Version actuelle 0.10
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Avec ce kit vous pourrez facilement construire une horloge analogique avec deux ou trois aiguilles (heures/minute ou heures/minutes/secondes).

Vous trouverez dans le kit :
  • Un script pour configurer les prims et les textures de l'horloge (copie),
  • Un script pour le fonctionnement de l'horloge (redistribuable copie/transfert),
  • Un script pour l'animation sonore de l'horloge (redistribuable copie/transfert),
  • Un ensemble de 29 textures d'horloges et de 27 textures d'aiguilles pour la
    présentation de votre horloge.
  • Un ensemble de 15 sons (7 tictac / 8 carillon d'horloge),


Etapes pour la création de l'horloge


1) Commencez par créer autant de boîtes que nécessaire pour votre horloge, (3 prims pour une horloge deux aiguilles, 4 prims pour une horloge quatre aiguilles. Liez ensuite ces prims ensemble.

2) Modifiez les propriétés du script "=IOL Clock:n" et changez les permissions pour le propriétaire suivant. Selon la nature de votre build, les permissions du propriétaire suivant doivent être soit copie/non-transfert soit no-copie/transfert. Si vous oubliez cette étape le script de l'horloge ne démarera pas et affichera un message d'erreur du type:
Object: Error: Incorrect script permission defined for next owner.
Edit the permission, should be copy/no-tran or no-copy/tran


3) Glissez les deux scripts "=IOL Clock:n" et "=IOL Clock Setup:n" (n correpondant aux nombres d'aiguilles de votre horloge) dans le prim père de votre objet.

4) Une fois fait votre objet va automatiquement prendre la forme d'une horloge par défaut.

5) Vous pouvez modifier la forme du prim père (en cylindre par exemple) ou modifier la taille du prim père en fonction de vos besoins. Les aiguilles se retailleront automatiquement et se repositionneront à la place adéquate.

5) Vous pouvez adapter le texturage de l'horloge simplement en glissant l'une des 29 textures d'horloge ou 27 textures d'aiguilles fournies dans le pack directement dans le prim père.

6) Lorsque votre horloge est fin prête, cliquez dessus et sélectionnez la commande "Start" dans le menu. Cela supprimera le script de configuration et lancera le script de l'horloge.

Modification des paramétrages


Vous pouvez modifiez les paramétrages de l'horloge en ajoutant une notecard ".clock" dans le prim père.

hourshift <hour>
Permet de régler l'heure de l'horloge en fonction de votre zone horaire.

tictac <volume> <sound-name|sound-uuid>
Définit le son jouant en bloucle pour le tictac.
volume: définit le volume sonore entre faible (0.0) and fort (1.0)
sound: peut être le nom d'un son présent dans l'inventaire de l'objet ou l'UUID d'un son.
Attention si vous utilisez vos propres sons, vous deveez utiliser un son dont la durée est un multiple exact de secondes.

bell <volume> <repeat-delay> <sound-name|sound-uuid>
Définit le son qui sera joué à chaque changement d'heure.
volume: définit le volume sonore entre faible (0.0) and fort (1.0)
repeat-delay: définit le temps de lecture entre deux déclanchement succéssif du son.
sound: peut être le nom d'un son présent dans l'inventaire de l'objet ou l'UUID d'un son.

La lecture des sons dans Second Life est limitée a 1 seul son par prim à un moment donné. Pour que le carillon horaire se joue correctement en plus du tictact vous devez ajouter un script supplémentaire "=IOL Clock Bell" dans n'importe lequel des prims des aiguilles. Surtout n'ajoutez pas ce script dans le prim père.

Vous pouvez trouver Builder's Clock Kit


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Current Release 0.10
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With this kit you will easily build analog clock with two or three needles(hours/minutes or hours/minutes/seconds).

What you will find into the kit is:
  • Mono scripts to setup the prims / texture for your clock (copy),
  • Mono scripts that will run the clock (redistribuable copy/tran),
  • Mono script to play bell sound (copy/tran redistribuable),
  • Mono script to add a swing to your clock (copy/tran redistribuable),
  • A set of 56 textures (29 Clock / 2x27 Needles) to customize your clock,
  • A set of 15 sounds (7 tictac / 8 hour bell).


Rotating Prims vs. Rotation Textures


The Builder's Clock Kit pack is shiped with two versions of setup scripts. One will let the prims of needles rotate, one will let the textures of needles prims rotate. Best way to see the difference is to rez the two samples clock shiped with the pack "Clock Sample (Rotating Textures)" and "Clock Sample (Rotating Prims)".

Rotate Prims are useful if you don't use textures for the needles but plain prims (like little cylinders for instance).

Rotate Textures is fine if you use textures for the needles, rotating textures is safer with alpha textures and z-buffer conflict.

Simple steps to setup your clock


1) Firt create as many boxes you need for your clock (3 prims for two needles clock, 4 prims for three needles clock) and link them together.

2) Edit the properties of "=IOL Clock:n Needles" scripts and modify the permissions. Depends of your build, next owner permission should be set either to copy/no-tran or to no-copy/tran . If you miss this step the clock script wont start and you will get an message error such as : Object: Error: Incorrect script permission defined for next owner. Edit the permission, should be copy/no-tran or no-copy/tran

3) Drag the two scripts "=IOL Clock Setup:Rotate Textures:n Needles" & "=IOL Clock:n Needles" (n depending on the number of needles you want for your clock) into the root prim of your linked object.

4) Once done the prims will be modified into a default clock.

5) You can change the shape of the root prim to cylinder or scale the root prim to fit your needs. The needles will automatically resize and position themselves on correct place.

6) You can also customize your clock by simply dragging any of the Clock or Needles Textures shipped with the Pack into the root prim contents. (29 Clock Templates & 27 Needles Templates). For the needles use textures noted P for Rotating Prims and textures noted T for Rotating Textures.

7) Once the clock is ready click on the clock and select "Start" into the menu. This will remove the setup script from the object and launch the Clock script.

Change the clock settings


You can customize your clock with adding a notecard .clock into the root prim inventory.
tz <hour>
Allow to shift hour of clock depends of your timezone.

tictac <volume> <sound-name|sound-uuid>
Set a sound play that play into a loop Volume: between low (0.0) and loud (1.0) Sound: can be any sound name into the clock inventory or the sound UUID If you use your own sound you need to use a sound that lasts for a multiple of seconds.

bell <volume> <repeat-delay> <sound-name|sound-uuid>
Set a sound play that play each hour Volume: between low (0.0) and loud (1.0) Repeat Delay: defines how much time will pass between tow defines how much time passes between TRIGGER Sound Sound: can be any sound name into the clock inventory or the sound UUID; For the clock to to play bell sound you will need to add an extra script "=IOL Clock Bell" into any of the needles prim. Be sure to not add it into the root prim.

Adding a swing to your clock


You can add a swing to your clock using the "=IOL Clock Swing" script. Simply create an object, add the script, copy the default .swing notecard. You can change the swing feature altering the .swing notecard. Swing is performed using two kind of rotation:
  • Smooth rotation, this rotation is done using llTargetOmega which is done localy on viewer side. This mode is very smooth and accurate but mayb be interrupted and perform some silly move on a laggy SIM.
  • Standard rotation, this rotation is done using llSetPos


mode <standard|smooth>
Set the swing mode smooth: standard: the move is not as nice but the script works in any condition : done with llSetRot

angle <angle>
Set the swing angle in degree

axes <x y z>
Set the rotation axes
axes 0 0 1 will rotate around z axe for instance.

delay <delay>
Set the delay for a complete swing in seconds

steps <number>
Set the number of steps (Only used in normal mode)

usetouch <on|off>
Set weither the user can start / stop the swing with touch

You may find Builder's Clock Kit


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Key Features:

Smart Prims is a set of scripts for designers who wish to let their customers easily customize their builds. It includes :

  • Scale Resizer,
  • Position/Rotation Changer
  • Color / Alpha (Transparency) / Shiny / Glow / Full bright changer
  • Texture changer (create textures set that will be applied to set of prims)
  • Restore function for All properties.

  • All function are available through a complete customizable driven menu
  • Full perm script that can be resale with yout outfits

  • Pose (Edit Appearance from the menu)

  • Templates: Record all prims set properties into extra template that can be load at any time but end user,

  • Define your own set of prims that will be modified together simply by editing prims description,
  • Toggle On/Off function for end user
  • Remove script for Designer/End User freeze object to the current state
  • Help manual in 51 languages
  • Free Automatic upgrades for Life


Setting up the radiON System



Please do following steps :

  1. Rez the object you want to add Smart Prim features
  2. Put all 4 scripts and ".ini" notecard in the content of the prim
  3. You will be warned to change "Smart Prim Link" Permission, do it
  4. Once done "Smart Prim Link" script will be loaded into all child prims
  5. Take the object back in your inventory.
  6. Rez the object again.
  7. Go Edit mode of the object and choose [Tools] > [Set Scripts to Running in Selection] in the menu at the top of your screen.
  8. You will be warned to change "Smart Prim Controller/UI1/UI2" Permission, do it
  9. Take the object again back in your inventory. Your Smart Prims script are ready to be setup


[4]~[8] step is really important. Without step 5 and 6, 7 will fail. Especially step 7 is very important.

How will works



Smart Prims allow end user the modify following properties: Scale, Position, Rotation, Color, Alpha, Shiny, Glow, Texture with predefined values you will setup.

A scope is a set of prims that will be modified together.

Setting the Smart Prims>



Options that can be added are : Scale

OPTION
SCOPES
MESSAGE
COMMANDS


COMMANDS


COMMANDS [ButtonLabel:ButtonValue/..]
Commands are automatically sorted to be displayed from top left to bottom right dialog menu.
For properties than allow multiple value set you can add as many button definition you want, in case your definition set have more than 11 buttons they will be displayed into a multi page dialog menu.

Each button is defined


// Scale Menu
MENU Scale
SCOPES All
MESSAGE Increase or decrease the object size by 1%, 5%, 10%, 20% or restore to the original size.
COMMANDS -1%:-0.01/+1 %:0.01/-5 %:-0.05/+5 %:0.05/-10 %:-0.10/+10 %:0.10/-20 %:-0.20/+20 %:0.20
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