Talk:LlParticleSystem
Initial Publish Notes
I'm experimenting with the table layout. I wanted to try and see how embedding the value constants in the rule table would look. So far, I think it looks good, but want to know what everyone else thinks. Now, the question is, how to embed the table into the template; having some issues there. Talarus Luan 13:49, 28 January 2007 (PST)
If you are going to embed the template you have to use the old style <table><tr><td></tr></table> tags. Or you have to escape all of your | with the {{!}} template. It's why all of the Template:LSL_Constants_* templates use the old style tags. Looks really good. Strife Onizuka 15:31, 28 January 2007 (PST)
I got a bit impulsive ~_~ Strife Onizuka 16:35, 28 January 2007 (PST)
- Cool. Works for me. Now I know what I have to do to make it work, I can do some more like it. :) Talarus Luan 18:11, 28 January 2007 (PST)
- Please Please Please do. It is a very time consuming task I do not look forward to doing all myself. Oh, I don't foresee any changes to the templates, I am toying with the idea for a template for constant pages but that probably won't be tied into the main LSL_Generic (constants just don't need all the fields; even if it was I would change the derived template interfaces). I fixed a few small issues with the templates earlier. Your use of return_text to make the box go surprised me. I've fixed the error messages so they give the right names (more specifically I duplicated them and put them in the higher up templates). Keep up the good work. Strife Onizuka 01:22, 29 January 2007 (PST)
I see at the bottom about how the rendering limit is 4096 particles within draw distance. Is this a new limit? If it is, why do edit-preferences go to over 8000? Is this to eliminate the issue of griefer particle weapons crashing clients? If you have the slider over 4096 can your client still be crashed by too many particles?IntLibber Brautigan 10:34, 8 July 2008 (PDT)
type
hmm... there seems to be a bug in the table that makes Template:LSLG break (variable type isn't linked) but I can't figure out where it comes from... o.O
Lynch (talk|contribs) 20:19, 25 October 2008 (UTC)
- I was in the progress of fixing that, but the power went out mid update (I was doing it in parts because I was updating the table). Should be fixed now, (LSLG isn't needed anymore). -- Strife (talk|contribs) 01:59, 26 October 2008 (UTC)
PSYS_SRC_OMEGA emitter rotation caveat
I discovered this and found no mention so added it. To test this (if you didn't already know about it) make a simple particle display and set any single axis spinning with PSYS_SRC_OMEGA e.g. <0.0,0.0,3.0>. Take note of the display. In the saved and running script change the vector to e.g. <0.5,0.0,3.0> then save. Take note again. Then change the vector back to <0.0,0.0,3.0>. You'll note that the last of these three displays is not the same as the first (even though the script is). This is because the emitter has been rotated on the X axis briefly. Now put the script into a fresh prim and see that the result is the same as the first of the three displays and is quite different from the display seen from the last of the old prims displays. Fred Gandt 08:29, 20 January 2010 (UTC)
- Sorry for the mistake you had to fix due to my last edit regarding this caveat Strife. I didn't see the internal links. I'll try to keep my eyes peeled next time. Thanks for fixing without making a fuss. Very gentlemanly of you. -- Fred Gandt (talk|scripts|contribs) 14:10, 22 February 2010 (UTC)
- np, you didn't know. No the big upcoming problem will be llLinkParticleSystem. Most of this article is going to need to be moved into a template. -- Strife (talk|contribs) 15:28, 22 February 2010 (UTC)
Possible to change shape of Particles
I would like to know if it was possible to change the shape of the particles to things like stars or leaves. If this was possible, a particle emitter could do many more things than if the particles were just circles. If it is in this article, I must have overlooked it. -- Ocram Steampunk 19:05, 13 March 2010 (UTC)
- You can make a white star (or everything else) on a texture with transparent background and use PSYS_SRC_TEXTURE then each particle looks like your texture. Kuraiko Yoshikawa 19:27, 13 March 2010 (UTC)