Monday, September 27, 2010

Crystal Series

«Crystal Series» are my crystal items, created for adding light and color to your magical dreams. Right now, the following are available:

Crystal Fantasy Harp



Animated, musical harp. This harp is a cherished work, my personal variation from a RL model, respecting the style of the «Crystal Fantasy» series. You can choose among a total of 30 possible texture combinations, and it plays 5 classical harp songs.

Using your harp is pretty easy:
  • If you click the round base piece, a dialog menu will show, for selecting the new textures. First you'll choose the adornment colors, then a second menu will ask you for the base colors.
  • As soon as you sit, an animation playing the harp begins, but not the music. This allows you using it at live performing, or while listening at the stream at your home, without the music interfering.
  • If there's no music on, touch the strings, and a menu will show, letting you choose one from five classical harp pieces. Once the music begins, a particles effect surrounds you.
  • If there's music on, touch the strings again, and both music and particles will stop.

Crystal Fantasy Harp, available at Marketplace

Crystal Living Room



The light may be set ON/OFF by clicking the lamp. The couch holds up to two avatars.

This set consists on:
  • One adornment gem (3 prims)
  • One couch (6 prims)
  • One crystal table (1 prim)
  • One crystal lamp (6 prims)
  • Two crystal seats (2 prims each)
  • One adornment "Crystal Tear (Abstract)" (2 prims)
  • One rug (1 prim)
  • One shelf (1 prim)
  • Two tulips in vase (2 prims each)


Crystal Living Room, available at Marketplace

The Fractal Tree



Originally crafted from 165 primitives, then sculpted it to only 3 primitives. This is a decorative sculpted tree that you can copy around and build a glowing forest, or as a isolated one. It's also modify, because you could want to change size for different copies, or even texture each copy slightly differently. Don't forget to keep a copy of the original one before modifying it.

The Fractal Tree, available at Marketplace

Musicbox (Living Art)



When you sit on the sphere, your avatar is posed as in the picture, the sphere begins spinning, particles are emitted and the music starts playing (first time it will need a few seconds for preloading). When you stand up, music and particles end. Also, being on the sphere, you can turn the music on/off just by clicking it.

Musicbox (Living Art), available at Marketplace

Sunday, September 12, 2010

Black Tulip

It was september, 12th, 2010, when I opened the store.

It took me half the day (including the time for some -long- interruptions), but I managed to completely rebuild the store: taking measures, requesting megaprims, creating some sculpted parts, texturing, setting the doors and finally, finishing all the work.

Since then, as my work teaching as well as RL allows me, I'm adding items. Welcome to my store: Black Tulip



Second floor is for friends. The third one is used by the "Class In A Box" packs (complete tutorials on building and scripting, plus other tools), animations and sounds, by now. I hope adding too scripts and building tools created by me.



The photo service is also presented in the store:



As well as the furniture section:



Welcome to "Black Tulip".

Thursday, September 9, 2010

Kitchen Furniture - Marketplace Listing

Marketplace SKU: KITCHEN

  • [RETIRED ITEM] Obscura Shaker Hanging Cupboard, L$75
  • [RETIRED ITEM] Obscura Shaker Cupboard, L$250
  • [RETIRED ITEM] Obscura Gourmet Cooker, L$175
  • [RETIRED ITEM] Obscura Frigo Fridge, L$150
  • [RETIRED ITEM] Obscura Bianca Plate Rack, L$75
  • [RETIRED ITEM] Obscura Bianca Sink, L$75
  • [RETIRED ITEM] Obscura Bianca Cupboard, L$225
  • [RETIRED ITEM] Obscura Kitchen, L$750

Garden - Marketplace Listing

Marketplace SKU: GARDEN

  • [RETIRED ITEM] The Greenhouse, L$400
  • [RETIRED ITEM] Lovers Garden Retreat, L$1250
  • [RETIRED ITEM] Iris Summer Stone Fountain, L$150
  • [RETIRED ITEM] Fenced Planter - Strelitzia, L$150
  • [RETIRED ITEM] Obscura Ballerina, L$350 - Marketplace SKU: ART
  • [RETIRED ITEM] The Olive Retreat, L$450
  • [RETIRED ITEM] Venice Wall Fountain, L$100
  • [RETIRED ITEM] The Garden Lake, L$250

Oddities and Animated Items - Marketplace Listing

Marketplace SKU: ANIM_OBJ

  • [RETIRED ITEM] Animated Musical Ballerina, L$950
  • Puppet Time!, L$150

Full permissions Mesh - Marketplace Listing

Marketplace SKU: MESH

Modern Sets


Spring Sets



Outside Items

Adult Items - Marketplace Listing

Marketplace SKU: ADULT

Tutorials and Books - Marketplace Listing

Marketplace SKU: CIAB



Basic Scripting Books for Builders




Scripting Books




Animation Books




MLP Books




Building Tools




GIMP Books


Scripts - Marketplace Listing


Marketplace SKU: SCRIPT

Check this page often for new additions. My goal is to have one script developed to suit each very specific building need, for you will have a huge selection of scripts to choose among, knowing that you will have, always, the perfect script achieving its functionality at the lowest lag cost.

Linked Doors Tool, the "Multi Door/Drawer/Cabinets" tool, only L$475. Get a demo for free if you want to check it out first!



Texture Changers



Light Scripts



Music and Sound Scripts



Light and Sound Scripts



Garden Scripts



Slide Show Scripts



Seasonal Scripts

Tools for your Business - Marketplace Listing

Marketplace SKU: TOOL

Tools for Educators - Marketplace Listing

Marketplace SKU: EDUCATION

  • [INWORLD ONLY] Simple Single Notecard Reader, L$100
  • [INWORLD ONLY] Simple Single Notecard Reader (overcomes 255 limit), L$150
  • Presenter, L$995

Complete Builders Kits - Marketplace Listing

Marketplace SKU: FULL KIT

Accessories - Marketplace Listing

  • [RETIRED ITEM] Obscura Plushy & 'boo, L$150 - Marketplace SKU: DECOR
  • [RETIRED ITEM] Obscura Kitty Pet Bed, L$75 - Marketplace SKU: LIVING
  • [RETIRED ITEM] Obscura Van Brummel Roses Vase, L$50 - Marketplace SKU: LIVING
  • [RETIRED ITEM] Obscura Gramophone, L$150 - Marketplace SKU: LIVING
  • [RETIRED ITEM] Obscura Tiffany Lamp, L$75 - Marketplace SKU: LIVING

Textures - Marketplace Listing

Marketplace SKU: TEXTURES

Animations and Poses - Marketplace Listing



Animations (Full Perm)

Marketplace SKU: ANIM



Daily Use Animations




Adult Animations



Poses (Full Perm)

Marketplace SKU: POSE

Sculpt Maps - Marketplace Listing

Marketplace SKU: SCULPT

Specials


Everyday use

  • [RETIRED ITEM] Chairs Pack 1, L$75
  • [RETIRED ITEM] Classroom Pack 1, L$150
  • [RETIRED ITEM] Words Pack 1, L$100
  • [RETIRED ITEM] Words Pack 2, L$100
  • [RETIRED ITEM] Words Pack 3, L$100
  • [RETIRED ITEM] Shelves Pack 1, L$150
  • [RETIRED ITEM] Shelves Pack 2 (Garden), L$75

Free Tools - Marketplace Listing

Houses - Marketplace Listing

Marketplace SKU: PRIM HOUSE

  • [RETIRED ITEM] Forest Cottage, L$400
  • [RETIRED ITEM] Log Cabin (Basic Edition), L$400

Living Room - Marketplace Listing

Marketplace SKU: LIVING

  • [RETIRED ITEM] The Double Caryatid, L$250
  • [RETIRED ITEM] Obscura Liana Display, L$250
  • [RETIRED ITEM] The Caryatid and the Rose, L$150
  • [RETIRED ITEM] Obscura Coffee Table and Set, L$100
  • [RETIRED ITEM] Obscura Drinks, L$100
  • [RETIRED ITEM] Obscura Console Table, L$75
  • [RETIRED ITEM] Obscura Console Set, L$250
  • [RETIRED ITEM] Obscura Bookshelf with Fireplace, L$200

Dinner Room - Marketplace Listing

Marketplace SKU: DINNER

  • [RETIRED ITEM] Obscura Bianca Console Cupboard, L$175
  • [RETIRED ITEM] Obscura Ria Dining Set, L$450

Wednesday, September 1, 2010

[DOC] Play a song - Basic Edition

:: BLACK TULIP PLAY A SONG - BASIC EDITION ::
:: Play one song from several sound clips in the object ::


Basic Play Song Script at Marketplace
By Auryn Beorn (2011)

TABLE OF CONTENTS




PURPOSE AND FEATURES


This box contains four full permissions scripts, separated in two blocks:

  • [Black Tulip] Play a Song - Basic Edition (AU)
  • [Black Tulip] Play a Song - Basic Edition (OO)

Both scripts perform the same action: On touch, it starts playing a song/stops playing a song. The difference between them is:

AU All Users - Everybody will be able to start/stop playing the song by clicking the object.
OO Owner Only - Only the owner of the object will be able to start/stop playing the song by clicking the object.

  • [Black Tulip] Play a Song - Basic Edition/Loop Song (AU)
  • [Black Tulip] Play a Song - Basic Edition/Loop Song (OO)

Both scripts perform the same action: On touch, it starts playing a song/stops playing a song. The song is played repeteadly performing a loop unless stopped.

The difference between them is:

AU All Users - Everybody will be able to start/stop playing the song by clicking the object.
OO Owner Only - Only the owner of the object will be able to start/stop playing the song by clicking the object.

These scripts are already prepared for sound clips that are 9.5 seconds length. If your sound clips have a different length, check the "Common Questions" section to know how to edit the script to change this to the length of your samples.

INSTALL AND USE YOUR PLAY SONG SCRIPT


In order to have any of these scripts working in your object, you have to:

  • Drop in the object all the sound clips that compose your song.
  • Drop the one script you want to use, from the four scripts available in the box.

Use only ONE script from the four in the box!
The description in the previous section should help you decide which to use depending of your application.

NOTE: The scripts order the sound clips to be played in the same order you see them in the "Contents" tab of the object.

IMPORTANT: Don't forget to change permissions of these scripts AND your sound samples! Refer to the license of use for instructions to change the permissions of the script you use.

COMMON QUESTIONS


Q: My sound clips are not 9.5 seconds length, but 9.7 seconds length. What should I do?

Edit the script you will use and look for the following line:

float   timerTime = 9.5;    // For samples cut to 9.5 seconds

then change it to:

float   timerTime = 9.7;

and save the script. From now on, it will be adapted to play a song composed of 9.7 seconds length samples.

Q: The volume is too loud. May I change it? How?

Edit the script you will use and look for the following line:

float   volumeSound = 1.0;  // Ranges from 0.0 to 1.0

then change it to (an example):

float   volumeSound = 0.75;  // Ranges from 0.0 to 1.0

and save the script. From now on, the music will be played by using a volume of 75% of the total it can get.

NOTE: If you don't know how to create sound clips to compose a song, you may either look for resources inworld, or learn to create them yourself. My "Music!" book covers this topic in detail and also points you to public domain resources to get songs and sounds legally.

"Music!" book in Marketplace.

[DOC] Play Soundclip from 12 via menu

:: BLACK TULIP PLAY SOUND CLIP FROM 12 - MENU ::
:: Play one from at most 12 sound clips in the object ::


(Only available inworld)
By Auryn Beorn (2011)

TABLE OF CONTENTS



PURPOSE AND FEATURES


This box contains two full permissions scripts:

  • [Black Tulip] Play Soundclip from 12 - Menu (AU)
  • [Black Tulip] Play Soundclip from 12 - Menu (OO)

Both scripts perform the same action: On touch, it shows a menu that allows you to select from at most 12 sound clips.
The difference between them is:

  • AU: All Users - Everybody will be able to use the menu by clicking the object.
  • OO: Owner Only - Only the owner of the object will be able to use the menu by clicking the object.

INSTALL AND USE YOUR PLAY SOUND CLIP SCRIPT


In order to have any of these scripts working in your object, you have to:

  • Drop in the object all the sound clips that you want to be selected from a menu.
  • Drop the one script you want to use, from the two scripts available in the box.

Use only ONE script from the four in the box!
The description in the previous section should help you decide which to use depending of your application.

VERY IMPORTANT: The sound clips contained in inventory should NOT have more than 24 characters in their name. If they do, the script will cut the name to show you the option, but then it won't be able to play it.

IMPORTANT: Don't forget to change permissions of these scripts AND your sound clips! Refer to the license of use for instructions to change the permissions of the script you use.

COMMON QUESTIONS


Q: The volume is too loud. May I change it? How?

Edit the script you will use and look for the following line:

float   volumeSound = 1.0;  // Ranges from 0.0 to 1.0

then change it to (an example):

float   volumeSound = 0.75;  // Ranges from 0.0 to 1.0

and save the script. From now on, the music will be played by using a volume of 75% of the total it can get.

Q: The sound clip is there, but when I click the button, the script says "There's no such soundclip contained in the object." What is it working wrong?

Refer to the "VERY IMPORTANT" note from the "INSTALL AND USE YOUR PLAY SOUND CLIP SCRIPT" section. Most likely, the reason for this problem is that your sound clip contains MORE than 24 characters in the name. Simply, shorten the name to fit this, and the script will acknowledge the sound.

[DOC] Play Soundclip with Volume Control via menu

:: BLACK TULIP PLAY SOUND CLIP w.VOLUME CONTROL - MENU ::
:: Play one from any number of sound clips in the object ::


(Only available inworld)
By Auryn Beorn (2011)

TABLE OF CONTENTS



PURPOSE AND FEATURES


This box contains two copy/no modify/transfer scripts:

  • [Black Tulip] Play Soundclip w.Volume Control - Menu (AU)
  • [Black Tulip] Play Soundclip w.Volume Control - Menu (OO)

Both scripts perform the same action:

On touch, it shows a menu that allows you to select one from all the sound clips, or to change the volume the sounds are played with.

The difference between them is:

  • AU: All Users - Everybody will be able to use the menu by clicking the object.
  • OO: Owner Only - Only the owner of the object will be able to use the menu by clicking the object.

INSTALL AND USE YOUR PLAY SOUND CLIP SCRIPT


In order to have any of these scripts working in your object, you have to:

  • Drop in the object all the sound clips that you want to be selected from a menu.
  • Drop the one script you want to use, from the two scripts available in the box.

Use only ONE script from the four in the box!
The description in the previous section should help you decide which to use depending of your application.

VERY IMPORTANT: The sound clips contained in inventory should NOT have more than 24 characters in their name. If they do, the script will cut the name to show you the option, but then it won't be able to play it.

IMPORTANT: Don't forget to change permissions of these scripts AND your sound clips! Refer to the license of use for instructions to change the permissions of the script you use.


COMMON QUESTIONS


Q: The sound clip is there, but when I click the button, the script says "There's no such soundclip contained in the object." What is it working wrong?

Refer to the "VERY IMPORTANT" note from the "INSTALL AND USE YOUR PLAY SOUND CLIP SCRIPT" section. Most likely, the reason for this problem is that your sound clip contains MORE than 24 characters in the name. Simply, shorten the name to fit this, and the script will acknowledge the sound.

[DOC] Sound & Light via Menu

:: BLACK TULIP SOUND & LIGHT ::
:: Play a looped sound and turn the light on/off ::


Sound & Light via Menu at Marketplace
By Auryn Beorn (2012)

TABLE OF CONTENTS


*** IMPORTANT ***

For your fountain (or other build) being the less lag possible, please use the scripts and guidelines explained in the included free box "[Black Tulip] How to create ZERO LAG animated water" In there you will learn to create ZERO LAG animated water, which is the perfect complement for this script.

PURPOSE AND FEATURES

Perfect for fountains, this script allows you to give the following interactivity via menu:
  • Let the user start/stop a loopsound for the object
  • Let the user turn on/off the light from one linked prim that you decide
  • Change the volume of the sound
  • Change the color of the light, choosing one from ten predefined colors
  • Change the rest of parameters of the light (radius, intensity, falloff)
  • Change who can access to the menu (everybody/owner only/group)
Optionally, this script can be integrated as a module called by other scripts, such as MLP, AVsitter... All these features are controlled by a single, low lag script. This box contains four copy/transfer scripts:
  • [Black Tulip] Sound & Light - Access v.Menu
  • [Black Tulip] Sound & Light + FB - Access v.Menu
Both scripts work with the same menu structure. The difference between them is: "[Black Tulip] Sound & Light + FB - Access v.Menu" will, additionally, turn the "Full Bright" property of the light point ON/OFF together with the light itself.
  • [Black Tulip] Sound & Light - Access v.Menu [MODULE]
  • [Black Tulip] Sound & Light + FB - Access v.Menu [MODULE]
Same as the two scripts mentioned above, but you choose one from these two, in oder to be integrated as a module called by other scripts, as explained in the "THE MAIN SCRIPT, AS A MODULE YOU CAN USE FROM ANOTHER SCRIPT" section of this documentation.

INSTALL AND USE YOUR SOUND & LIGHT SCRIPT

In order to have any of these scripts working in your object, you have to:
  • Decide which primitive from your linkset will be the one emitting light
  • Change the *description* of this primitive to:
light
Note that the *description* is NOT the same as the *name*! We want here the *description*.
  • Drop in the object the sound clip that you want to be played looped when the sound is ON.
  • Drop the ONE script you want to use, from the four scripts available in the box.
Use only ONE script from the four in the box! The description in the previous section should help you decide which to use depending of your application. IMPORTANT: Don't forget to change permissions of these scripts AND your sound samples! Refer to the license of use for instructions to change the permissions of the script you use.

NOTES:

  • You may use this script no matter the object is a single prim, or several linked prims.
  • The light prim may be any of them (but only one.)
  • If there it is no sound clip in the primitive, a built-in sound will be played then.
    (If you don't want sound, there it is another tool that works only with light, not this one.)

THE MAIN SCRIPT, AS A MODULE YOU CAN USE FROM ANOTHER SCRIPT

There are some scripts which are a version of the main script, but ready so you can use this menu integrated with other tools you have that feature the ability of sending messages. You should choose ONE of the following main scripts:
  • [Black Tulip] Sound & Light - Access v.Menu [MODULE]
  • [Black Tulip] Sound & Light + FB - Access v.Menu [MODULE]
and drop it together with your system. Then you should modify your existing system to add a new entry in your menus, so when you click an option to open the menus from this tool, you should add the following code in your script/system:
llMessageLinked(LINK_THIS, -18640983, "message", toucherKey);
If you work with MLP, you can easily add a "Controller" button in the main menu by adding the following line in the .MENUITEMS notecard:
LINKMSG Controller | 1,-4,-18640983,fromMLP
fromMLP would be here the message passed in a llMessageLinked call. Your box has a .MENUITEMS notecard with this included, so you can study how and where to add it. Remember to restart your MLP for the notecard to be read. If you work with AVSitter is also easy to add a button in the main menu to open the menu. All what you have to do is to include a line such as:
BUTTON Controller|-18640983

in your AVpos notecard.

Your box has a AVpos notecard with this included, so you can study how and where to add it.

[DOC] Light (One Point) with Menu Control

:: BLACK TULIP LIGHT - One Light Point ::
:: Turn the light on/off ::


Light (One Point) via menu at Marketplace
By Auryn Beorn (2012)

TABLE OF CONTENTS



*** IMPORTANT ***

For your fountain (or other build) being the less lag possible, please use the scripts and guidelines explained in the included free box "[Black Tulip] How to create ZERO LAG animated water". In there you will learn to create ZERO LAG animated water, which is the perfect complement for this script.

PURPOSE AND FEATURES


Perfect for fountains, lamps, fireplaces and other pieces of furniture, this script allows you to give the following interactivity via menu:

  • Let the user turn on/off the light from one linked prim that you decide
  • Change the color of the light, choosing one from ten predefined colors
  • Change the rest of parameters of the light (radius, intensity, falloff)
  • Change who can access to the menu (everybody/owner only/group)

Optionally, this script can be integrated as a module called by other scripts, such as MLP, AVsitter...

All these features are controlled by a single, low lag script.

This box contains four copy/transfer scripts:

  • [Black Tulip] Light - Access v.Menu
  • [Black Tulip] Light + FB - Access v.Menu

Both scripts work with the same menu structure.
The difference between them is:

"[Black Tulip] Light + FB - Access v.Menu" will, additionally, turn the "Full Bright" property of the light point ON/OFF together with the light itself.

  • [Black Tulip] Light - Access v.Menu [MODULE]
  • [Black Tulip] Light + FB - Access v.Menu [MODULE]

Same as the two scripts mentioned above, but you choose one from these two, in oder to be integrated as a module called by other scripts, as explained in the "THE MAIN SCRIPT, AS A MODULE YOU CAN USE FROM ANOTHER SCRIPT" section of this documentation.

INSTALL AND USE YOUR SOUND & LIGHT SCRIPT


In order to have any of these scripts working in your object, you have to:

  • Decide which primitive from your linkset will be the one emitting light
  • Change the *description* of this primitive to:

light

Note that the *description* is NOT the same as the *name*!
We want here the *description*.

  • Drop the ONE script you want to use, from the four scripts available in the box.

Use only ONE script from the four in the box!
The description in the previous section should help you decide which to use depending of your application.

IMPORTANT: Don't forget to change permissions of these scripts!
Refer to the license of use for instructions to change the permissions of the script you use.

NOTES:

  • You may use this script no matter the object is a single prim, or several linked prims.
  • The light prim may be any of them (but only one.)

THE MAIN SCRIPT, AS A MODULE YOU CAN USE FROM ANOTHER SCRIPT


There are some scripts which are a version of the main script, but ready so you can use this menu integrated with other tools you have that feature the ability of sending messages.

You should choose ONE of the following main scripts:

  • [Black Tulip] Light - Access v.Menu [MODULE]
  • [Black Tulip] Light + FB - Access v.Menu [MODULE]

and drop it together with your system.

Then you should modify your existing system to add a new entry in your menus, so when you click an option to open the menus from this tool, you should add the following code in your script/system:

llMessageLinked(LINK_THIS, -18640983, "message", toucherKey);

If you work with MLP, you can easily add a "Controller" button in the main menu by adding the following line in the .MENUITEMS notecard:

LINKMSG Controller | 1,-4,-18640983,fromMLP

fromMLP would be here the message passed in a llMessageLinked call.

Your box has a .MENUITEMS notecard with this included, so you can study how and where to add it.

Remember to restart your MLP for the notecard to be read.

If you work with AVSitter is also easy to add a button in the main menu to open the menu. All what you have to do is to include a line such as:

BUTTON Controller|-18640983

in your AVpos notecard.

Your box has a AVpos notecard with this included, so you can study how and where to add it.

[DOC] Vanishing Linked Ghosts with Sound

:: BLACK TULIP Vanishing Linked Ghosts with Sound ::


Vanishing Linked Ghosts with Sound at Marketplace
By Auryn Beorn (2012)

TABLE OF CONTENTS




INSTALL AND USE YOUR VANISHING LINKED GHOST WITH SOUND SCRIPT
THE CONFIGURATION NOTECARD


Make a copy of the included "[Black Tulip] Vanishing Linked Ghosts with Sound ~config~" notecard for always having a fresh one you can refer to. Open this copy to edit, and change as you would like to have the following parameters:

ghostsShowTogether = 0
timeBetweenAppears = 15.0
sleepPause = 0.05
steps = 10
soundVolume = 1.0

What each value means for the script?

The ghosts may show up all together at the same time, or they may show one each time, randomly. You would set up this by giving one of the following values to ghostsShowTogether:

ghostsShowTogether = 0      # This means, each time will show up a ghost, randomly
ghostsShowTogether = 1      # This means, each time, all the ghosts will show up at the same time

timeBetweenAppears is the pause (in seconds) that will happen once the ghost has vanished, to then begin appearing again. If less than a second or more than an hour (3600.0 seconds) is set here, ten seconds will be the default value.

sleepPause is the time (in seconds) to wait between steps once the ghost is appearing/disappearing. If less than 0.01 seconds or more than 60.0 seconds is set here, 0.05 seconds will be the default value.

steps is a whole number indicating how many steps we want for the ghost appearing/disappearing. An example, 10 steps mean that the script will take the initial and end glow values (detailed next) and will perform a transition of such 10 steps to go from the initial glow value to the end glow value (if appearing) or from the end glow value to the initial glow value (if disappearing).
If less than 2 steps or more than 500 is set, the default value will be 10 steps.

soundVolume is a number that has to range from 0.0 to 1.0 (otherwise, 1.0 will be taken) and indicates the volume the sound will be played as your ghost begins appearing.

INSTALL AND USE YOUR VANISHING LINKED GHOST WITH SOUND SCRIPT
THE GHOST PRIMS - REQUIREMENTS


Now you should have your ghosts, LINKED (this is very important). If you haven't built them yet, then build your ghost prims and link them. It doesn't matter which prim is the root, but there will be a very important note at the end if you want to keep only some prims to be phantom!

If you don't know how to build a ghost, refer to the next section, "Building the prim that you can use as ghost". This script will work over the whole linkset and needs to be placed in the root.

Edit your object, having all the linked ghosts.

Click "Edit Linked Parts" (or "Edit Linked", depending upon your viewer).
Click the prim you want being a ghost.
Click the "General" tab.

Write in the DESCRIPTION field of that prim the following:

ghost;ghostColor;minGlow;maxGlow

where:

ghost - This is the word "ghost" as is. Lowercase!

ghostColor - This is a specific code to indicate which color we want to tint our ghost with.
White is <1.0, 1.0, 1.0> - Refer to the included Color HUD tool and its documentation for more information about how to write colors for scripts (or refer to this online text: http://wiki.secondlife.com/wiki/User:Auryn_Beorn/How_to_get_a_valid_LSL_color ) If no value is input, or a wrong one, black (<0.0, 0.0, 0.0>) will be taken as default, so make sure you input this correctly.

minGlow - This is a number that has to range from 0.0 to 1.0 (otherwise, 0.0 will be taken) and indicates the initial amount of glow the ghost will have when it begins appearing.

maxGlow - This is a number that has to range from 0.0 to 1.0 (otherwise, 0.15 will be taken) and indicates the final amount off glow the ghost will have when it ends appearing. Be careful that if you go too high in this one (like, 0.25 or more) the glow might be so intense that your ghost won't be seen in all the light!

so an example, the following would be a VALID DESCRIPTION for ONE of your ghost prims:

ghost;<1.0,0.0,0.0>;0.0;0.25

and would tell the script:

  • The prim is a ghost (so, affected by the vanishing effect from the script)
  • The color for this ghost is <1.0,0.0,0.0> (so, RED)
  • The minimum glow will be 0.0
  • The maximum glow will be 0.25

You can refer to the sample object "[Black Tulip] Linked Ghosts - SAMPLE OBJECT" to check this setup.

Now again, edit your ghost object.
Click its "Content" tab.
Drop:

  • the "[Black Tulip] Vanishing Linked Ghosts with Sound ~config~" notecard
  • a sound clip of your choice
  • the "[Black Tulip] Vanishing Linked Ghosts with Sound" script

Right click on the "[Black Tulip] Vanishing Linked Ghosts with Sound" script and make sure that you change permissions for NEXT OWNER. The script should have either:

Copy/No Modify/No Transfer

or

No Copy/No Modify/Transfer

set as the permissions for next owner. Any other choice will invalidate your license of use! Remember to check always http://blacktulip-store.blogspot.com/p/licenses.html to have the most up to date license of use for my scripts (as well as other supplies.)

Make sure also that you have set correctly permissions for next owner for your sound clip. There it is a sound clip provided that you could use in your builds:

[Black Tulip] Eery Scream (9.9 seconds)

You have to set permissions for this asset in the same manner you set permissions for your script.

Close the "Edit" window.
That's it, linked ghosts ready to go!

SOUND LICENSE NOTE


The included sound clip is a derivate work from http://www.freesound.org/people/ERH/sounds/32899/ and used according the attribution Creative Commons license: http://creativecommons.org/licenses/by/2.5/

(Volume raised, stereo tracks blended into mono, cropped length and fade out.)

AFTER having set permissions for next owner adequately (same as the script, according to the license), you are welcome to USE the sound in your finished builds.

If you don't know how to build a flexi ghost prim, then follow the steps outlined in the next section.

BUILDING THE PRIM THAT YOU CAN USE AS GHOST


The following section is intended to help you in creating the prim that you may use as your ghost. When texturing is required, it will refer to the supplied texture, but feel free of course of using your own ghost texture!

Rez a BOX.
Edit your box.
In "General" tab, name your prim "My Ghost".

Click the "Object" tab.
Change the following parameters:

SIZE
X = 1.00
Y = 0.05
Z = 2.00


ROTATION
X = 180.00
Y = 0.00
Z = 90.00

Click the "Texture" tab.

First, make the box totally transparent, by changing the texture with the default transparent texture, either from the "Library: Textures" folder, or from this folder.

Now, enter into view transparent mode by clicking:

CTRL ALT T

Click "Select Texture" ("Select Face" in V2.)

Click one of the wide faces where the ghost will show.
Change its texture to "[Black Tulip] My Ghost Avatar" included in this folder.

Click the other face where the ghost will show.
Change its texture to "[Black Tulip] My Ghost Avatar" included in this folder.

(there it is a way to texture both sides at the same time: click one of the faces, hold SHIFT pressed, then click the other face - practice this method if you've never used it before.)

Also, change this:

REPEATS PER FACE
Vertical (V): 1.00              [X] Flip

Then you can click just ONE of the faces and check this in the texture settings:

Horizontal (H): 1.00        [X] Flip

SHIFT COPY your prim to have more copies.
Change the texture.

Link them once you feel satisfied with your ghosts object.

Optionally, you can do the following:

Click the "Features" tab.
Change the following parameters:

[X] Flexible Path

Softness: 2.00
Gravity: -0.10
Drag: 2.00
Wind: 0.50
Tension: 1.00

You may need to rotate the whole object. But that's now completely up to you - You decide how your ghosts will be built, these are just suggestions to help you build them :-)

IMPORTANT NOTES REGARDING LINKING YOUR PHANTOM GHOSTS WITH NON PHANTOM PRIMS


Before the following server release: http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/12#12.07.31.262785, a way to have phantom and non phantom prims linked was to drop in the unlinked prims that we wanted to be phantom a "volume detect" script, and then link them to a non phantom root.

Nowadays, this can be done in a very different fashion.

If our ghosts are BOXES and all the prims in the linkset are BOXES, the use of this script is going to benefit you not only in what concerns to lag because of scripts... It also is going to allow you to REDUCE the land impact of your object in a maximum of a 50%!

In fact, if you check the supplied sample object "[Black Tulip] Linked Ghosts - SAMPLE OBJECT", you will see that it consists of eight prims... but the LI is ONLY 4!

How can you make this?

Rez your object.
Right click on it and edit it.
Click "Edit Linked Parts".

Click one of the ghost prims.
Hold SHIFT pressed.
Click another ghost prims.

Follow this SHIFT - Click another prim process until you have all the ghost prims selected.

Click the "Features" tab.
Under "Physics Shape Type" select NONE.

That's it. If you were working with boxes, the LI has been now drastically reduced, and your ghosts are phantom!

IMPORTANT: The ROOT prim (yellow outline when selected) CAN NOT have NONE as "Physics Shape Type".

Be very careful if there are other shapes (building block types) involved! Having your boxes linked to mesh, or even torus, might nowadays make the LI count to skyrocket! Try this in a sandbox.

Regardless of the method you choose, don't forget making the ghosts phantom! Ghosts are supposed to be walked through :-)

That's it. Have (scary) fun with your linked ghosts!

[DOC] Flying Witch AO Script

:: BLACK TULIP Flying Witch AO Script ::


Flying Witch AO Script at Marketplace
By Auryn Beorn (2012)

TABLE OF CONTENTS



INSTALL AND USE YOUR FLYING WITCH AO SCRIPT


Build your broom. There it is a supplied sample, "[Black Tulip] Broom - UNSCRIPTED SAMPLE" that you can check, but feel free to build your own broom style. Set permissions for next owner adequately to your object.

Take your broom back to inventory and wear it.

For reasons that are explained in the next section, "Install and use your flying witch AO script", I suggest to do the following:

In inventory, right click over your broom object.
Select the option:

Attach To: Pelvis

Edit your broom and position it (although you may want to wait to have the poses in, for this)
Now right click over your broom object in inventory.
Select the option:

Detach From Yourself

This will save the attachment position and rotation.
Remember to do this each time you edit the broom to change rotation/position!

Since your AO script is not full permissions, you will have to rez again the broom.
Right click over the rezzed broom, select "Edit".

Drop all the poses/animations you want to use in its "Content" tab.
Drop the "[Black Tulip] Flying Witch AO Script" script in its "Content" tab.

Right click on the "[Black Tulip] Flying Witch AO Script" script and make sure that you change permissions for NEXT OWNER. The script should have either:

Copy/No Modify/No Transfer

or

No Copy/No Modify/Transfer

set as the permissions for next owner. Any other choice will invalidate your license of use! Remember to check always http://blacktulip-store.blogspot.com/p/licenses.html to have the most up to date license of use for my scripts (as well as other supplies.)

Set also the permissions for next owner for each and every pose/animation you drop, either in a similar fashion as explained above, or by using the permissions set batch feature from your edit window (if you don't know about this feature, read here: http://wiki.secondlife.com/wiki/Building_Tools#Content_Tab )

Rename as you wish and take again the broom back into inventory.

Ready to go.

Now, with the poses in, you may want to readjust the broom if needed.

Remember that an already active AO may interfere with another AO, such as this one.
Remind this to your customers, to set their AO off so it doesn't interfere with this one!

Still, although this set up is easy and quick, what perhaps is not so quick is how to design and create your own poses and animations!

Continue reading the following section, it explains why and what to do.

IMPORTANT NOTE TO DESIGN THE POSES/ANIMATIONS


As you have seen, this setup was really quick!

No configuration notecards, no auxiliary scripts with extra data... Extra-simplicity on one side comes at a cost on a different side! If you have noticed, we have attached the broom to PELVIS, and the directions explained about readjusting once your broom was loaded with poses.

This means that, to have, say, compatible poses, they all should have the same values for the rotation of the hip when you design the pose in your animation program. That, of course, if you want the broom always being rotated and positioned the same! If you don't mind about the broom crossing the avatar's chest... well, then there's no need to continue reading! :-)

If you have never designed poses, you can contact with a pose-maker or an animator, explaining to them that you need the broom having always the same orientation and position, and that the broom will be attached to pelvis (so it will move with the hip).

If you decide to do the poses on your own, you will be benefited from using props in your animation tool. This is very easy to do in QAvimator. Make sure of saving your prop, position it as you would like the broom to be, attached to hip, and then make sure that all your poses will be having the same value for the hip's rotation.

Since it's not the same sitting poses than laying poses (the hip rotation may vary a lot), you can even create different broom sets to offer to your customers. This is demonstrated also in the add-on poses packages:

[Black Tulip] Flying Witch Poses #1
[Black Tulip] Flying Witch Poses #2

Why pelvis and not the right hand as attachment point?

Well, we could have decided to do this, but then you would need to take care of the broom being always in the same rotation and position, once in QAvimator (say) ... for all the poses you design, depending of how the right hand is rotated!

As you can see, this is more easy if we use the PELVIS attachment point.

The new viewers allow to ADD instead of just WEAR, so your attachment could be worn together with any other attachment they would be wearing in pelvis. Remember to add this in your items' documentation.

Any questions about using this script or designing suitable poses for the broom?
Then IM me inworld or send me a notecard. Please be detailed in both cases, so I know what you want and I can assist!

[DOC] Simple Watering Controller

:: BLACK TULIP SIMPLE WATERING CONTROLLER ::
:: Add Particles and Sound to your Greenhouse with one script ::


Simple Watering Controller at Marketplace
By Auryn Beorn (2011)

TABLE OF CONTENTS



PURPOSE AND FEATURES


The purpose of the "[Black Tulip] Simple Watering Controller for Greenhouse" script is to allow you to:

  • Define one or many "watering points" in your linked object
  • Determine how long the water will flow to take care of your plants
  • Determine how long to wait between watering cycles
  • Optionally, play a sound while the water falls

Everything is controlled by a single script, so you can have as many water points as you wish at low lag cost.

INSTALL AND USE YOUR WATER CONTROLLER


In order to have this system working in your object, you have to:

  • Decide which are the "watering points" in your linked object
  • Give those primitives the following name (it's case sensitive!):

water

  • Drop the notecard "[Black Tulip] Simple Watering Controller Params" in the "Content" tab of your object.
  • Drop the script "[Black Tulip] Simple Watering Controller for Greenhouse" in the "Content" tab of your object.

THE CONFIGURATION NOTECARD


To configure this controller you simply have to fill the "[Black Tulip] Simple Watering Controller Params" notecard keeping in mind that:

  • A line beginning with # is considered a comment line, thus, won't have any effect over the script.
  • The parameter timeWatering expects a float number (decimal) which represents the time you want the plants to be watered.
  • The parameter timeNotWatering expects a float number which represets the time you want to wait between watering cycles.
  • The parameter soundToPlay expects a sound clip name as it appears in the primitive where the "[Black Tulip] Simple Watering Controller for Greenhouse" resides.

An example notecard is supplied to help with this purpose. Simply change the values and use it.

There's also supplied a sound as an example, the sound clip "rain-on-greenhouse". The sample notecard uses it.

A NOTE ABOUT DESIGNING YOUR "WATERING POINTS"


The water from this system is achieved by using particles. Particles will emit ALWAYS from the center of the primitive or, in this case, from the center of the "watering points". Keep this in mind when you design your own primitives/sculpties to be used as "watering points".

The following primitive serves as an example of a watering point that will show correctly:

Rez a CYLINDER.

Change its size to:

X = 0.08
Y = 0.08
Z = 0.08

Change its rotation to:

X = 0.00
Y = 0.00
Z = 270.00

Change its hollow to 95.0
Change its taper to:

X = 0.50
Y = 0.50

At times, you might need to change "Slice Begin and End", "Profile Cut" or other properties. This depends of your specific primitive.

[DOC] Simple Sprinklers Controller

:: BLACK TULIP SIMPLE SPRINKLERS CONTROLLER ::
:: Add Sprinkler Particles and Sound to your Garden with one script ::


Simple Sprinklers Controller at Marketplace
By Auryn Beorn (2012)

TABLE OF CONTENTS



PURPOSE AND FEATURES


The purpose of the "[Black Tulip] Simple Sprinklers Controller" script is to allow you to:

  • Define one or many "sprinkler points" in your linked object
  • Determine how long the water will flow to take care of your grass and plants
  • Determine how long to wait between watering cycles
  • Optionally, play a sound while the water falls

Everything is controlled by a single script, so you can have as many sprinkler points as you wish in the same linked object at low lag cost.

INSTALL AND USE YOUR SPRINKLERS CONTROLLER


In order to have this system working in your object, you have to:

  • Decide which are the "sprinkler points" in your linked object
  • Give those primitives the following description (it's case sensitive!):

sprinkler

  • Drop the notecard "[Black Tulip] Simple Sprinklers Controller Params" in the "Content" tab of your object.
  • Drop the script "[Black Tulip] Simple Sprinklers Controller" in the "Content" tab of your object.

THE CONFIGURATION NOTECARD


To configure this controller you simply have to fill the "[Black Tulip] Simple Sprinklers Controller Params" notecard keeping in mind that:

  • A line beginning with # is considered a comment line, thus, won't have any effect over the script.
  • The parameter timeWatering expects a float number (decimal) which represents the time you want the plants to be watered.
  • The parameter timeNotWatering expects a float number which represents the time you want to wait between watering cycles.
  • The parameter soundToPlay expects a sound clip name as it appears in the primitive where the "[Black Tulip] Simple Sprinklers Controller (linked object)" resides.

An example notecard is supplied to help with this purpose. Simply change the values and use it.

There's also supplied a sound as an example, the sound clip "Sprinkler". The sample notecard uses it.

Use the following UUID if you wish to have silence:

25bf95dd-140a-559b-ae01-d6fac301bc38

(It's the UUID of the supplied "[Black Tulip] Silence" sound sample.)

A NOTE ABOUT DESIGNING YOUR "SPRINKLER POINTS"


The water from this system is achieved by using particles. Particles will emit ALWAYS from the center of the primitive or, in this case, from the center of the "sprinkler points". Keep this in mind when you design your own primitives/sculpties to be used as "sprinkler points".

The following primitive serves as an example of a watering point that will show correctly:

Rez a CYLINDER.

Change its size to:

X = 0.15
Y = 0.15
Z = 0.50

You may want to change the "Slice Begin and End" property to:

B = 0.000
E = 0.500

At times, you might need to change "Slice Begin and End", "Profile Cut" or other properties. This depends of your specific primitive.

Mesh

LICENSE TERMS FOR "BLACK TULIP" FULL PERMISSIONS MESH OBJECTS


Full perms mesh objects created by Auryn Beorn are intended ONLY for content creators so they can USE them in their creations.

By purchasing any of these mesh objects you HAVE NOT purchased the ownership of them, nor does your purchase grant you full rights for their use. What you're purchasing is a LICENSE for LIMITED USE, ONLY as outlined in these terms and license conditions. By purchasing this license for use of Black Tulip mesh objects, you are agreeing to follow the terms of this license, and you agree that these mesh objects you have been given permission to use will NOT be distributed to others in their full permission-copy/transfer, unprotected state.

The specific terms of Black Tulip mesh objects' license for use are:

  • You are NOT allowed to transfer Black Tulip mesh objects to anyone else with both copy AND transfer permissions under any circumstance, regardless of whether they are being sold or gifted.
  • Mesh objects should NOT be sold or gifted as-is. Black Tulip mesh objects are to be used solely for the purpose of enhancing products by legitimate content creators.
  • You must change either the transfer or copy permissions on Black Tulip mesh objects before they are distributed as part of your creations.
  • You must take steps as outlined below to help ensure that Black Tulip mesh objects are never transferred to anyone else with full permissions by mistake.
  • You may not reverse engineer the mesh objects in order to obtain a .dae file. Access to the original .dae files is NOT included in the license of the mesh objects.

This license is valid only for Second Life.

By purchasing and/or accepting these full permission mesh objects, you agree to abide by the specific terms of this licensing agreement. If you do not agree to these terms or if you are unable to comply for any reason, you must delete all Black Tulip mesh objects and retain no copies of them. Because of the full permissions state of Black Tulip mesh objects, I DO NOT OFFER REFUNDS FOR ANY REASON.

Violations of Black Tulip's License Agreement will be reported to Linden Labs; further legal action may also result.

Protect your investment and the integrity of Black Tulip mesh objects by making sure that you NEVER FORGET to change the permissions before transferring an item.

The best way to abide by the license is to take care of it immediately after purchase:

  1. After unpacking the mesh objects into your inventory, please locate the folder where the mesh objects are stored.
  2. REZ the mesh item. Right click to choose "Edit". Click the "General" tab and look for the permissions for NEXT OWNER at the bottom of this tab.
  3. Uncheck either "Copy" or "Resell/Give Away" (Transfer), depending on what permissions most of your products are transferred or sold with.
  4. Delete the mesh object *in your inventory*. Now take the rezzed mesh object with the permissions changed back to your inventory.
  5. Repeat this for EACH Black Tulip mesh object you have purchased or received.

Of course, you will be able to change the permissions later if you need to, but if you have them set from the moment you unpack, you will never forget to set them later.

Thank you for your help in keeping Black Tulip mesh objects safe from unscrupulous freebie distributors and illegal resellers. I hope you enjoy them, and that they help bring your creations to life. Please feel free to contact me, Auryn Beorn, if you have any questions about the mesh objects or this license agreement.

[DOC-SCULPT] Using your sculpt maps

Guide to use the sculpt maps you've purchased

  • How to use the sculpt maps
  • Ok, now I have applied the sculpt map. How do I texture it?
  • Broken sculpties? LOD settings


How to use the sculpt maps

New to building? Then follow this very simple guide to learn how to use your sculpt maps.

To use a sculpt map, you have to begin by making sure that you are in an area where it is allowed to rez. Then click the "Build" button from your viewer or, alternatively, click CTRL 4.

Now, click on the ground. This will rez a box (unless you had another shape selected from before.)

Right click on this box, and select the "Edit" option from the menu.
Click the "Object" tab from this window, and look at the parameters on the right side of this window.


You may see a drop-down menu labeled as "Building Block Type". Other viewers won't show but the pull down menu itself. Click the little arrow to open it, and then select "Sculpted". The right side of the "Edit" window will change, showing us the following: a "rainbow" texture and a few options below ("Mirror", "Inside-out" and the stitching type.)

This "rainbow texture" is what defines the shape for the sculpted prim, and it's called "the sculpt map." You will find sculpt maps that are not a "rainbow" but transparent. This is okay. Those sculpt maps are "alpha protected" but will work too.

You should click on that "rainbow." This will open a menu that will allow you to select a sculpt map from your inventory folder. You would select one of the sculpt maps you've acquired.

Check the samples provided to know how to fill in the rest of fields: "Mirror", "Inside-out" and the "Stitching type." Usually, you will have to worry only about the last one. All my sculpt maps specify which stitching type you should select in its name.

An example, if you see one of my sculpt maps named as:

[Black Tulip] Shelf 5 - Stitching_PLANE

that means that, for that specific sculpt map, you should select the stitching type "Plane" (or "Plane/none" for some viewers) on the "Edit window" under the "Stitching type" pull down menu.

Ok, now I have applied the sculpt map. How do I texture it?

Apart from the sculpt map itself, which defines the shape for the sculpted prim, we need also to apply a texture on the sculpted prim, as usual, under the "Texture" tab in the "Edit" window.

Some sculpties will need that you define a very specific number of repeats and offsets. Specially, those that have the stitching type "Plane."

At times, those repeats may go over 100. Some viewers won't allow you to type such a number over 100. So in order to help you, your purchase has also several scripts that will change the repeats for you, and after that they will self delete. If you find yourself in the situation of not being able to change the repeats over 100, by all means use the scripts. They won't cause any lag at all, as they get immediately deleted from the primitive after completing their task of changing the texture settings.

Those scripts are:

[Black Tulip] Change Repeats 4x256
    [Black Tulip] Change Repeats 4x128
    [Black Tulip] Change Repeats 2x256
    [Black Tulip] Change Repeats 2x128
    [Black Tulip] Change Repeats 1x256
    [Black Tulip] Change Repeats 1x128

Use the one that better suits your sculpties. Begin by trying out "[Black Tulip] Change Repeats 4x256" and if you don't like how those repeats look like, then try with less repeats.

Broken sculpties? LOD settings

If you see your furniture like "breaking" for you as you get further away from it, by changing your LOD settings should fix this problem for you.

For this, go to your "Advanced" menu (click CTRL ALT D if you don't have it -COMMAND key instead of CTRL for Mac-)
Then, scroll down to "Debug Settings..."

This opens a little window.
Type in it the following:

renderVolumeLODFactor

and then change the suggested value to 3 or 4.

Going over 4 won't make basically any difference and may be overkill if you don't own a powerful graphics card.
Set it to 3 in that case.

You will find also this text under the notecard "[Black Tulip] Broken Sculpties? LOD settings". Its purpose is for you having a notecard with a text ready so you can deliver it to your customers, explaining about the LOD settings.

I wish this information helps you in using sculpted prims in your creations.

-- Auryn Beorn

[DOC] Simple Light Controller

:: BLACK TULIP SIMPLE LIGHT CONTROLLER ::
:: Turn on/off all your light points with one script ::


Simple Light Controller at Marketplace
By Auryn Beorn (2012)

TABLE OF CONTENTS



PURPOSE AND FEATURES


The purpose of the "[Black Tulip] Simple Light Controller" script is to allow you to:

  • Define one or many "light points" in your linked object
  • Determine which color the light point will be
  • Determine the intensity, radius and fall off for the light point
  • Turn the light points on/off by clicking the object
  • Optionally, turn on/off the full bright feature at the same time the light is activated/deactivated

Everything is controlled by a single script, so you can have as many light points as you wish in the same object at low lag cost.

But as you can see, this box contains four full permissions scripts, separated in two blocks:

  • [Black Tulip] Light on/off (AU)
  • [Black Tulip] Light on/off (OO)

Both scripts perform the same action: On touch, it turns on/off the lights in the defined light points.
The difference between them is:

  • AU -> All Users - Everybody will be able to turn on/off the lights by clicking the object.
  • OO -> Owner Only - Only the owner of the object will be able to turn on/off the lights by clicking the object.

  • [Black Tulip] Light on/off + FB (AU)
  • [Black Tulip] Light on/off + FB (OO)

Both scripts perform the same action: On touch, it turns on/off the lights AND the full bright property in the defined light points.

The difference between them is:

  • AU -> All Users - Everybody will be able to turn on/off the lights AND the full bright property by clicking the object.
  • OO -> Owner Only - Only the owner of the object will be able to turn on/off the lights AND the full bright property by clicking the object.

INSTALL AND USE YOUR LIGHT CONTROLLER


In order to have this system working in your object, you have to:
  • Decide which are the "light points" in your linked object
  • Give those primitives a *description* having the following format:
light;color;intensity;radius;falloff
where:

light  This word is written as is (case sensitive!)
color  A valid color for a LSL script (check the note below - there's an included tool to make this task *fast and easy*)
intensity  The intensity of the light point - Valid values range from 0.0 to 1.0
radius  The radius of the light point - Valid values range from 0.0 to 20.0
falloff  The falloff of the light point - Valid values range from 0.0 to 2.0

An example of valid description following the rules above:
light;<1,0.796078,0.592157>;1;5;0.75

This package includes the [Black Tulip] Color HUD tool for you easily writing a color correctly in this part. Check this link for all the "how's" (the documentation.)

YES: Each light point may have different colors, intensities, radius and falloff
Just set the description as you wish them, for each prim that will be a light point

Drop ONE of the following scripts:

  • [Black Tulip] Light on/off (AU)
  • [Black Tulip] Light on/off (OO)
  • [Black Tulip] Light on/off + FB (AU)
  • [Black Tulip] Light on/off + FB (OO)

in the "Content" tab of your object.

That's it. As soon as the script is dropped, it looks for all the defined light points and from that moment, clicking will turn/off all of them (and the full bright property, if the "FB" version of this script is used.)

IMPORTANT: Given to some scripting limits, if the descriptions are changed to modify the properties of the light, you should RESET the script. Keep this in mind when you design your own objects for sale, to instruct your customer to reset the script. If the description changes, this is a change not detected by a script - that's why we have to do it manually.

In case of doubt about its use, check the included sample object "[Black Tulip] Tiffany Lamp 1" and its setup.

[DOC] Color HUD

:: BLACK TULIP COLOR HUD ::
:: Get the codes for your scripts instantly - Select and click ::


Color HUD at Marketplace
By Auryn Beorn (2012)

TABLE OF CONTENTS



PURPOSE AND FEATURES


The purpose of the "[Black Tulip] Color HUD (wear/top-left)" tool is to allow you to obtain quickly in your local chat (owner say - so you are not spamming anybody else around) the code of a color of your choice, for it to be written into a LSL script.

USING YOUR HUD


Wear the object "[Black Tulip] Color HUD (wear/top-left)". Once you wear it, the following shows up in your HUD:
Select the tone by clicking in the color palette. Then select the saturation by clicking the white to black bar. Click the "Say in chat" button, and there you have it: the color you want, written as the script expects it.

You only need to copy this code and paste it in your script, where it's required to be copied.

HOW TO WRITE THE VALUE OF A COLOR (GENERAL INFORMATION)


In case you're interested in knowing how to proceed in general (not with this tool) to get the value of any color, the following explains all what you need to know about how to write color codes in your LSL scripts.

This information is not required to simply use the HUD.

From my wiki page: http://wiki.secondlife.com/wiki/User:Auryn_Beorn/How_to_get_a_valid_LSL_color

Any color is always a combination of Red, Green and Blue values. Usually, these values go from 0 to 255. The higher the value, the more you have of that component. They're usually written it this order: R, G, B.

To mention a few examples:

<255, 0, 0>         RED
<255, 255, 0>       YELLOW (= RED + GREEN)
<128, 128, 128>     GRAY 50%
<0, 128, 0>         GREEN 50%
<0, 0, 0>           BLACK
<255, 255, 255>     WHITE

But scripts in SL need this written in a very specific way. We need to convert this. Scripts expect the numbers in a different range, so instead of writing, an example, the color red like this:

<255, 0, 0>

the three numbers have to be within the range from 0 to 1, so the color red would be written as follows:

<1.0, 0.0, 0.0>

What do we do, then, when we have a RGB code for a color we like, to "translate it" to LSL (the scripting language)?

We have to take the RGB, like here: 255, 255, 0
Put the three numbers between < and > and separate by commas, adding the decimal point:

<255.0, 255.0, 0.0>

and then we have to divide the three numbers by 255.0, so we get:

<255.0/255.0, 255.0/255.0, 0.0/255.0>

which gives as result:

<1.0, 1.0, 0.0>

So, in general, once we have the values for R, G and B, we need to "translate" them to LSL, which expects the color as a vector, <R, G, B>, but values for R, G and B have to be from 0 to 1. So, if we have values from 0 to 255, to convert them into 0 to 1, we need to divide them by 255.

This is, we have <R, G, B>, being R, G and B from 0 to 255, as usual, so LSL needs that we perform the following operation:

<R/255.0, G/255.0, B/255.0>

for the definitive values for the color.

NOTE:

<R/255.0, G/255.0, B/255.0>

is basically the same as:

<R, G, B>/255.0

being the last one, preferred if you typed like that in a script.

There are a lot of resources in the web to find the RGB components of a color. The two following links are good resources for this:


EXAMPLE: Let's suppose we have the blue tone <6, 172, 255>, as it will be written with the standard 0-255 range for RGB.

To convert this <6, 172, 255> to a valid color for LSL, we have to perform the following calculation:

<6.0, 172.0, 255.0>/255.0

which means that the value we'll use for the color will be:

<0.023529, 0.67451, 1.0>

(Yes, we could leave it as <6.0, 172.0, 255.0>/255.0, but it's better if we save the script to do unnecessary calculations.)

The colors mentioned above will also be written this way:

<1.0, 0.0, 0.0>         RED
<1.0, 1.0, 0.0>         YELLOW (= RED + GREEN)
<0.5, 0.5, 0.5>         GRAY 50%
<0.0, 0.5, 0.0>         GREEN 50%
<0.0, 0.0, 0.0>         BLACK
<1.0, 1.0, 1.0>         WHITE

[DOC-MESH] Ambient Occlusion Map? UV Layout? How to use them

Ambient Occlusion Map? UV Layout? How to use them


Your mesh package comes with "Ambient Occlusion" maps, and you don't what these gray scale images are for? You've never heard about the UV layout and don't know what the guide image is for?

Then continue reading.

TABLE OF CONTENTS



WHAT IS AN AMBIENT OCCLUSION MAP?

An ambient occlusion map, or also, a "shade" map, is a texture generated inside the modeling program used to create the mesh object. This texture has a specific characteristic: the pixels it shows are the shades cast by the object, when a source of light is added.

They are named, shortly, AO maps (AO map: Ambient Occlusion map).

Although SL's viewer is able to render this (V3 and FireStorm, at least), so objects have a more realistic appearance (not only we see the effects of lights, but now we can also see the shadows), it's a very high-consuming resources feature which not all people may have active all the time.

To emulate this effect, which really adds life to the furniture, the shade maps, or ambient occlusion maps, are used.
They contain the shadows, and "somehow", we have to add these shadows to the texture that we plan to apply on to an object.

How do we do this?
That's explained on the "HOW DO I USE THE AMBIENT OCCLUSION MAP?" section.


WHAT IS AN UV LAYOUT?

Unlike sculpt prims, mesh objects may have faces that don't use the full texture, but only the part of the texture delimited within the UV layout.

We understand here that an "UV layout" is a texture generated inside the modeling program used to create the mesh object, so it shows us the edges that delimit the faces of the mesh.

Its purpose is to give us a visual reference of where on the texture we have to paint.
You would use this in conjunction with the AO map. This is explained on the "HOW DO I USE THE UV LAYOUT?" section.


HOW DO I USE THE AMBIENT OCCLUSION MAP?

To use it, you need to:

  • Download the AO map to your computer.
  • Download the texture you wish to apply the shades on, to your computer.
  • Manipulate both textures within a graphics program that supports layers.
  • Upload back to SL the resulting texture.

Q: HOW DO I DOWNLOAD A TEXTURE FROM SL TO MY COMPUTER?

Depending of the viewer you have, this is done differently.

- Open your texture within SL, wait for it to load.

V1-Style viewers: File menu, "Save to disk" option.
V2-Style viewers: The texture window has a button on the bottom part that says "Save as TGA". Click and save.

In both cases, make sure you type the image extension (.tga for example) at the end.

Q: WHICH GRAPHIC PROGRAMS SUPPORT LAYERS?

The following list is not fully inclusive, but just some programs that you may use:

  • GIMP
  • PhotoShop
  • PSP
  • Krita

If you know of another program that supports layers, then that program is ok.

Now that we know how to download a texture from SL to our computer, and which program to use, let's outline the steps that we should follow. Every program has a different way to name the procedures, so please, consult the documentation of your program of choice to learn how to do this, if you already don't know how.

  • Open the texture you want to apply the shades on in your graphics program.
  • Open *AS LAYER* the *AO map*, *above* the texture.
  • Change the "layer mode" or "blending mode" of the *AO map layer* to Overlay, or Burn, or Grain Merge, or Multiply.
  • Experiment with the different blending modes as well as the opacity of the AO map layer before you decide which to apply.
  • Save as an image that contains the "merge" of the two layers.

IMPORTANT: If your texture should not contain transparent areas, make sure that you flatten it before saving. Do not save the alpha channel in this case!

  • Upload the new texture to SL.
  • Apply the resultant texture normally to your object.

When you do this, you have "baked" the shadows on the texture.
Some creators may offer, apart than the mesh kits with the AO maps, add-ons consisting of texture packs with shadows already baked that will fit the mesh perfectly.


HOW DO I USE THE UV LAYOUT?

To use it, you need to:

  • Download the UV layout to your computer.
  • Download the texture you wish to apply following the shape of the mesh, to your computer.
  • Manipulate both textures within a graphics program that supports layers.
  • Upload back to SL the resulting texture.

The questions "HOW DO I DOWNLOAD A TEXTURE FROM SL TO MY COMPUTER?" and "WHICH GRAPHIC PROGRAMS SUPPORT LAYERS?" have already been answered on the "HOW DO I USE THE AMBIENT OCCLUSION MAP?" section.

Now that we have the textures:

  • Open the texture you want to use along the surface of the mesh, according to the UV layout, in your graphics program.
  • Open *AS LAYER* the *UV layout*, *above* the texture and *lower the opacity* so you can see the lines and your work.
  • Manipulate the texture until you get an arrangement that satisfies you.
  • You may want to open *as layer* the *AO map*, *above* all the composition, to apply shadows.
  • Do not forget to HIDE THE VISIBILITY of the UV LAYOUT layer once you're finished! (or the lines will show on your mesh.)
  • Save as an image that contains the "merge" of all the layers you've used.

IMPORTANT: If your texture should not contain transparent areas, make sure that you flatten it before saving. Do not save the alpha channel in this case!

  • Upload the new texture to SL.
  • Apply the resultant texture normally to your object.


I wish this information helps you in using ambient occlusion maps and UV layouts for your mesh objects in your creations.

-- Auryn Beorn