SakeTami
CrystalFrostViewer
CrystalFrostViewer

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One final demo of water prims.

Nothing has really changed, I was just trying to fix sculpted prim rendering and orphan prim handling, got that done, then I rezzed a sculpted boat and put it on a pivot box that slowly rotates to try to demo what it would look like to have a boat moving through the water system employed by Crystal Frost. This demo is using a very large water box, but the results would be pretty much the same in sim water.

To accomplish this demo I simply made a giant water box  and then rezzed "Bubba's Boat" by Aley and added the #SPLOOSH tag to the description field of the hull, then linked the boat to that spinning wood box in the middle of the water and gave the box an llTargetOmega script to spin slowly which reads the following:

default{
state_entry(){
llTargetOmega(<0,0,1>, 0.1, 1);
}
}

To explain what I mean by "orphan prim handling", the server doesn't always send the root prim of an object to a viewer before it sends the child prims, so sometimes a bunch of prims (includes sculpts and meshes, they're both treated as types of prims) will have a parent but the parent hasn't even rezzed yet. I had code to cause them to parent when their root showed up, but it wasn't working right.

One final demo of water prims.

Comments

No one will use firestorm any more amazing


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