]  Richardus Raymaker: hmm, last time i tried it that worke dfine for me
[11:18]  Nebadon.Izumi @: ya my racer passes a lot of information through the linkset
[11:18]  Nebadon.Izumi @: for effects, like particles and stuff like that
[11:19]  Nebadon.Izumi @: sounds etc..
[11:19]  Dahlia Trimble is Online
[11:19]  Nebadon.Izumi @: I am certainly open to suggestions if someone thinks it can be done better
[11:19]  Mata Hari: you could try doing some of that via osSetPrimitiveParams and see if that speeds it up a little
[11:20]  Vivian Klees: I can tell you it's not 100% in sl
[11:20]  Nebadon.Izumi @: id prefer not to use OSSL
[11:20]  Nebadon.Izumi @: only because using OSSL means it doesnt work everywhere
[11:20]  Nebadon.Izumi @: and it requires people to have to change their configurations to make the racer work
[11:20]  vegaslon plutonian: I would suggest a startup that reads the prim names in the linkset so you only send your link messages to the correct prim
[11:20]  Mata Hari: yeah, I understand....just thinking of methods for speeding it up
[11:21]  Nebadon.Izumi @: thats difficult vegaslon
[11:21]  Nebadon.Izumi @: i use prim names for the color changer
[11:21]  Nebadon.Izumi @: most of the prims are named "interior" or "exterior"
[11:21]  Nebadon.Izumi @: so when you change colors it changes everything with that name
[11:21]  vegaslon plutonian: other idea is have each script report its location and just save them
[11:21]  Richardus Raymaker: I made a script in the past that did read prim lionk numbers
[11:22]  Robert Adams would like the OSSL functions to be enabled by default (this is OpenSim after all)
[11:22]  Dahlia Trimble: hi
[11:22]  Vivian Klees: hi Dahlia
[11:22]  Nebadon.Izumi @: hello Dahlia
[11:22]  Richardus Raymaker: hi dahlia
[11:22]  Mata Hari: I wonder if llRegionSay on a negative channel and a crap-load of listeners in your children would be faster or slower (I would guess slowed but I'd never tested it since I hate having a to of listens open)
[11:22]  logger sewell: Hi Dahlia
[11:23]  Nebadon.Izumi @: this is latest racer if anyone wants a copy
[11:23]  vegaslon plutonian: ya until ossl functions are enabled and people are able to see the physic engine name consistantly people are going to keep crying about their vehicles not working
[11:23]  Colour Palette: Initialising...
[11:23]  reset button: Reset
[11:23]  Andrew Hellershanks: Bailing out of functions as soon as possible can also help with script time.
[11:23]  logger sewell: thanks neb
[11:23]  Richardus Raymaker: ossl is bad idea. besides soem scripts maby dont want to use ossl
[11:23]  Nebadon.Izumi @: woah
[11:23]  Nebadon.Izumi @: who erased it?
[11:24]  Dahlia Trimble: oops I clicked "Take"
[11:24]  Andrew Hellershanks: IIRC, I saw a ton of if statements and no return's in the if to get out of the routine when it found one that matched.
[11:24]  Nebadon.Izumi @: lol
[11:24]  Vivian Klees: lol
[11:24]  Colour Palette: Initialising...
[11:24]  logger sewell: ha ha
[11:24]  Pathfinder.Lester @pathlandia.dlinkddns.com:9000: greedy! lol
[11:24]  Nebadon.Izumi @: lol ya the down side of god powers
[11:24]  Nebadon.Izumi @: lol
[11:24]  Vivian Klees: take copy gives an hourglass
[11:25]  Richardus Raymaker: same here. cirlcing cirlce
[11:25]  Nebadon.Izumi @: probably just lag
[11:25]  Nebadon.Izumi @: I got it
[11:25]  Richardus Raymaker: got it
[11:25]  Pathfinder.Lester @pathlandia.dlinkddns.com:9000: i got it too
[11:25]  Mata Hari: nice model :)
[11:25]  Key Gruin: oh now I have two lol
[11:25]  Pathfinder.Lester @pathlandia.dlinkddns.com:9000: ty Neb
[11:25]  Nebadon.Izumi @: no problem
[11:25]  Nebadon.Izumi @: if anyone finds anyway to improve it please let me know
[11:25]  Richardus Raymaker: Key, handy in case you crash one
[11:25]  Nebadon.Izumi @: Id love contributions, this is meant to be a kit
[11:25]  Key Gruin: hehe
[11:26]  Nebadon.Izumi @: so people can make their own racers
[11:26]  Dahlia Trimble: do the wheels rotate?
[11:26]  Nebadon.Izumi @: no
[11:26]  Nebadon.Izumi @: thats just not possible here
[11:26]  Dahlia Trimble: not?
[11:26]  Nebadon.Izumi @: i was however working on a way to use textures to rotate
[11:26]  Mata Hari: btw, on an unrelated topic I've been doing some spring cleaning to my inventory and wondered why it's still necessary to go to the OSG website to empty trash...is there no way to allow the user to do so directly from the viewer on a ROBUST system?
[11:27]  Nebadon.Izumi @: no not really Dahlia
[11:27]  Nebadon.Izumi @: i could make the back tires spin easily
[11:27]  Nebadon.Izumi @: but the front tires because they turn left to right
[11:27]  Nebadon.Izumi @: its almost impossible to get them to spin
[11:27]  Andrew Hellershanks: yea, wouldn't be hard to make the tires appear to rotate or actually rotate.
[11:27]  vegaslon plutonian: packets do not come in order and so they wobble when you try to turn the front wheels and have a lltargetomega
[11:27]  Dahlia Trimble: I used to rotate them on my vehicles, it works if the weels are a single prim
[11:27]  Dahlia Trimble: used llTargetOmega
[11:27]  Nebadon.Izumi @: the wheels are single prims
[11:27]  Nebadon.Izumi @: but in opensim it just doesnt work
[11:27]  Nebadon.Izumi @: it looks terrible
[11:28]  Richardus Raymaker: Nebadon, llKeyFrameMotion dont work ? hmm no i think thats root only
[11:28]  Dahlia Trimble: llTargetOmega doesnt work?
[11:28]  Andrew Hellershanks: You can't just drop in an llTargetOmega call?
[11:28]  Nebadon.Izumi @: it works but when you turn the tires
[11:28]  Nebadon.Izumi @: they appear to wobble
[11:28]  Nebadon.Izumi @: and it never looks right
[11:28]  Andrew Hellershanks: oh
[11:28]  Dahlia Trimble: oh
[11:28]  Andrew Hellershanks: in that case texture effect would be the alternative.
[11:28]  Nebadon.Izumi @: right
[11:29]  Nebadon.Izumi @: let me show you what i was working on
[11:29]  Dahlia Trimble: probably need to align the center of the wheels in the mesh vertices
[11:29]  Pathfinder.Lester @pathlandia.dlinkddns.com:9000: Speaking of inventory stuff, Kitely's Marketplace is now testing delivery of items across the Hypergrid. There's a beta test happening right now if you want to try it out. More info at http://www.kitely.com/forums/viewtopic.php?f=36&t=1275
[11:29]  vegaslon plutonian: or have three mesh wheels always rotating and use alpha
[11:29]  Nebadon.Izumi @: ok see the front tire
[11:29]  Nebadon.Izumi @: see how its invisible
[11:29]  Nebadon.Izumi @: my idea was
[11:29]  Nebadon.Izumi @: when the vehcile is moving
[11:29]  Nebadon.Izumi @: make the texture on the rim geometry 100% invisible
[11:29]  Nebadon.Izumi @: then i put a flat cylinder over top
[11:30]  Nebadon.Izumi @: that has a screenshot of the rim geometry
[11:30]  Nebadon.Izumi @: that i would spin
[11:30]  Nebadon.Izumi @: then when vehicle stops it becomes invisible and rim becomes visible again
[11:30]  Nebadon.Izumi @: its not perfect but its pretty good
[11:30]  Dahlia Trimble: I used to adjust llTargetOmega based on the speed
[11:30]  Nebadon.Izumi @: ya that would be great
[11:30]  Nebadon.Izumi @: if we could figure that out
[11:31]  Nebadon.Izumi @: so far its eluded me
[11:31]  Richardus Raymaker: fahlia ,  tried that with something else. but that jump to 0 bug is annoying. or does that only happen in sl ?
[11:31]  Andrew Hellershanks: nebadon, you do have gear shift. Higher gear, faster rotation.
[11:31]  Dahlia Trimble: not hard, just compute speed and use it as one of the parameter,I think it's gain
[11:31]  Nebadon.Izumi @: ya it would be easy
[11:32]  Nebadon.Izumi @: if we could get multiple llTargetOmega prims to turn on a linkset
[11:32]  Nebadon.Izumi @: I just dont know how to do it
[11:32]  Dahlia Trimble: or maybe there's even a LSL finction? llGetVel()? cant remember
[11:32]  Richardus Raymaker: nebadon, that would solve for plane builders problems toi
[11:32]  Andrew Hellershanks: Its a prim property. Should be possible to have multiple prims rotating.
[11:33]  Script saved
[11:33]  Script saved
[11:33]  Mata Hari: how perfectly symmetrical is the model
[11:34]  Nebadon.Izumi @: basically this is what happens for me
[11:34]  Richardus Raymaker: bad axe
[11:34]  vegaslon plutonian: hmm got a little further then that
[11:35]  Dahlia Trimble: oh ok wheel vertices not aligned properly, I think you can fix that in blender
[11:35]  Andrew Hellershanks: hehe
[11:35]  Script saved
[11:35]  Andrew Hellershanks: hmm... Can set target omega but I don't see a call that lets it be set on a specific prim.
[11:35]  Andrew Hellershanks: in a linkset.
[11:35]  Nebadon.Izumi @: these tires are aligned perfectly already
[11:36]  Richardus Raymaker: Andrew. script need to be in the rotating prim
[11:36]  vegaslon plutonian: basically the problem is you have to call llTargetOmega everytime the tire turns left or right
[11:36]  Nebadon.Izumi @: its aligned on center of mass for the origin
[11:36]  Nebadon.Izumi @: the same thing happens if you use a prim cylinder for a tire
[11:36]  Mata Hari: looks like it's doing some sort of rotation relative to root instead of to itself
[11:37]  Nebadon.Izumi @: anyway if anyone has suggestions or example scripts on how to do this better, would love to see it
[11:38]  vegaslon plutonian: what I have found is that you always get one packet before the other, the llsetrot or the lltargetomega. so when you turn the lltargetomega always has a second as being at the past rotation
[11:38]  Nebadon.Izumi @: all the vehicles i have ever seen in SL done us llTargetOmega tires
[11:38]  Nebadon.Izumi @: they do texture animation
[11:39]  Dahlia Trimble: this thing rotates and interpolates between rotations
[11:39]  Andrew Hellershanks: I think the rotation is based on world axis and not the prim axis
[11:39]  Dev Random: Looks to me like rotation is applied to the wheel at a point in time... e.g. Wheel stops, "left/right" rotation is applied, then original rotation resumes.
[11:39]  Nebadon.Izumi @: if i rotate the root prim its fine
[11:39]  Nebadon.Izumi @: its only if i rotate just thetire
[11:40]  Nebadon.Izumi @: so rear tires i could spin no problem
[11:40]  Nebadon.Izumi @: its just tires that do steering too
[11:41]  Script saved
[11:41]  Script saved
[11:42]  Mata Hari: so what's happening is llTargetOmega is taking its rotation from the root instead of the child
[11:42]  Nebadon.Izumi @: llTargetOmega uses world axis i think
[11:42]  Nebadon.Izumi @: so if you change your prim from 0, 90, 270 etc..
[11:42]  Nebadon.Izumi @: getting it to rotate on its own axis is way more difficult
[11:43]  Mata Hari: so ideally the root needs to use world axis and children need to use local or something like that
[11:43]  Key Gruin: that's a basic fault of lsl
[11:43]  Nebadon.Izumi @: requires crazy math, you can do it
[11:44]  Andrew Hellershanks: This would be a case for having some new OSSL functions where you could set target omega for specific prims (llLinkTargetOmega?)
[11:44]  Mata Hari: yeah
[11:44]  Andrew Hellershanks: The other half of that thought went out the window.
[11:44]  Nebadon.Izumi @: im not sure its that easy
[11:44]  Andrew Hellershanks: err... osLinkTargetOmega.
[11:45]  vegaslon plutonian: this is all veiwer side problems
[11:45]  Andrew Hellershanks: It could also take a parameter to say if rotation axis is prim or world based.
[11:46]  Mata Hari: that reminds me....@Dahlia: is there any chance of an os function to allow setting advanced mats parameters (UUID etc of normal and specular maps)?
[11:47]  Dahlia Trimble: Mata, I don't know of any reason it cant be done but I dont have time currently
[11:47]  Richardus Raymaker: uhmm, there's no normal lsl command for that ?
[11:47]  Dahlia Trimble: maybe later unless someone else wants to do it
[11:47]  Nebadon.Izumi @: if there is opensim doesnt support it yet
[11:47]  Mata Hari: kk....would be hugely useful
[11:47]  Nebadon.Izumi @: maybe there is in SL
[11:48]  Mata Hari: not in LSL yet afaik
[11:48]  Nebadon.Izumi @: I could see reasons why LL wouldnt want to support that
[11:48]  Mata Hari: I would think it will be added to the list of arguments the the llSetPrimitiveParams() will take
[11:48]  Nebadon.Izumi @: ya
[11:48]  Nebadon.Izumi @: that would make sense to do it there and not a new function
[11:49]  Mata Hari: definitely
[11:49]  Richardus Raymaker: hmm possible there is not a lsl command right now, or its so new i cant find it. i think the made some commands. but can be wrong
[11:49]  Andrew Hellershanks: That would be a way to specify target omega for a prim instead of a new function.
[11:50]  Mata Hari: I've checked their wiki for any updates but haven't seen it....would be very handy when working with some meshes where it's very, very hard to select faces
[11:50]  Richardus Raymaker: nebadon, that wheel is ruining your moon carpet :)
[11:50]  Mata Hari: (and there's no way to step through faces manually that I know of in the way you can step through children in a linkset)
[11:50]  Nebadon.Izumi @: lol
[11:51]  Primitive: This Prim is Clean... 
[11:52]  Richardus Raymaker: what you mean with step faces ?
[11:53]  Richardus Raymaker: you can still set with lsls 1 mesh face
[11:53]  Mata Hari: to select a specific face manually without clicking on it
[11:53]  3D Radar: on
[11:53]  vegaslon plutonian: would have to select all and then deselect faces do not want to edit
[11:53]  vegaslon plutonian: only got 8 faces
[11:54]  Mata Hari: and that method only works if you can get deselect all of the faces you don't want
[11:54]  Mata Hari: if yuo have 2 that are hard to select then it's impossible
[11:54]  Richardus Raymaker: huh ? just select edit texture face
[11:54]  Richardus Raymaker: then click the face you want to edit. as long its a seper\zaate texture face
[11:55]  Mata Hari: how do I pick face #4 specifically without clicking on it?
[11:55]  Richardus Raymaker: sepearte
[11:55]  Mata Hari: it can be insanely hard with some mesh objects to select a specific face manually
[11:56]  Freakys.Clone @freakytech.spdns.de:8002: hi@all
[11:56]  Robert Adams: going to run.... take care everyone... see you in Mantis :)
[11:56]  Nebadon.Izumi @: see you Robert
[11:56]  Richardus Raymaker: bye robert
[11:56]  Richardus Raymaker: hi freaky.
[11:56]  Mata Hari: and any way, that' only 1 of many issues.....if you want to switch textures on a face via script and your textures have corresponding normal and specular maps then you're screwed
[11:56]  Mircea Kitsune: hi
[11:56]  Kayaker Magic: 5 more minutes until 11:00 on the old clock...
[11:57]  Nebadon.Izumi @: ya pretty much Mata for now anyway
[11:57]  Robert Adams is Offline
[11:58]  Andrew Hellershanks: Time change always messes up knowing the meeting time and if one is early or late.
[11:58]  Mircea Kitsune: Dev Random: Nicely made avatar :)
[11:59]  Nebadon.Izumi @: ya pretty sure Justin will be showing up any minute heh
[11:59]  Mata Hari: another related question.....why is it necessary to send the entire mesh data and wait for a response every time you unwear it? Shouldn't it just be the attachment point and parameters that get sent (just like with prims and scultps)?
[12:00]  Simulator Version v0.5 shouts: OpenSim 0.8.0 Dev          4f67286: 2014-03-09 19:09:10 -0400 (Unix/Mono)
[12:00]  Nebadon.Izumi @: not sure Mata
[12:01]  Andrew Hellershanks: I'm heading out.
[12:01]  Vivian Klees is Offline
[12:01]  Richardus Raymaker: bye abdrew
[12:01]  Mircea Kitsune: Later, see you
[12:01]  Mata Hari: bye Andrew
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