Design and Development 7 - Second Life Tweaking
- Will Mac
- May 22, 2017
- 2 min read
Using the test models I managed to import earlier I get to work on some basic functionality. This consisted of lighting up the thrusters and later editing and adding some sounds!

Starting by lining up some prims inside the mesh I test out colours and glow.
I was thinking of using immisive maps (or glow maps) to outline areas on the ship that would glow. But I think having them as prims will look better and be easier for others who want to modify the colours themselves. (I've decided that the ship will have full permissions for residents to edit and tinker with!)
After that I combined some scripts from class (notably the light switch and colour changing scripts) to create a thruster that lights up and shuts off. Adding my own functionality for glow.

Utilizing Isa's Colour Vector finder was very handy!
Linking the light up thruster prims to the ship calamity ensued on prim was lighting up when I clicked on it, and adding the scripts to all the prims didnt help either (I'll outline the fix in a later blog, just know that its been now fixed, Thanks Isa)
Here some screenshots of that
Using singularity as my primary view for second life has never lead me astray until now, because singularity is a viewer praised for its performance it doesnt render alot of things it deems useless, in my case it wasnt rendering the normal map and specular map that I had spent days making. At first I thought it was something wrong with my mesh and textures but alas switching to firestorm saves the day.
Left Singularity, Right Fire Storm
(You can see the specular maps and normal maps at work)
With the mesh textures and basic functionality in place it time to deem the project done. Phew.
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