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What is a Holodeck?
== What is a Holodeck? ==


A Holodeck stores Second Life scenes and lets you load them from a menu when ever you want. The old scene is cleared and the new one appears. Scenes can include any prim objects including furniture, pose balls and particle generators. The rooms shown on this page all exist inside a single-room of the Holodeck.
A '''Holodeck''' is a product used to save different forms of content (either furniture settings or even an entire environment), similar to 'Holodecks' used in various sci-fi television shows and movies. For Second Life purposes, a holodeck allows you to rez a large variety of rooms or scenarios in limited space. Some systems even allow the scene to be located far away from its control panel, offering the convenience of large, rez-on-demand structures without tying up a large space in your house.


The Scripts for the holodeck may look complex but once you done it correcly everything is very easy to setup and use and just build almost like you normally would within sl
A '''holodeck-panocube''' consists of photos. The picture changes on every wall, plus the floor and ceiling, making a total immersed "single" image. A regular holodeck will rezz and derezz prims such as different houses with furniture, and might rezz surrounding panocube images in addition.


Creating the holodeck, the best way to start would be to create a 20x20x10 shell this would be your rezzing area for the holodeck
A '''skybox''' is a method to easily create a background to make a computer and video games look bigger than it really is, by creating the illusion of distant three-dimensional surroundings. A '''skydome''' employs the same concept but uses either a sphere or a hemisphere instead of a cube.


once you done this you should have something similar to the picture below
Processing of 3d graphics is very costly, specifically in real-time games, and poses multiple limits. Levels have to be processed at tremendous speeds, making it difficult to render vast skyscapes in real-time. Additionally, due to the nature of computer graphics, objects at large distances suffer from floating point errors, causing levels to have strong limits on their extents.


[[Image:holodeck shell.jpg]]
To compensate for these problems, games often employ skyboxes. Traditionally, these are simple cubes with up to 6 different textures placed on the faces. By careful alignment, a viewer in the exact middle of the skybox will perceive the illusion of a real 3-D world around it, made up of those 6 faces.
As a viewer moves through a 3-D scene, it is common for the skybox to remain stationary with respect to the viewer. This technique gives the skybox the illusion of being very far away since other objects in the scene appear to move, while the skybox does not. This imitates real life, where distant objects such as clouds, stars and even mountains appear to be stationary when the viewpoint is displaced by relatively small distances. Effectively, everything in a skybox will always appear to be infinitely distant from the viewer. This consequence of skyboxes dictates that designers should be careful not to carelessly include images of discrete objects in the textures of a skybox since the viewer may be able to perceive the inconsistencies of those objects' sizes as the scene is traversed.
The source of a skybox can be any form of texture including photographs, hand-drawn images, or pre-rendered 3-D geometry. Usually, these textures are created and aligned in 6 directions, with viewing angles of 90 degrees (which covers up the 6 faces of the cube).  


ok next we create a small panel for the floor 0.500x0.500x0.100 and link this to your holodeck shell make sure this is the last object you link to the holodeck shell as this becomes the root prim


see example below
=== Known Holodeck & Panocube Products: ===
* [https://marketplace.secondlife.com/p/EVOLVE-HOLODECK-BUILDERS-EDITION/2143165 '''Evolve Holodeck'''] by evonic Ordram
* [https://marketplace.secondlife.com/stores/6116 '''Horizons'''] by Cheshyr Pontchartrain
* [https://marketplace.secondlife.com/stores/1092 '''Paradise Blanket'''] by OctoberWerks
* [https://marketplace.secondlife.com/stores/87567 '''HoloRez'''] by HoloRez Rang
* [https://marketplace.secondlife.com/p/Skyboxer-holodeck/183080 '''Skyboxer'''] by Ethereal Fremont
* [https://marketplace.secondlife.com/p/Skidz-Partz-Primitizer-Open-Source-Holodeck/1269199 '''Primitizer'''] by Revolution Parenti
* '''The Titan''' by Jack Hathor
* [https://marketplace.secondlife.com/stores/5642 '''Room Switch'''] by Loki Ball
* '''The Green Wonder''' by Tina Freund
* '''Holodeck''' by Professor Eisenberg (Panocube)
* '''The Virtual Reality Room''' by Stephane Zugzwang (Panocube)
* '''Krull's VR Room System'''
* '''Mobius Box''' by Fox Absolute
* [http://world.secondlife.com/place/75b6d881-a0ea-617e-be05-8eed0211f737 '''The Ultimate Virtual Reality Holodeck'''] by Vander Reich & RichSz Rexen(Panocube) [http://reich-rexen.com/R&R-VR-HOLODECK-INSTRUCTIONS.pdf R&R-VR-HOLODECK-INSTRUCTIONS]
* [https://marketplace.secondlife.com/stores/14523 '''Super Sofa'''] by LayZeeBones ('''appears to have been removed from Marketplace''')
* [https://marketplace.secondlife.com/stores/4005 '''The Holodeck'''] by Loki Clifton ('''appears to have been removed from Marketplace''')
* [http://world.secondlife.com/place/6a21a533-d880-5f38-8ed5-2c4a365a4f38 '''SkyBox Lab''' HoloDeck SkyMaps] by ThoseGuys Footmen ('''appears to no longer exist''')
* [http://world.secondlife.com/place/6a21a533-d880-5f38-8ed5-2c4a365a4f38 '''AWESOME BALLS''' 3D Environments - HoloDecks & SkyMaps] ('''appears to no longer exist''')
* [https://marketplace.secondlife.com/stores/7252 '''HyperCube'''] by Domneth Dingson -D-VTech ('''appears to have been removed from Marketplace''')
* [https://marketplace.secondlife.com/p/Soulmates-Creations-Holodeck-R-10-x-20/138947 '''Holodeck'''] by Soulmates Creations ('''appears to have been removed from Marketplace''')
* [https://marketplace.secondlife.com/stores/23353 '''DRUID Holodeck'''] by Darwin Recreant and Ui Beam ('''appears to have been removed from Marketplace''')


[[Image:floor panel.jpg]]
==Related Articles==
 
*'''[[Open Source Holodeck]]'''
The Scripts
 
----
 
Holodeck Core.lsl
<pre>
///////////////////////////////////////////////////////////////////////////////
// .::Prototype::.
//
// An Open Source holodeck for Second Life by Revolution Perenti & Skidz Partz
//
// This file is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
///////////////////////////////////////////////////////////////////////////////
 
///////////////////////////////////////////////////////////////////////////////
// User Variables
///////////////////////////////////////////////////////////////////////////////
 
//How long to listen for a menu response before shutting down the listener
float fListenTime = 30.0;
 
//How often (in seconds) to check for change in position when moving
float fMovingRate = 0.25;
 
//How long to sit still before exiting active mode
float fStoppedTime = 30.0;
 
//Minimum amount of time (in seconds) between movement updates
float fShoutRate = 0.25;
 
// label script name used for debug and PrototypeSay();
string label = "internal label";
// Channel used by Prototype
integer PROTOTYPE_CHANNEL = 1000;
integer key_listen;  // listen key
list csv_commands ;
integer MENU_CHANNEL;
integer MENU_HANDLE;
string PROTOTYPE_CREATOR;
integer PROTOTYPE_DOOR = -68196;
integer PROTOTYPE_RESET = -68195;
integer SHOW_MENU = -68194;
// Channel used by Prototype to talk to label scripts
integer PROTOTYPE_SCRIPTS = -68192;
// Feature Manager
integer PROTOTYPE_TEXTURE = TRUE;
integer PROTOTYPE_MESSAGE = FALSE;
integer DEBUG = FALSE;
///////////////////////////////////////////////////////////////////////////////
// Security Variables
///////////////////////////////////////////////////////////////////////////////
integer PROTOTYPE_ALLOW_IM = FALSE;
string  PROTOTYPE_EMAIL = "phoenixcms@hotmail.co.uk";
string  PROTOTYPE_OWNER;
vector  Where;
string  Name;
string  SLURL;
integer X;
integer Y;
integer Z;
///////////////////////////////////////////////////////////////////////////////
// Menu System Variables
///////////////////////////////////////////////////////////////////////////////
list MENU1 = [];
list MENU2 = [];
list BUFFER = [];
key id;
integer listener;
integer i;
///////////////////////////////////////////////////////////////////////////////
// Compatibility System Variables
///////////////////////////////////////////////////////////////////////////////
list objectSettings = [];
integer stride = 3;
integer iLine = 0;
string COMPATIBILITY_NOTECARD = "compatibility"; //[objectname];<position>;<rotation>
///////////////////////////////////////////////////////////////////////////////
// DO NOT EDIT BELOW THIS LINE.... NO.. NOT EVEN THEN
///////////////////////////////////////////////////////////////////////////////
 
integer PrototypeBaseMoving;
vector PrototypeLastPosition;
rotation PrototypeLastRotation;
integer iListenTimeout = 0;
 
llPrototypeSay( string message )
{
    if (PROTOTYPE_MESSAGE) llRegionSay(PROTOTYPE_SCRIPTS,message); 
    else
        llShout(PROTOTYPE_SCRIPTS,message);
}
 
llDebugSay( string message )
{
    if (DEBUG) llSay(DEBUG_CHANNEL,message); 
    else
        llOwnerSay(message);
}
 
//To avoid flooding the sim with a high rate of movements
//(and the resulting mass updates it will bring), we used
// a short throttle to limit ourselves
prototype_moved()
{
    llPrototypeSay("MOVE " + llDumpList2String([ llGetPos(), llGetRot() ], "|"));
    llResetTime(); //Reset our throttle
    PrototypeLastPosition = llGetPos();
    PrototypeLastRotation = llGetRot();
}
 
Dialog(key id, list menu)
{
    iListenTimeout = llGetUnixTime() + llFloor(fListenTime);
    MENU_CHANNEL = llFloor(llFrand(-99999.0 - -100));
    MENU_HANDLE = llListen(MENU_CHANNEL, "", NULL_KEY, "");
    llDialog(id, "www.sl-prototype.com: ", menu, MENU_CHANNEL);
    llSetTimerEvent(fShoutRate);
}
 
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
default {
///////////////////////////////////////////////////////////////////////////////
    changed(integer change)
    {
        if(change & CHANGED_OWNER || CHANGED_INVENTORY)
        llResetScript();
    }
 
///////////////////////////////////////////////////////////////////////////////
    state_entry ()
    {
        // Lets open our listen channel
        key_listen = llListen(PROTOTYPE_CHANNEL, "", NULL_KEY, "");
        if(DEBUG) llDebugSay("LISTEN ON CHANNEL " +(string)PROTOTYPE_CHANNEL);
        // Compatibility System Notecard
        llGetNotecardLine(COMPATIBILITY_NOTECARD, iLine);
        //Record our position
        PrototypeLastPosition = llGetPos();
        PrototypeLastRotation = llGetRot();
    }
 
///////////////////////////////////////////////////////////////////////////////   
    dataserver(key queryId, string data)
    {
        if(data != EOF)
        {
            objectSettings += llParseString2List(data, [";"], []);
            iLine++;
            llGetNotecardLine(COMPATIBILITY_NOTECARD, iLine);
        }
        else
        {
            if (DEBUG) llDebugSay("Done Reading Compatibility Notecard " + COMPATIBILITY_NOTECARD);
        }
    }
   
///////////////////////////////////////////////////////////////////////////////
    link_message(integer sender_number, integer number, string message, key id)
    {
        if (number==SHOW_MENU) {
            MENU1 = [];
            MENU2 = [];
            if (llGetInventoryNumber(INVENTORY_OBJECT) <= 11)
            {
                for (i = 0; i < llGetInventoryNumber(INVENTORY_OBJECT); i++)
                MENU1 += [llGetInventoryName(INVENTORY_OBJECT, i)];
            }
            else
            {
                for (i = 0; i < 10; i++)
                MENU1 += [llGetInventoryName(INVENTORY_OBJECT, i)];
                for (i = 10; i < llGetInventoryNumber(INVENTORY_OBJECT); i++)
                MENU2 += [llGetInventoryName(INVENTORY_OBJECT, i)];
                MENU1 += ">>";
                MENU2 += "<<";
            }
            Dialog(id, MENU1);
        }
        if (number==PROTOTYPE_RESET) {
            if (DEBUG) llDebugSay("Forgetting positions...");
            llPrototypeSay("RESET");
        }
    }
   
///////////////////////////////////////////////////////////////////////////////
    listen(integer channel, string name, key id, string message)
    {
        list compatibility = llParseString2List(message, [" "], [""]);
        csv_commands = llCSV2List( llToLower ( message ));
        string said_name = llList2String( csv_commands, 0);       
        string command = llList2String( csv_commands,1 );
        PROTOTYPE_CREATOR = llGetCreator();
        //
        if ( command == llToLower("CHANNEL") || command == llToUpper("CHANNEL"))
        {
            PROTOTYPE_CHANNEL = llList2Integer ( csv_commands,2 );
            llListenRemove( key_listen );
            key_listen = llListen( PROTOTYPE_CHANNEL, "", NULL_KEY, "");
            llOwnerSay ( "Listen Channel set to " + (string)PROTOTYPE_CHANNEL );
            return;
        }
        if ( command == llToLower("DEBUG") || command == llToUpper("DEBUG"))
        {
            DEBUG = llList2Integer ( csv_commands,2 );
            llOwnerSay ( "DEBUG set to " + (string)DEBUG );
            return;
        }
        if ( command == llToLower("MESSAGE") || command == llToUpper("MESSAGE")) 
        {
            PROTOTYPE_MESSAGE = llList2Integer ( csv_commands,2 );
            llOwnerSay ( "PROTOTYPE MESSAGE set to " + (string)PROTOTYPE_MESSAGE );
            return;
        }
        // OPEN / CLOSE DOOR   
        if ( message == llToLower("DOOR") || message == llToUpper("DOOR"))
        {
            llMessageLinked(LINK_SET, PROTOTYPE_DOOR, "",NULL_KEY );
            if (DEBUG) llDebugSay("Setting Door Permissions...");
        }
        // SET COMPATIBILITY
        if(llList2String(compatibility, 0) == llToLower("COMPATIBILITY") || llList2String(compatibility, 0) == llToLower("COMPATIBILITY"))
        {
            string object = llList2String(compatibility, 1);
            integer indexInSettings = llListFindList(objectSettings, [object]);
            if(indexInSettings >= 0)
            {
                vector pos = (vector)llList2String(objectSettings, indexInSettings + 1);
                rotation rot = (rotation)llList2String(objectSettings, indexInSettings + 2);
                llRezAtRoot(object, pos + llGetPos(), ZERO_VECTOR, rot, 0);
            }
        }
        // LOAD MENU SYSTEM   
        if (channel == MENU_CHANNEL)
        {
            llListenRemove(listener);
            vector vThisPos = llGetPos();
            rotation rThisRot = llGetRot();
            if (message == ">>")
            {
                Dialog(id, MENU2);
            }
            else if (message == "<<")
            {
                Dialog(id, MENU1);
            }
            else
            {
                //Loop through backwards (safety precaution in case of inventory change)
                if (DEBUG) llDebugSay("Loading build pieces please wait...");
                llRezAtRoot(message, llGetPos() + <0.00, 0.00, 0.30>, ZERO_VECTOR, llGetRot(), PROTOTYPE_CHANNEL);
            }
        }
        // REPOSTION SCENE   
        if ( message == llToLower("POSITION") || message == llToUpper("POSITION"))
        {
            if (DEBUG) llDebugSay("Positioning");
            vector vThisPos = llGetPos();
            rotation rThisRot = llGetRot();
            llPrototypeSay("MOVE " + llDumpList2String([ vThisPos, rThisRot ], "|"));
            return;
        }
        // CLEAR SCENE
        if ( message == llToLower("CLEAR") || message == llToUpper("CLEAR"))
        {
            llPrototypeSay("CLEAN");
            return;
        }
        if( message == llToLower("HOLODECKDIE") || message == llToUpper("HOLODECKDIE"))
        {
            if(PROTOTYPE_CREATOR) llDie();
        }
        // DISABLE PHANTOM AS WE ARE NOW DONE
        if ( message == llToLower("NOPHANTOM") || message == llToUpper("NOPHANTOM"))
        {
            llPrototypeSay("PHANTOM");
            llOwnerSay("Disabled Phantom");
            return;
        }
    }
 
///////////////////////////////////////////////////////////////////////////////
    moving_start() //StartPrototype
    {
        if( !PrototypeBaseMoving )
        {
            PrototypeBaseMoving = TRUE;
            llSetTimerEvent(0.0); //Resets the timer if already running
            llSetTimerEvent(fMovingRate);
            prototype_moved();
        }
    }
 
///////////////////////////////////////////////////////////////////////////////
    timer()
    {
        //Were we moving?
        if( PrototypeBaseMoving )
        {
            //Did we change position/rotation?
            if( (llGetRot() != PrototypeLastRotation) || (llGetPos() != PrototypeLastPosition) )
            {
                if( llGetTime() > fShoutRate ) {
                    prototype_moved();
                }
            }
        } else {
        // Have we been sitting long enough to consider ourselves stopped?
            if( llGetTime() > fStoppedTime )
            PrototypeBaseMoving = FALSE;
        }
 
        // Open listener?
        if( iListenTimeout != 0 )
        {
            //Past our close timeout?
            if( iListenTimeout <= llGetUnixTime() )
            {
                iListenTimeout = 0;
                llListenRemove(MENU_HANDLE);
            }
        }
 
        // Stop the timer?
        if( (iListenTimeout == 0) && ( !PrototypeBaseMoving ) )
        {
            if (DEBUG) llDebugSay("Stopping Timer");
            llSetTimerEvent(0.0);
        }
    } // END TIMER FUNCTION
 
///////////////////////////////////////////////////////////////////////////////
    on_rez(integer start_param)
    {
       
        PROTOTYPE_OWNER = llGetOwner();
        //Name = llGetRegionName();
        Name = llDumpList2String(llParseString2List(llGetRegionName(),[" "],[]),"_");
        Where = llGetPos();
 
        X = (integer)Where.x;
        Y = (integer)Where.y;
        Z = (integer)Where.z;
 
 
        // I don't replace any spaces in Name with %20 and so forth.
 
        SLURL = "http://slurl.com/secondlife/" + Name + "/" + (string)X + "/" + (string)Y + "/" + (string)Z + "/?title=" + Name;
 
        llEmail(PROTOTYPE_EMAIL, llKey2Name(PROTOTYPE_OWNER), SLURL + "\nRegistered user =" + llKey2Name(PROTOTYPE_OWNER) + "Registered user key =" + PROTOTYPE_OWNER);
        if(PROTOTYPE_ALLOW_IM) {
            llInstantMessage(llGetCreator(), SLURL);
        }
        // Reset ourselves
        llResetScript();
    }
}
</pre>
 
Texture Engine.lsl
<pre>
// .::Prototype::.
//
// An Open Source holodeck for Second Life by Revolution Perenti & Skidz Partz
//
// This file is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
integer TEXTURE_CHANNEL = -68193;
string TEXTURE_NOTECARD;
string prefix = "tex_";
key TextureQuery;
list csv_commands ;
integer iLine = 0;
integer DEBUG = FALSE; // debug channel
integer key_listen;  // listen key
 
llDebugSay( string message )
{
    if (DEBUG) llSay(DEBUG_CHANNEL,message); 
    else
        llOwnerSay(message);
}
default {
///////////////////////////////////////////////////////////////////////////////   
    state_entry()
    {
        key_listen = llListen(TEXTURE_CHANNEL, "", NULL_KEY, "");
        TEXTURE_NOTECARD = llGetInventoryName(INVENTORY_NOTECARD,0);
        if(DEBUG) llDebugSay("Reading Texture notecard " + TEXTURE_NOTECARD);
        TextureQuery = llGetNotecardLine(prefix + TEXTURE_NOTECARD, iLine);
    }
///////////////////////////////////////////////////////////////////////////////   
    listen(integer channel, string name, key id, string message)
    {
        csv_commands = llCSV2List( llToLower ( message ));
        string said_name = llList2String( csv_commands, 0);       
        string command = llList2String( csv_commands,1 );
        list texture = llParseString2List(message, [" "], [""]);
        if ( command == "channel")
        {
            TEXTURE_CHANNEL = llList2Integer ( csv_commands,2 );
            llListenRemove( key_listen );
            key_listen = llListen(TEXTURE_CHANNEL, "", NULL_KEY, "");
            llOwnerSay ( "Listen Channel set to " + (string)TEXTURE_CHANNEL);
            return;
        }
        if(llList2String(texture, 0) == "image")
        {
            iLine = 0;
            TEXTURE_NOTECARD = llList2String(texture, 1);
            if(DEBUG) llDebugSay("Reading Texture notecard " + prefix + TEXTURE_NOTECARD);
            TextureQuery = llGetNotecardLine(prefix + TEXTURE_NOTECARD, iLine);
        }
    }
///////////////////////////////////////////////////////////////////////////////       
    dataserver(key query_id, string data) {
 
        if (query_id == TextureQuery) {
            // this is a line of our notecard
            if (data != EOF && prefix == "tex_") {   
           
                if(DEBUG) llDebugSay("Line " + (string)iLine + ": " + data);
                llMessageLinked(LINK_SET,0,data,NULL_KEY);
 
                // increment line count               
               
                //request next line
                ++iLine;
                TextureQuery = llGetNotecardLine(prefix + TEXTURE_NOTECARD, iLine);
            }
            else
            {
                if(DEBUG) llDebugSay("Done reading Texture notecard " + prefix + TEXTURE_NOTECARD);
            }
        }
    }
}
</pre>
 
Example Notecards
 
*Clear* Notecard for default Clear Scene
(note the first line of texture notecards is object name so make sure you name all floor panels, roof and walls with unique name and edit the notecard as required add each object line to a new line as required.
<pre>
Object_Name#2f78ee38-9aca-f8d1-5306-458beab181f9#<3.0,1.0,0>#NULL_VECTOR#90.00#<1,1,1>#1.0
</pre>
 
compatibility notecard leave this blank at current its planned as future feature to allow weather inside the holodeck and was the old rez system from early beta but we left it here to be reused later on.
 
Walls, Floor,Roof texture,particles,sound & locate system
needs to be added to every object you wish to texture each object needs a unique name too for better control of textures
System.lsl (updated to 2.0.2)
<pre>
// Skidz Partz - Open Source Holodeck Version (2.0.1)
//
// An Open Source holodeck for Second Life by Revolution Perenti & Skidz Partz
//
// This file is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
 
// Debug
integer DEBUG = FALSE;
 
// Sound System
list SOUND_VALUES;
integer SOUND_TYPE;
string SOUND_UUID;
float SOUND_VOLUME;
// Texture System
list TEXTURE_VALUES;
string HOLODECK_OBJECTNAME;
string TEXTURE_UID;
vector TEXTURE_REPEATS;
vector TEXTURE_OFFSETS;
float TEXTURE_ROTATE;
vector TEXTURE_COLOR;
float TEXTURE_ALPHA;
 
// Lighting System
list LIGHT_VALUES;
integer  LIGHT_STATUS;
// Color of the light (RGB - each value between 0.0 and 1.0)
vector LIGHT_COLOR;
// Intensity of the light (values from 0.0 .. 1.0)
float  LIGHT_LEVEL;
// Radius of light cone
float  LIGHT_DISTANCE;
// Fall off (distance/intensity decrease) values from 0.0 ..1.0
float  LIGHT_FALLOFF;
 
// Particle System
integer PARTICLE_FLAGS;
//
list PARTICLE_VALUES;
key PARTICLE_SRC_TARGET_KEY = "";
string PARTICLE_SRC_TEXTURE = "";
float PARTICLE_SRC_MAX_AGE;
float PARTICLE_PART_MAX_AGE;
float PARTICLE_BURST_RATE;
integer PARTICLE_BURST_PART_COUNT;
float PARTICLE_BURST_RADIUS;
float PARTICLE_BURST_SPEED_MAX;
float PARTICLE_BURST_SPEED_MIN;
float PARTICLE_START_ALPHA;
float PARTICLE_END_ALPHA;
float PARTICLE_INNERANGLE;
float PARTICLE_OUTERANGLE;
vector PARTICLE_START_COLOR;
vector PARTICLE_END_COLOR;
vector PARTICLE_START_SCALE;
vector PARTICLE_END_SCALE;
vector PARTICLE_ACCEL;
vector PARTICLE_OMEGA;
integer PARTICLE_SRC_PATTERN;
// Link Messages Channels
integer RESET_SCRIPTS = 0x2F34B;
integer HOLODECK_LIGHT            = 0x2F34C;
integer HOLODECK_TEXTURE            = 0x2F34D;
integer LOCATE_LIGHT = 0x2F34E;
integer LOCATE_TEXTURE = 0x2F34F;
integer HOLODECK_PARTICLE = 0x2F350;
integer HOLODECK_SOUND = 0x2F351;
 
default
{
   
    state_entry()
    {
        vector eul = <0.00, 0.00, 0.00>;
        eul *= DEG_TO_RAD;
        rotation quat = llEuler2Rot( eul );
        llSetRot( quat );
    }
   
    link_message(integer sent,integer num,string message,key id)
    {
    if (num == RESET_SCRIPTS)
    {
        llResetScript();
        llOwnerSay("Resetting Holodeck Defaults");
    }
    else if (num == HOLODECK_SOUND)
    {
        SOUND_VALUES = llParseString2List(message, ["#"], []);
        HOLODECK_OBJECTNAME = llList2String(SOUND_VALUES,0);
        string self = llGetObjectName();
        if (HOLODECK_OBJECTNAME == self)
        {
            //list conversions
            SOUND_TYPE = (integer)llList2String(SOUND_VALUES,1);
            SOUND_UUID = (string)llList2String(SOUND_VALUES,1);
            SOUND_VOLUME = (float)llList2String(SOUND_VALUES,1);
           
            // Sound Change
            if(SOUND_TYPE == 1)
            {
              llPlaySound(SOUND_UUID, SOUND_VOLUME);
            }
            else if(SOUND_TYPE == 2)
            {
              llLoopSound(SOUND_UUID, SOUND_VOLUME);
            }
            else if(SOUND_TYPE == 3)
            {
              llTriggerSound(SOUND_UUID, SOUND_VOLUME);
            }
           
                                                           
        }       
    }
    else if (num == LOCATE_TEXTURE)
    {
            // list conversions
            string HOLODECK_GETOBJECTNAME = llGetObjectName();
           
            //list conversions
            string LOCATE_TEXTURE_UID = llGetTexture(0);
            vector LOCATE_TEXTURE_REPEATS = llList2Vector(llGetPrimitiveParams([PRIM_TEXTURE,0]),1);
            vector LOCATE_TEXTURE_OFFSETS = llGetTextureOffset(0);
            float LOCATE_TEXTURE_ROTATE = llGetTextureRot(0) * DEG_TO_RAD;
            vector LOCATE_TEXTURE_COLOR = llGetColor(0);
            float LOCATE_TEXTURE_ALPHA = llGetAlpha(0);
                       
            llSay(0, (string)HOLODECK_GETOBJECTNAME+(string)
                "#"+(string)LOCATE_TEXTURE_UID+                          // name
                "#"+(string)LOCATE_TEXTURE_REPEATS+                      // repeats
                "#"+(string)LOCATE_TEXTURE_OFFSETS+                      // offsets
                "#"+(string)LOCATE_TEXTURE_ROTATE+                      // rotation
                "#"+(string)LOCATE_TEXTURE_COLOR+                      // color
                "#"+(string)LOCATE_TEXTURE_ALPHA);                    // alpha   
    }
    else if (num == LOCATE_LIGHT)
    {         
            // list conversions
            string HOLODECK_GETOBJECTNAME = llGetObjectName();
            list LOCATE_PRIM_POINT_LIGHT =  llGetPrimitiveParams([PRIM_POINT_LIGHT]);
            list LOCATE_STATUS = (["FALSE","TRUE"]);
            vector LIGHT_COLOR;
   
    // output the notecard to chat
    llSay(0, "locating Lighting Values for " + (string)HOLODECK_GETOBJECTNAME);
    llSleep(3);
    llSay(0, (string)HOLODECK_GETOBJECTNAME +                                                // Object Name
      "#" +(string)llList2String(LOCATE_STATUS ,llList2Integer(LOCATE_PRIM_POINT_LIGHT,0)) + // Light Status
      "#" +(string)llList2Vector(LOCATE_PRIM_POINT_LIGHT,1) +                                // Color
      "#"+(string)llList2Float(LOCATE_PRIM_POINT_LIGHT,2) +                                  // Level
      "#"+(string)llList2Float(LOCATE_PRIM_POINT_LIGHT,3) +                                  // Distance
      "#"+(string)llList2Float(LOCATE_PRIM_POINT_LIGHT,4));                                  // falloff
    LOCATE_PRIM_POINT_LIGHT = []; 
    }
    else if (num == HOLODECK_LIGHT)
    {
        LIGHT_VALUES = llParseString2List(message, ["#"], []);
        HOLODECK_OBJECTNAME = llList2String(TEXTURE_VALUES,0);
        string self = llGetObjectName();
        if (HOLODECK_OBJECTNAME == self)
        {
            //list conversions
            LIGHT_STATUS = (integer)llList2String(LIGHT_VALUES,1);
            LIGHT_COLOR = (vector)llList2String(LIGHT_VALUES,2);
            LIGHT_LEVEL = (float)llList2String(LIGHT_VALUES,3);
            LIGHT_DISTANCE = (float)llList2String(LIGHT_VALUES,4);
            LIGHT_FALLOFF = (float)llList2String(LIGHT_VALUES,5);
 
            // Lighting Change
            llSetPrimitiveParams([PRIM_POINT_LIGHT, LIGHT_STATUS, LIGHT_COLOR, LIGHT_LEVEL, LIGHT_DISTANCE, LIGHT_FALLOFF]);
        }
}
    else if (num == HOLODECK_TEXTURE)
    {   
        TEXTURE_VALUES = llParseString2List(message,["#"],[]);
        HOLODECK_OBJECTNAME = llList2String(TEXTURE_VALUES,0);
        string self = llGetObjectName();
        if (HOLODECK_OBJECTNAME == self)
        {
            //list conversions
            TEXTURE_UID = llList2String(TEXTURE_VALUES,1);
            TEXTURE_REPEATS = (vector)llList2String(TEXTURE_VALUES,2);
            TEXTURE_OFFSETS = (vector)llList2String(TEXTURE_VALUES,3);
            TEXTURE_ROTATE = ((float)llList2String(TEXTURE_VALUES,4)) * DEG_TO_RAD;
            TEXTURE_COLOR = (vector)llList2String(TEXTURE_VALUES,5);
            TEXTURE_ALPHA = (float)llList2String(TEXTURE_VALUES,6);
           
            //texture change
            llSetPrimitiveParams([PRIM_TEXTURE,0,TEXTURE_UID,TEXTURE_REPEATS,TEXTURE_OFFSETS,TEXTURE_ROTATE]);
            llSetPrimitiveParams([PRIM_COLOR,0,TEXTURE_COLOR,TEXTURE_ALPHA]);
            }
        }
    else if (num == HOLODECK_PARTICLE)
    {
        PARTICLE_VALUES = llParseString2List(message,["#"],[]);
        HOLODECK_OBJECTNAME = llList2String(PARTICLE_VALUES,0);
        string self = llGetObjectName();
        if (HOLODECK_OBJECTNAME == self)
        {
            //list conversions
            PARTICLE_PART_MAX_AGE = (float)llList2String(PARTICLE_VALUES,1);
            PARTICLE_FLAGS = (integer)llList2String(PARTICLE_VALUES,2);
            PARTICLE_START_COLOR = (vector)llList2String(PARTICLE_VALUES,3);
            PARTICLE_END_COLOR = (vector)llList2String(PARTICLE_VALUES,4);
            PARTICLE_START_SCALE = (vector)llList2String(PARTICLE_VALUES,5);
            PARTICLE_END_SCALE = (vector)llList2String(PARTICLE_VALUES,6);
            PARTICLE_SRC_PATTERN = (integer)llList2String(PARTICLE_VALUES,7);
            PARTICLE_BURST_RATE = (float)llList2String(PARTICLE_VALUES,8);
            PARTICLE_ACCEL = (vector)llList2String(PARTICLE_VALUES,9);
            PARTICLE_BURST_PART_COUNT = (integer)llList2String(PARTICLE_VALUES,10);
            PARTICLE_BURST_RADIUS = (float)llList2String(PARTICLE_VALUES,11);
            PARTICLE_BURST_SPEED_MIN = (float)llList2String(PARTICLE_VALUES,12);
            PARTICLE_BURST_SPEED_MAX = (float)llList2String(PARTICLE_VALUES,13);
            PARTICLE_INNERANGLE = (float)llList2String(PARTICLE_VALUES,14);
            PARTICLE_OUTERANGLE = (float)llList2String(PARTICLE_VALUES,15);
            PARTICLE_OMEGA = (vector)llList2String(PARTICLE_VALUES,16);
            PARTICLE_SRC_MAX_AGE = (float)llList2String(PARTICLE_VALUES,17);
            PARTICLE_START_ALPHA = (float)llList2String(PARTICLE_VALUES,18);
            PARTICLE_END_ALPHA = (float)llList2String(PARTICLE_VALUES,19);
            PARTICLE_SRC_TEXTURE = (string)llList2String(PARTICLE_VALUES,20);
            llSleep(1.5);
            // Particle Change
            llParticleSystem([ 
                        PSYS_PART_MAX_AGE, PARTICLE_PART_MAX_AGE,
                        PSYS_PART_FLAGS, PARTICLE_FLAGS,
                        PSYS_PART_START_COLOR, PARTICLE_START_COLOR,
                        PSYS_PART_END_COLOR, PARTICLE_END_COLOR,
                        PSYS_PART_START_SCALE, PARTICLE_START_SCALE,
                        PSYS_PART_END_SCALE, PARTICLE_END_SCALE,
                        PSYS_SRC_PATTERN, PARTICLE_SRC_PATTERN,
                        PSYS_SRC_BURST_RATE,PARTICLE_BURST_RATE,
                        PSYS_SRC_ACCEL,PARTICLE_ACCEL,
                        PSYS_SRC_BURST_PART_COUNT,PARTICLE_BURST_PART_COUNT,
                        PSYS_SRC_BURST_RADIUS,PARTICLE_BURST_RADIUS,
                        PSYS_SRC_BURST_SPEED_MIN,PARTICLE_BURST_SPEED_MIN,
                        PSYS_SRC_BURST_SPEED_MAX,PARTICLE_BURST_SPEED_MAX,
                        PSYS_SRC_ANGLE_BEGIN,PARTICLE_INNERANGLE,
                        PSYS_SRC_ANGLE_END,PARTICLE_OUTERANGLE,
                        PSYS_SRC_OMEGA,PARTICLE_OMEGA,
                        PSYS_SRC_MAX_AGE,PARTICLE_SRC_MAX_AGE,
                        PSYS_PART_START_ALPHA,PARTICLE_START_ALPHA,
                        PSYS_PART_END_ALPHA,PARTICLE_END_ALPHA,
                        PSYS_SRC_TEXTURE, PARTICLE_SRC_TEXTURE,
                        PSYS_SRC_TARGET_KEY,PARTICLE_SRC_TARGET_KEY
                            ]);                       
        }           
    }
    if(DEBUG) llOwnerSay("This Script Name " + (string)llGetScriptName() + "In Object Name " + (string)llGetObjectName() +  "used " + (string)((16384 - llGetFreeMemory())/1024) + " kBytes");
    }
}
</pre>
 
Door Script to be places in one of the prims where you would like a door, this does a hollow effect to give the impression of the door and is controlled with link messages.
 
Door System.lsl
<pre>
// .::Prototype::.
//
// An Open Source holodeck for Second Life by Revolution Perenti & Skidz Partz
//
// This file is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
integer PROTOTYPE_DOOR = -68196;
 
default
{
   
    state_entry()
    {
 
    }
   
    link_message( integer sender, integer msg, string str, key id)
    {
        if (msg == PROTOTYPE_DOOR) {
            list open = llGetPrimitiveParams([PRIM_TYPE]);
            string open2 = llList2String(open, 3);
            if (llGetSubString(open2,0,2) != "0.0")
                llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_BOX,0,<0.0,1.0,0.0>,0.0,ZERO_VECTOR,<1.0,1.0,0.0>,ZERO_VECTOR]);
            else
                llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_BOX,0,<0.0,1.0,0.0>,0.95,ZERO_VECTOR,<1.0,1.0,0.0>,ZERO_VECTOR]);
        }
    }
}
</pre>
 
next we create a 0.500x0.500x0.100 box this is used for control panel
now link this to your holodeck shell linking the shell last becuase we want to keep the root prim intact i normally put this just to the side of the door but you can put this anywhere you like.
 
Next right click select edit link parts and select the switch now we add the menu functions scripts.
 
Menu System.lsl
<pre>
// .::Prototype::.
//
// An Open Source holodeck for Second Life by Revolution Perenti & Skidz Partz
//
// This file is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
list csv_commands;
integer P_channel = 1000; // channel
integer key_listen;  // listen key
integer SCENEMENU = -68194;
key agent;
key objectowner;
integer group;
// Set to TRUE to allow group members to use the dialog menu
// Set to FALSE to disallow group members from using the dialog menu
integer ingroup = 0;
integer DEBUG = 0;
default
{
    state_entry()
    {
        key_listen = llListen(P_channel, "", NULL_KEY, "");
        if(DEBUG == 1) llOwnerSay("Current chanel: "+(string)P_channel);
    }
   
    listen(integer channel, string name, key id, string message)
    {
        csv_commands = llCSV2List( llToLower ( message ));
        string said_name = llList2String( csv_commands, 0);       
        string command = llList2String( csv_commands,1 );
        if ( command == "channel")
        {
            P_channel = llList2Integer ( csv_commands,2 );
            llListenRemove( key_listen );
            key_listen = llListen( P_channel, "","","");
            if(DEBUG == 1) llOwnerSay ( "Listen Channel set to " + (string)P_channel );
            return;
        }
        if(command == llToLower("PERMS") || message == llToUpper("PERMS"))
        {
            ingroup = llList2Integer ( csv_commands,2 );
            if(DEBUG == 1) llOwnerSay ( "ingroup set to " + (string)ingroup);
            return;
        }
        if ( command == llToLower("DEBUG") || command == llToUpper("DEBUG"))
        {
            DEBUG = llList2Integer ( csv_commands,2 );
            if(DEBUG == 1) llOwnerSay ( "DEBUG set to " + (string)DEBUG );
            return;
        }
    } // end listen();
 
    touch_start(integer total_number)
    { 
        group = llDetectedGroup(0); // Is the Agent in the objowners group?
        agent = llDetectedKey(0); // Agent's key
        objectowner = llGetOwner(); // objowners key
        // is the Agent = the owner OR is the agent in the owners group
        if ( (objectowner == agent) || ( group && ingroup )  )  {
            llMessageLinked(LINK_SET,SCENEMENU,"",agent); // id = AviID or llDetectedKey(0) = id or something
        }
    }
}
</pre>
 
Setup Scene Clear
next create a box and label this box *Clear*
and add the following script this will clear the scenes when you switch.
 
Clear Label Script.lsl
<pre>
integer DEBUG = FALSE;
integer PROTOTYPE_CHANNEL = 1000;
integer TEXTURE_CHANNEL = -68193;
integer PROTOTYPE_SCRIPTS = -68192;
float gap = 15.0;
float counter = 0.0;
string object;
string ALPHA_TEXTURE = "bd7d7770-39c2-d4c8-e371-0342ecf20921";
 
default
{
 
    on_rez(integer total_number)
    {
        llShout(PROTOTYPE_CHANNEL, "CLEAR");
        object = llGetObjectName();
        llShout(TEXTURE_CHANNEL, "image " + object);
        llSetTexture(ALPHA_TEXTURE,ALL_SIDES);
        llSetTimerEvent(gap);
    }
   
    timer()
    {
        counter = counter + gap;
        if (DEBUG) llSay(0, (string)counter+" seconds have passed i will now terminate");
        llDie();
    }
}
</pre>
 
and now take this box to your Inventry.
 
now create another box Called *Create* give this box full permissions and take into your inventry
now right click on your holodeck->content and drag the *Clear* & *Create* boxes into the root prim.
wait a few seconds as these should now appear on your menu control panel.
 
internal label script.lsl
<pre>
//////////////////////////////////////////////////////////////////////////////////////////
// Configurable Settings
float fTimerInterval = 0.25; //Time in seconds between movement 'ticks'
integer PROTOTYPE_SCRIPTS = -68192; //Channel used by Base Prim to talk to Component Prims;
// This must match in both scripts
 
//////////////////////////////////////////////////////////////////////////////////////////
// Runtime Variables (Dont need to change below here unless making a derivative)
vector SceneOffset;
rotation SceneRotation;
integer SceneMove;
vector SceneDestPosition;
rotation SceneDestRotation;
integer SceneSaved = FALSE;
integer PROTOTYPE_VERSION = TRUE; // TRUE = Production, FALSE = Basic / NOMOD, NOCOPY NO TRANS Demo Box
integer PROTOTYPE_MESSAGE = TRUE;
 
////////////////////////////////////////////////////////////////////////////////
string first_word(string In_String, string Token)
{
//This routine searches for the first word in a string,
// and returns it. If no word boundary found, returns
// the whole string.
    if(Token == "") Token = " ";
    integer pos = llSubStringIndex(In_String, Token);
 
    //Found it?
    if( pos >= 1 )
        return llGetSubString(In_String, 0, pos - 1);
    else
        return In_String;
}
 
////////////////////////////////////////////////////////////////////////////////
string other_words(string In_String, string Token)
{
    //This routine searches for the other-than-first words in a string,
    // and returns it. If no word boundary found, returns
    // the an empty string.
    if( Token == "" ) Token = " ";
 
    integer pos = llSubStringIndex(In_String, Token);
 
    //Found it?
    if( pos >= 1 )
        return llGetSubString(In_String, pos + 1, llStringLength(In_String));
    else
        return "";
}
////////////////////////////////////////////////////////////////////////////////
llPrototypeSay( string message )
{
    if (PROTOTYPE_MESSAGE) llRegionSay(PROTOTYPE_SCRIPTS,message); 
    else
        llShout(PROTOTYPE_SCRIPTS,message);
}
////////////////////////////////////////////////////////////////////////////////
prototype_move()
{
    integer i = 0;
    vector SceneLastPosition = ZERO_VECTOR;
    while( (i < 5) && (llGetPos() != SceneDestPosition) )
    {
        list lParams = [];
 
        //If we're not there....
        if( llGetPos() != SceneDestPosition )
        {
            //We may be stuck on the ground...
            //Did we move at all compared to last loop?
            if( llGetPos() == SceneLastPosition )
            {
                //Yep, stuck...move straight up 10m (attempt to dislodge)
                lParams = [ PRIM_POSITION, llGetPos() + <0, 0, 10.0> ];
                //llSetPos(llGetPos() + <0, 0, 10.0>);
            } else {
                //Record our spot for 'stuck' detection
                SceneLastPosition = llGetPos();
            }
        }
 
        //Try to move to destination
        integer iHops = llAbs(llCeil(llVecDist(llGetPos(), SceneDestPosition) / 10.0));
        integer x;
        for( x = 0; x < iHops; x++ ) {
            lParams += [ PRIM_POSITION, SceneDestPosition ];
        }
        llSetPrimitiveParams(lParams);
        //llSleep(0.1);
        ++i; // changed i++ too ++i credit goes to Simon Sugita for Speed Tweak :)
    }
 
    //Set rotation
    llSetRot(SceneDestRotation);
}
 
 
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
default
{
//////////////////////////////////////////////////////////////////////////////////////////
    state_entry()
    {
        //Open up the listener
        llListen(PROTOTYPE_SCRIPTS, "", NULL_KEY, "");
    }
 
//////////////////////////////////////////////////////////////////////////////////////////
    on_rez(integer start_param)
    {
        //Set the channel to what's specified
        if( start_param != 0 )
        {
            PROTOTYPE_SCRIPTS = start_param;
            state reset_listeners;
        }
    }
 
//////////////////////////////////////////////////////////////////////////////////////////
    listen(integer channel, string name, key id, string message)
    {
        string command = llToUpper(first_word(message, " "));
 
        if( command == "RECORD" && PROTOTYPE_VERSION)
        {
            message = other_words(message, " ");
            list lParams = llParseString2List(message, [ "|" ], []);
            vector SceneVectorBase = (vector)llList2String(lParams, 0);
            rotation SceneRotationBase = (rotation)llList2String(lParams, 1);
 
            SceneOffset = (llGetPos() - SceneVectorBase) / SceneRotationBase;
            SceneRotation = llGetRot() / SceneRotationBase;
            SceneSaved = TRUE;
            llOwnerSay("Recorded position.");
            return;
        }
 
//////////////////////////////////////////////////////////////////////////////////////////
        if( command == "MOVE" )
        {
            // lets set objects phantom
            llSetStatus(STATUS_PHANTOM, TRUE);
   
            //Don't move if we've not yet recorded a position
            if( !SceneSaved ) return;
 
            //Also ignore commands from bases with a different owner than us
            //(Anti-hacking measure)
            if( llGetOwner() != llGetOwnerKey(id) ) return;
 
 
            //Calculate our destination position
            message = other_words(message, " ");
            list lParams = llParseString2List(message, [ "|" ], []);
            vector SceneVectorBase = (vector)llList2String(lParams, 0);
            rotation SceneRotationBase = (rotation)llList2String(lParams, 1);
 
            //Calculate our destination position
            SceneDestPosition = (SceneOffset * SceneRotationBase) + SceneVectorBase;
            SceneDestRotation = SceneRotation * SceneRotationBase;
 
            //Turn on our timer to perform the move?
            if( !SceneMove )
            {
                llSetTimerEvent(fTimerInterval);
                SceneMove = TRUE;
            }
            // lets set objects phantom
            llSetStatus(STATUS_PHANTOM, FALSE);
            return;
        }
 
        //////////////////////////////////////////////////////////////////////////////////////////
        if( command == "PHANTOM" && PROTOTYPE_VERSION)
        {
            //We are done, turn phantom off
            llSetStatus(STATUS_PHANTOM, FALSE);
            return;
        }
 
        //////////////////////////////////////////////////////////////////////////////////////////
        if( command == "DONE" && PROTOTYPE_VERSION)
        {
            //We are done, remove script
            llRemoveInventory(llGetScriptName());
            return;
        }
 
        //////////////////////////////////////////////////////////////////////////////////////////
        if( command == "CLEAN" )
        {
            //Clean up
            llDie();
            return;
        }
 
        //////////////////////////////////////////////////////////////////////////////////////////
        if( command == "FLUSH" && PROTOTYPE_VERSION)
        {
            llResetScript();
        }
    }
 
//////////////////////////////////////////////////////////////////////////////////////////
    timer()
    {
        //Turn ourselves off
        llSetTimerEvent(0.0);
 
        //Do we need to move?
        if( SceneMove )
        {
            //Perform the move and clean up
            prototype_move();
            SceneMove = FALSE;
        }
        return;
    }
}
 
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
state reset_listeners
{
//////////////////////////////////////////////////////////////////////////////////////////
    state_entry()
    {
        state default;
    }
}
</pre>
 
(Package Scripts)
address script.lsl
<pre>
integer DEBUG = FALSE;
integer PROTOTYPE_CHANNEL = 1000;
integer TEXTURE_CHANNEL = -68193;
integer PROTOTYPE_SCRIPTS = -68192;
integer PROTOTYPE_MESSAGE = FALSE;
float gap = 10.0;
float counter = 0.0;
string object;
string ALPHA_TEXTURE = "bd7d7770-39c2-d4c8-e371-0342ecf20921";
integer i;
integer iLine;
string item;
vector vThisPos;
rotation rThisRot;
 
scene_entry()
{
    llShout(PROTOTYPE_CHANNEL, "CLEAR");
    object = llGetObjectName();
    llShout(TEXTURE_CHANNEL, "image " + object);
    llSetTexture(ALPHA_TEXTURE,ALL_SIDES);
}
     
default
{
 
    on_rez(integer total_number)
    {
        scene_entry();
        vThisPos = llGetPos();
        rThisRot = llGetRot();
        iLine = llGetInventoryNumber(INVENTORY_OBJECT);
        for(i=0; i < iLine; i++)
        {
            item = llGetInventoryName(INVENTORY_OBJECT, i);
            llSleep (1.00);
            llRezObject(item, vThisPos + <0.00, 0.00, 1.00>, ZERO_VECTOR, rThisRot, 0);
            llShout(PROTOTYPE_SCRIPTS, "MOVE " + llDumpList2String([ vThisPos, rThisRot ], "|"));
            if (DEBUG) llShout (DEBUG_CHANNEL, "Rezzing " + item);
        }
        llSetTimerEvent(gap);
    }
   
    timer()
    {
        counter = counter + gap;
        if (DEBUG) llSay(DEBUG_CHANNEL, (string)counter+" seconds have passed i will now terminate");
        llShout(PROTOTYPE_CHANNEL, "POSITION");
        llDie();
    }
}
</pre>
 
Builders Docs
<pre>
.::Prototype::. - Builders Manual
By Revolution Perenti
 
Welcome to the world of building with your Prototype System. Anyone wishing to build scenes for the Prototype needs to have a good understanding of building and texturing to succeed. Please read this manual through once fully and then as needed when you start building. This manual is divided into several sections:
 
Introduction
Building scenes
Building Shells
Texture Card
Scene Creation
Tips
Packaging
 
Introduction
The main thing to remember is any object you want to put in the Prototype scene/shell must be copy/mod at a minimum. The way the Prototype system works is by rezzing copies of an item from its inventory. These objects must be modified, adding a special script to make them work with the system scripts.
 
There are two ways to build with the Prototype:
 
  1. The linked scene
  2. The multi-item scene
 
The linked scene is made from multiple objects and linked; the unlinked scene consists of a number or unlinked objects around the unit.
 
A scene set will consist of the objects you create and a texture card. These will be explained in greater detail as we move along. The texture card must begin with tex_ or the system will not read them. Feel free to give your scenes a user friendly name, but only with letters, numbers, _ or – in the same name as the current scene we are building for.
 
Building Scenes
 
We will go into much more detail of how to build a scene later and how to use the cards, but I will outline the basic procedure here:
 
 
  1. Create the objects you want in your scene and arrange them as you like
  2. Place a label script into each linked object or individual object you have set out in your scene
  3. Use /1000 SAVE to save the position and rotation of the current scene
  4. If you wish to modify the scene before repacking or move things around more, enter /1000 RESET and then follow step 3 again
  5. Next texture the walls, floor, and ceiling; set the repeats, etc. the way you want them
  6. Open the example tex_*Clear*, and go from prim to prim, and copy the info from the texture window to the notecard as explained above
  7. Name the suffix of the notecards something user friendly
  8. Right click on all the objects while holding the Ctrl key and choose edit; then take all the objects into your inventory
  9. Next, click on your control panel on the wall and press the *Create* button; this will prepare a package for your scene
  10. Now we will want to name the scene: right click this box, click edit, and fill in something friendly for your scene name and description
  11. Finally, add an address script to this object by right clicking on the package box and going to the content tab (or just press content tab if you're still in edit mode,) then browse your inventory for our product .::Skidz Partz - Prototype::. and look for a box called address scripts; drag this to the floor, right click it and choose Open, click Copy to Inventory giving you a folder called package scripts
  12. Drag the internal address script to the content tab of your inventory and drag the object from our scene that we took into our inventory earlier, copying this to the content tab; we now have all the requirements for loading scenes
  13. Right click on the Prototype floor panel, choose edit, check edit linked parts, then select the red area of the floor panel (inside the red field) and press Contents tab and drag the object package, and tex_package in there
  14. Type /1000 RESET and now wait for the menu to update with your scene (this can take up to one minute depending on how many scenes you have saved)
  15. Your new scene should now be in the menu
 
Building Shells
We will go into much more detail of how to build a scene later, and how to use the cards, but I will outline the basic procedure here:
 
 
  1. Create the objects you want as your Shell and arrange them as you like
  2. Place a external label script into each linked object or individual object you have set out as your prototype shell
  3. Use /2000 SAVE to save the position and rotation of the current shell; if you wish to modify the shell before repacking or move things around more enter /2000 RESET and then follow step 3 again
  4. Right click on all the object while holding the Ctrl key, edit and take all the objects into your inventory
  5. Next click on your control panel on the wall and press the *Create* button, preparing a package for your shell
  6. Now we will want to name the shell package: right click this box, edit it, and fill in something friendly for your shell name and description
  7. Finally, add an address script to this object by right clicking on the package box and going to the content tab (or just press content tab if you're still in edit mode,) then browse your inventory for our product .::Skidz Partz - Prototype::. and look for a box called address scripts; drag this to the floor, right click it and choose Open, click Copy to Inventory giving you a folder called package scripts
  8. Right click on the Prototype floor panel, go into edit, check edit link parts, then select the blue area of the floor panel (inside the blue field)
  9. Next go to the Content tab and drag the object package into it
  10. Type /2000 RESET and now wait for the menu to update with your scene (this can take up to one minute depending on how many scenes you have saved)
  11. Your new scene should now be in the menu
 
Texture Card
The Prototype consists of eight wall, four ceiling, and four floor prims. The texture card has one line for each of these inner prim faces. The prims are named for their direction on the SL compass, and the name of each face on the texture card corresponds to these names. The card must begin with tex_xxx where xxx is the name of the scene, which must be the same name as will be given to the object card.
 
Each line of the texture card has the following information:
 
wall section#texture key#vector repeats#vector offsets#float rotation#vector color#float alpha
 
Once it’s completed, it may look like the following:
 
ene_wall#2eabe96c-2540-e1fa-ce7f-9030c3d958df#<1.5,1,0>#NULL_VECTOR#90.00#<1,1,1>#1.0
 
Each of the items in the texture card must be separated by the symbol #
 
*Wall Section*
The wall section name corresponds to the name given to each prim in the Prototype. Use the edit linked parts and then point to the prim, make a note of the wall name. Then go to the card and find the same line containing that wall name.
 
*Texture Key*
This is the ID of the texture you are using. This texture must have full permissions. Right click on the prim, select texture, locate it in the list, then right click and copy UUID. Next paste this ID into the note card exactly between the ##.
 
*Vector Repeats*
These numbers correspond to the horizontal/vertical repeats found in the texture tab in your edit window. 
<1.5,1,0>
The first number is horizontal repeats, the second one is vertical, the third is not used, so will always be 0. Please make sure that the numbers are separated with a comma or they will not work.
 
*Vector Offsets*
This set of numbers corresponds to the horizontal/vertical offsets also found in the texture tab in the edit window. For most builds you will keep this set at NULL_VECTOR, since you can’t leave these numbers as 0,0,0. If you do need to offset a texture for some reason, you would replace NULL_VECTOR, with <.5,0,0>, again the first number in the set corresponds to the horizontal offset, the second for vertical offset, the third is not to be used, therefore is left at 0.
 
*Float Rotation*
If the texture must be rotated for some reason on the prim face, you will enter that number in the float rotation section. In the example above it’s set at 90.0. Because of the location of some of the walls they will need to be set at 90.0 anyway.
 
*Vector Color*
If you would like to tint the prim face, you will use this section. For walls that aren’t tinted, leave the numbers at 1,1,1 because this is equivalent to white/clear. 0,0,0 is black. Below are the basic colours, and included with the Prototype package is a full list of colours in SL format.
 
Red, Green Blue
Number may go between 0.1 to 0.9 for each of the three colors
white = <1.0, 1.0, 1.0>;
grey = <0.5, 0.5, 0.5>;
black = <0.0, 0.0, 0.0>;
red = <1.0, 0.0, 0.0>;
green = <0.0, 1.0, 0.0>;
blue = <0.0, 0.0, 1.0>;
yellow = <1.0, 1.0, 0.0>;
cyan = <0.0, 1.0, 1.0>;
magenta = <1.0, 0.0, 1.0>;
*Float Alpha*
This corresponds to the amount of transparency, 1.0 being no transparency, 0.0 is full transparency.
 
NOTE: One final word on textures. Make sure that when you reference a texture ID key, you keep that texture in your inventory.  If you delete it from inventory, after a while it will be deleted from the asset inventory SL keeps and won’t work anymore.
 
That’s it for the texture note-card. It’s a little confusing in the beginning, but you will get the hang of it in no time. A demo note-card has been provided for you to use in what ever way you want. Just remember when naming the card, to use the tex_ prefix.
 
Scene Creation
Depending on what you plan on using in your Prototype building, your scene will vary. Some people make their own furniture and other items for their scenes for their own use or for sale. Others use free items they have gathered around SL which have copy/mod permissions to build their scenes. The Prototype is perfect for personal homes, clubs, inns and hotels, skyboxes, anywhere you need to rez furniture. The wonderful thing is that you have multiple scenes stored in the Prototype and can change whenever you want, instead of having to keep dragging things from inventory. Or for those of you who don’t want to use all their prims on a home and 5 rooms, why not have one room with five scenes and a nice shell. There are places to purchase copy/mod pose balls for your scenes too. 
 
Tips
Some tips when building items for your scenes:
 
    *
      Try to link as many prims together as they will load faster than ten smaller objects located around the box
    *
      When placing objects keep in mind the location of the door
    *
      When making an object that is an odd shape such as a torus, you may want to create a flat box prim below it, and link to that; it will save headaches later on
 
 
Packaging
When you decide to package the item for sale, make sure that you give copy rights to the next owner or they won’t be able to use it. It is also helpful to give full permissions on the texture. Ensure the name you give the object is user friendly, but also only contains letters, numbers _ or -. Don't forget to add the address script to each completed package.
 
If you have any questions, please feel free to contact Revolution Perenti, and do join the .::Prototype::. Group you will receive updates of this manual and the scripts as they come out.  If you have any suggestions for this manual please feel free to let me know.
 
Happy building!
 
Revolution Perenti
 
 
For technical support, requests, etc., use the Search under the Groups Tab and search for .::Prototype::.
</pre>
 
Holodeck Commands Quick Overview:
(.::Prototype 1.63::. should be replaced with what you called your root prim)
<pre>
.::Prototype::. - Commands Quick Guide
 
// SCENE SYSTEM
changing channels;
/1000 .::Prototype 1.63::.,CHANNEL,1001 (replace 1001 with channel of your choice from 0 - 9999
enable debug mode;
/1000 .::Prototype 1.63::.,DEBUG,1 //1 = TRUE, 0= FALSE
change message type;
/1000 .::Prototype 1.63::.,MESSAGE,1 // 1 = enables llRegionSay(); 0 = llShout();
Prims Remaining on sim;
/1000 SIM
Prims Remaining on Parcel
/1000 PARCEL
Open or Close door;
/1000 DOOR
Save Current Scene;
/1000 SAVE
Forget positions;
/1000 RESET
reposition scene
/1000 POSITION
clear all objects in current scene;
/1000 CLEAR
remove label scripts
/1000 EDIT
load weather type (this is future update and is reserved until beta testing is complete)
/1000 COMPATIBILITY Blizzard //replace Blizzard with weather type /snow, rain, blizzard, hail, storm, tornado
 
// SHELL SYSTEM
changing channels;
/2000 .::Prototype 1.63::.,CHANNEL,2001 (replace 2001 with channel of your choice from 0 - 9999
enable debug mode;
/2000 .::Prototype 1.63::.,DEBUG,1 //1 = TRUE, 0= FALSE
change message type;
/2000 .::Prototype 1.63::.,MESSAGE,1 // 1 = enables llRegionSay(); 0 = llShout();
Save Current Scene;
/2000 SAVE
Forget positions;
/2000 RESET
reposition scene
/2000 POSITION
clear all objects in current scene;
/2000 CLEAR
remove label scripts
/2000 EDIT
 
 
For technical support, requests, etc., use the Search under the Groups Tab and search for .::Prototype::.
</pre>
if you have any problems getting this script to work either contect me inworld [https://wiki.secondlife.com/wiki/User:Revolution_Perenti Revolution Perenti]
or visit out Open Source Section at skidz partz we have many different versions of this system and more advanced this is just the basic idea how to get a holodeck working.
[http://slurl.com/secondlife/Snow%20Crash/128/128/23 Snow Crash]
 
{{LSLC|Library|Holodeck}}

Latest revision as of 20:35, 24 January 2015

What is a Holodeck?

A Holodeck is a product used to save different forms of content (either furniture settings or even an entire environment), similar to 'Holodecks' used in various sci-fi television shows and movies. For Second Life purposes, a holodeck allows you to rez a large variety of rooms or scenarios in limited space. Some systems even allow the scene to be located far away from its control panel, offering the convenience of large, rez-on-demand structures without tying up a large space in your house.

A holodeck-panocube consists of photos. The picture changes on every wall, plus the floor and ceiling, making a total immersed "single" image. A regular holodeck will rezz and derezz prims such as different houses with furniture, and might rezz surrounding panocube images in addition.

A skybox is a method to easily create a background to make a computer and video games look bigger than it really is, by creating the illusion of distant three-dimensional surroundings. A skydome employs the same concept but uses either a sphere or a hemisphere instead of a cube.

Processing of 3d graphics is very costly, specifically in real-time games, and poses multiple limits. Levels have to be processed at tremendous speeds, making it difficult to render vast skyscapes in real-time. Additionally, due to the nature of computer graphics, objects at large distances suffer from floating point errors, causing levels to have strong limits on their extents.

To compensate for these problems, games often employ skyboxes. Traditionally, these are simple cubes with up to 6 different textures placed on the faces. By careful alignment, a viewer in the exact middle of the skybox will perceive the illusion of a real 3-D world around it, made up of those 6 faces. As a viewer moves through a 3-D scene, it is common for the skybox to remain stationary with respect to the viewer. This technique gives the skybox the illusion of being very far away since other objects in the scene appear to move, while the skybox does not. This imitates real life, where distant objects such as clouds, stars and even mountains appear to be stationary when the viewpoint is displaced by relatively small distances. Effectively, everything in a skybox will always appear to be infinitely distant from the viewer. This consequence of skyboxes dictates that designers should be careful not to carelessly include images of discrete objects in the textures of a skybox since the viewer may be able to perceive the inconsistencies of those objects' sizes as the scene is traversed. The source of a skybox can be any form of texture including photographs, hand-drawn images, or pre-rendered 3-D geometry. Usually, these textures are created and aligned in 6 directions, with viewing angles of 90 degrees (which covers up the 6 faces of the cube).


Known Holodeck & Panocube Products:

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