Ruth

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Revision as of 09:27, 19 February 2009 by Zai Lynch (talk | contribs) (→‎Reanimate old Ruth: linked debug settings)
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The original Ruth

Ruth is dead. Long live the Ruth!

"Ruth" was the codename for the default loading avatar, a woman with a mullet who terrified many Residents. When Ruth was combined with other avatar elements, such as prim hair or beards, the results could be particularly bizarre. Pictures prove it did happen! If you're grimacing, you've been touched by Ruth! Be not afraid... as of Second Life 1.20, she's gone at last, faded into the annals of history, and replaced with a particle cloud. Dubbed "Ruth 2.0", but Torley wishes that name would sink altogether.

Thanks to Brent Linden, who created said artistic effect, for the following resources:

Make yourself a cloud

Only you'll see yourself this way:

"I see cloud people!"

Relog to reset back to your normal avatar.

Cloud texture and particle parameters

Easiest: get Ruth 2.0 inworld at the Stillman Free Bazaar! It's a fully-permissive object. Have View menu > Highlight Transparent on if you find it hard to select the invisible sphere.

Or... download the original texture; you'll need to use it with this script:

<lsl> ////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////// //// eltee Statosky's Particle Creation Engine 1.0 //// 01/09/2004 //// *PUBLIC DOMAIN* //// Free to use //// Free to copy //// Free to poke at //// Free to hide in stuff you sell //// Just please leave this header intact ////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////


integer effectFlags=0; integer running=TRUE; integer min=0; integer max=1; float redValue; float blueValue; float greenValue;

/////////////////////////////////////////////////////// //Color Randomizer /////////////////////////////////////////////////////// randColor() { float redValue = llFrand(max - min) - min; float greenValue = llFrand(max - min) - min; float blueValue = llFrand(max - min) - min; } /////////////////////////////////////////////////////// // Color Secelection Variables /////////////////////////////////////////////////////// // Interpolate between startColor and endColor integer colorInterpolation = TRUE; // Starting color for each particle vector startColor = <1,1, 1>; //R,G,B //vector startColor = <redValue, blueValue, greenValue>; // Ending color for each particle vector endColor = <1,1,1>; // Starting Transparency for each particle (1.0 is solid) float startAlpha = .5; // Ending Transparency for each particle (0.0 is invisible) float endAlpha = 0.0; // Enables Absolute color (true) ambient lighting (false) integer glowEffect = TRUE;


/////////////////////////////////////////////////////// // Size & Shape Selection Variables /////////////////////////////////////////////////////// // Interpolate between startSize and endSize integer sizeInterpolation = TRUE; // Starting size of each particle vector startSize = <.8,1,1>; // Ending size of each particle vector endSize = <0.02, 0.02, .02>; // Turns particles to face their movement direction integer followVelocity = FALSE; // Texture the particles will use ("" for default) string texture = "blob2";//"437b06a1-2d2b-2d1c-56b5-3d4f33c44186";


/////////////////////////////////////////////////////// // Timing & Creation Variables Variables /////////////////////////////////////////////////////// // Lifetime of one particle (seconds) float particleLife = 3; // Lifetime of the system 0.0 for no time out (seconds) float SystemLife = 0; // Number of seconds between particle emissions float emissionRate = .020; // Number of particles to releast on each emission integer partPerEmission = 1;


/////////////////////////////////////////////////////// // Angular Variables /////////////////////////////////////////////////////// // The radius used to spawn angular particle patterns float radius = 1; // Inside angle for angular particle patterns float innerAngle = PI; // Outside angle for angular particle patterns float outerAngle = 0; // Rotational potential of the inner/outer angle vector omega = <0, 0, 0>;


/////////////////////////////////////////////////////// // Movement & Speed Variables /////////////////////////////////////////////////////// // The minimum speed a particle will be moving on creation float minSpeed = .1; // The maximum speed a particle will be moving on creation float maxSpeed = 1; // Global acceleration applied to all particles vector acceleration = <0, 0,0>; // If true, particles will be blown by the current wind integer windEffect = FALSE; // if true, particles 'bounce' off of the object's Z height integer bounceEffect = FALSE; // If true, particles spawn at the container object center integer followSource = TRUE; // If true, particles will move to expire at the target integer followTarget = TRUE; // Desired target for the particles (any valid object/av key) // target Needs to be set at runtime key target  ;


/////////////////////////////////////////////////////// //As yet unimplemented particle system flags /////////////////////////////////////////////////////// integer randomAcceleration = FALSE; integer randomVelocity = FALSE; integer particleTrails = FALSE;

/////////////////////////////////////////////////////// // Pattern Selection /////////////////////////////////////////////////////// // Uncomment the pattern call you would like to use // Drop parcles at the container objects' center //integer pattern = PSYS_SRC_PATTERN_DROP; // Burst pattern originating at objects' center // integer pattern = PSYS_SRC_PATTERN_EXPLODE; // Uses 2D angle between innerAngle and outerAngle // integer pattern = PSYS_SRC_PATTERN_ANGLE; // Uses 3D cone spread between innerAngle and outerAngle integer pattern = PSYS_SRC_PATTERN_ANGLE_CONE; //integer pattern = PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY;


setParticles() { // Here is where to set the current target // llGetKey() targets this script's container object // llGetOwner() targets the owner of this script // Feel free to insert any other valid key

// The following block of if statements is used to construct the mask

   if (colorInterpolation) effectFlags = effectFlags|PSYS_PART_INTERP_COLOR_MASK;
   if (sizeInterpolation)  effectFlags = effectFlags|PSYS_PART_INTERP_SCALE_MASK;
   if (windEffect)         effectFlags = effectFlags|PSYS_PART_WIND_MASK;
   if (bounceEffect)       effectFlags = effectFlags|PSYS_PART_BOUNCE_MASK;
   if (followSource)       effectFlags = effectFlags|PSYS_PART_FOLLOW_SRC_MASK;
   if (followVelocity)     effectFlags = effectFlags|PSYS_PART_FOLLOW_VELOCITY_MASK;
   if (target!="")       effectFlags = effectFlags|PSYS_PART_TARGET_POS_MASK;
   if (glowEffect)         effectFlags = effectFlags|PSYS_PART_EMISSIVE_MASK;

//Uncomment the following selections once they've been implemented // if (randomAcceleration) effectFlags = effectFlags|PSYS_PART_RANDOM_ACCEL_MASK; // if (randomVelocity) effectFlags = effectFlags|PSYS_PART_RANDOM_VEL_MASK; // if (particleTrails) effectFlags = effectFlags|PSYS_PART_TRAIL_MASK;

   llParticleSystem([
       PSYS_PART_FLAGS,            effectFlags,
       PSYS_SRC_PATTERN,           pattern,
       PSYS_PART_START_COLOR,      startColor,
       PSYS_PART_END_COLOR,        endColor,
       PSYS_PART_START_ALPHA,      startAlpha,
       PSYS_PART_END_ALPHA,        endAlpha,
       PSYS_PART_START_SCALE,      startSize,
       PSYS_PART_END_SCALE,        endSize,    
       PSYS_PART_MAX_AGE,          particleLife,
       PSYS_SRC_ACCEL,             acceleration,
       PSYS_SRC_TEXTURE,           texture,
       PSYS_SRC_BURST_RATE,        emissionRate,
       PSYS_SRC_INNERANGLE,        innerAngle,
       PSYS_SRC_OUTERANGLE,        outerAngle,
       PSYS_SRC_BURST_PART_COUNT,  partPerEmission,      
       PSYS_SRC_BURST_RADIUS,      radius,
       PSYS_SRC_BURST_SPEED_MIN,   minSpeed,
       PSYS_SRC_BURST_SPEED_MAX,   maxSpeed, 
       PSYS_SRC_MAX_AGE,           SystemLife,
       PSYS_SRC_TARGET_KEY,        target,
       PSYS_SRC_OMEGA,             omega   ]); 

}

default {

   state_entry()
   {

// llSetTexture("", ALL_SIDES);

       running=TRUE;
       target=llGetKey();
       llSetText("", <0.0, 1.0, 0.0>, 0.5);
       setParticles();
   }

} </lsl>

Truthiness... or RUTHINESS!??? Muhahaha.

Reanimate old Ruth

To bring old Ruth back to life, go to Advanced menu > Debug Settings and set "RenderUnloadedAvatar" to TRUE.

Alternatively, open your Inventory, go to Library folder > Clothing > More Outfits > Ruth, then drag and drop the folder on your avatar.

Ruth spirit can also be seen when people are clouded. Activate Particle Sources and Render Highlights in View > Beacons (or Ctrl-Alt-⇧ Shift-N) when you see a cloud hovering by.

Ruth Beacon.jpg

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