DefaultLightShareScript

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Revision as of 08:33, 19 November 2010 by Fritigern (Talk | contribs)

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Drop the following script inside a prim and it should change everything to the usual "normal" defaults.

default
{
    state_entry()
    {
        lsSetWindlightScene([
            WL_WATER_COLOR, <4,38,64>,
            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, 0.40,
            WL_FRESNEL_OFFSET, 0.50,
 
            WL_REFRACT_SCALE_ABOVE, 0.03,
            WL_REFRACT_SCALE_BELOW, 0.20,
            WL_BLUR_MULTIPLIER, 0.040,
 
            WL_BIG_WAVE_DIRECTION, <1.05,-0.42,0>,
            WL_LITTLE_WAVE_DIRECTION, <1.11,-1.16,0>,
 
            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, <0.24,0.26,0.30,0.30>,
            WL_AMBIENT, <0.35,0.35,0.35,0.35>,
            WL_EAST_ANGLE, 0.00,
 
            WL_SUN_GLOW_FOCUS, 0.10,
            WL_SUN_GLOW_SIZE, 1.75,
            WL_SCENE_GAMMA, 1.00,
            WL_STAR_BRIGHTNESS, 0.00,
 
            WL_CLOUD_COLOR, <0.41,0.41,0.41,0.41>,
            WL_CLOUD_XY_DENSITY, <1.00,0.53,1.0>,
 
            WL_CLOUD_COVERAGE, 0.27,
            WL_CLOUD_SCALE, 0.42,
            WL_CLOUD_DETAIL_XY_DENSITY, <1.00,0.53,0.12>,
 
            WL_CLOUD_SCROLL_X, 0.20,
            WL_CLOUD_SCROLL_Y, 0.01,
            WL_DRAW_CLASSIC_CLOUDS, TRUE,
            WL_CLOUD_SCROLL_X_LOCK, FALSE,
            WL_CLOUD_SCROLL_Y_LOCK, FALSE
 
        ]);
    }
}

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)

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