Mini tutorial: How to attach a door (or multiple doors) to your build.

Hello and A Happy New Year!!!

Here is a quick and easy way to build doors that you link to your builds. Some of the features of this system are:

  • Can be used as a Master & Slave combo (double doors)
  • Can be used as a Single Door (using Master door)
  • Can have multiple door sets linked into a build.
  • Can operate so that one door opens/closes all, or each can operate independently.
  • And some more….

Let me start with the credits:

The scripts were made by Whitestar Magic. (Source: http://forums.osgrid.org/viewtopic.php?f=5&t=4511) Seems that WS has stopped being active on opensim communities, and that is a big loss!!
The door texture is from agf81 (http://agf81.deviantart.com/art/Door-Texture-33-294845671). I cut out the door myself. License on the original picture is: CC BY-SA 3.0

The Download Part.
Download the scripts and texture here: 

Door-tutorial
Door-tutorial
door-tutorial.zip
Version: 1.1
24.0 KiB
944 Downloads
Details...

Unzip this package using 7zip, winzip, winrar, etc. You should see 3 files in this package:

  1. Door-texture.jpg – The door texture.
  2. Master Linkable door script v1.5.lsl – The main door script.  Open this with notepad or even better Notepad++.
  3. Slave Linkable door script v1.5.lsl – Use this script for a ‘slave’ door to make double doors.

So lets get building.
Since the scripts have a lot of info within them, and you should be able to read the most important stuff, I’m going to show you how to make a master/slave combo door and link it to your building.

First thing we need to do is to build 2 doors and texture them.

Rezz a prim on the ground, and copy the parameters from the picture below.

door_tut_1
door_tut_1

Set the Size(Meters) part to:
X=3.0000
Y=3.0000
Z=0.0500

Then (*Important, don’t miss this!*)

Rotation (degrees)
X=90.000. Leave Y and Z to 0.

And finally cut the door in half by setting the ‘Path Cut’ to the following:

Path Cut (begin/end):
B=0.375
E=0.875

The size of the door doesn’t really matter, the rotation and Path Cut are important tho!!

At this time it a plan (maybe not a good plan, but it is a plan!) to add a texture.
Upload the door texture (or use one of your own) and apply it to the door. And things are messed up!

The door opens in a certain way, and the door knob is on the opposite side, and if you look at the back side of the door, everything is the other way around. The texture is tilted 90 degrees and much to big for the door.
Oh noes, the sky is falling down! We gonna die!

Nope!
Use the ‘Select Face’ to make things right.

First select the ‘Select Face’ option in the edit window, and touch the front of your door.

door_tut_3
door_tut_3

Open the “Texture” tab and change the following parameters:

Horizontal scale -2.0000

Rotation degrees 90.000

Horizontal offset -0.5000

Now select the other side of the door and change Horizontal scale from -2.000 to 2.000

This door is almost ready, only thing we have to do is give the door a name and add something in the description field.
Open the “General” tab and give the door a name, like ‘Door’.
Then (This is important in buildings with multiple doors) enter in the description field: DOOR_NUM=-xxxx  where  -xxxx is any 4 digit negative number you choose.

The door is ready to copy.

Make sure you are editing the door. Hold down the SHIFT-key on your keyboard, and drag the door to the right. And you have 2 identical doors. Flip the right door 180 degrees around so you have something like this:

door_tut_4
door_tut_4

Just a couple of more things to do and we are ready to use the doors.
First we have to put the doors together.
Hold down the SHIFT-key again and select the other door too. Both doors should have a yellow line around them at this point.

Select the align tool in the edit window, hold down the SHIFT-key and click on the right red arrow. The doors should snap together.

door_tut_5
door_tut_5

Create a new prim, and turn it into a door post or something. It doesn’t really matter how it looks, it’s just a base prim where we are going to link both doors on. I will use a default prim for this tutorial.

Select the right door and then hold down the SHIFT-key.
Then touch the left door and then the base prim.
Hit CTRL-L on your keyboard to link both doors to the base prim. Both doors should have a blue line around them, the base prim a yellow line.

door_tut_6

 

Finally, Scripting!
The final steps are 2 easy ones: we are going to add 2 scripts and we are ready to open the doors.

Edit the door, select ‘Edit Linked’ and touch the right door.
Open the “Content” tab and create a new script.
Name this script: Slave Linkable door script v1.5
Open the ‘Slave Linkable door script v1.5.lsl’ you have downloaded earlier with notepad and copy the script in to the new script.
Save the script in your door.

Do the same for the other door but this time use the ‘Master Linkable door script v1.5.lsl’.

Done!

Have fun opening doors!

Oddy

Mini tutorial: About Controller Scripts.

Controller scripts....
Controller scripts….

Here is a quick tutorial about controller scripts.
With these ‘controller’ scripts you can control other scripts: Touch a light switch to turn on lights, Fly and your jet-boots start to puff smoke, turn a shower on or off, etc, etc.

And using these scripts are actually very easy!

Continue reading Mini tutorial: About Controller Scripts.

Mini Tutorial: How to create a NPC (Non Playing Character)

[Update 04-07-2013: I have added a NPC kill script to the download. To delete all the NPC’s on a region, drop the NPCkill.lsl script in a prim and touch it.]
[Update 10-07-2013: Replaced the NPC puppeteer script with an updated version. Some bug fixing things.]

Hi @ all!

Cool thing you might wanna know: I have a guitar museum on Metro, and I have Jimmy Page walking around there and do stuff!

Like this on your favorite social media thing! Make it trending and stuff.!!

Another cool fact is that you can have a celeb walking, dancing, talking, etc, etc on your region as well! (like this too on your preferred social media! This won’t work on Tell-sell channels though!)
And it’s really easy!

Just a couple of scripts, an avatar that you can copy, a notecard and a prim to control the NPC.
That’s it!
No huds, no resetting scripts after a region restart, no fuzz. Just create a copy of the avatar you are using, tell it what to do, and forget about it!

Continue reading Mini Tutorial: How to create a NPC (Non Playing Character)

Tutorial: How to make a scripted mesh female tanktop with a HUD.

Hi folks!

No “mini-tutorial” this time, but a rather lengthy one. So get comfy, shut down your mobile, set your avie in “busy” state, grab something to drink and enjoy this tutorial!
(read more below the line!)

Continue reading Tutorial: How to make a scripted mesh female tanktop with a HUD.

Mesh Tanktop Tutorial
Mesh Tanktop Tutorial
Mesh_tanktop_tutorial.zip
Version: 1.0
1.6 MiB
1124 Downloads
Details...

Mini Tutorial: Build a Club Lighting System

Here’s a little tutorial for ya! Lets build a club lighting system with a menu so you can change color, intensity, radius, falloff, glow, transparency, etc, etc, with just a few open source scripts.

Let’s start with a cup of coffee, and putting on some nice music….:-)

Preparing stuff:

1. Download the next zip file.

Continue reading Mini Tutorial: Build a Club Lighting System

Mini Tutorial: How to build a walking talking stickman

By popular demand: How to build a walking talking Stickman!!

Pic by Garry Beaumont
Pic by Garry Beaumont

I had a Walking Talking Stickman walking and talking on a place in SL. I loved the guy, I LOL’d every time I saw the little guy walking around and telling how bad his life was.
I was talking to a friend who had a stickman for him self the other day, and we decided that it would be fun to have one on OSgrid.

Continue reading Mini Tutorial: How to build a walking talking stickman

Mini Tutorial: How to make a lighting system.

Here is a quick and easy way to create a light system for your home, garden, office, darkroom, dungeon, etc.

 

Let’s start with downloading some scripts:

A prim glow and light script. This script turns on the glow and light function of a prim.
It’s controlled by a controller script.

Light and Glow Script
Light and Glow Script
Light_and_glow_script
1.5 KiB
984 Downloads
Details...

This is a controller script. With this script you can turn a lamp on or off by touching a linked prim (A light switch).

Controller script Touch
Controller script Touch
Controller_touch_script
2.1 KiB
970 Downloads
Details...

Another controller script. This script sees if its night on estate level. (‘Force midnight’ won’t turn on the lights)

Controller script Night
Controller script Night
Controller_night_script
526.0 B
928 Downloads
Details...

Now, lets rezz a couple of prims!

– Rezz a cylinder with the following dimensions:
* X and Y both 0.15 meters, Z = 0.35 meters. Set the texure to blank, color = black.
* Hold down the shift key, and drag the cylinder up a bit. This makes a copy of the cylinder. Set both X and Y to 1.25 meters and Z = 0.2 meters. Set the color to white and transparency to 50%
* Select the first, black cylinder again, and copy it. Set Z to 0.1 meters. Copy this small black prim one more time.
* Position the 4 prims like in the picture below:

Now the script part:

– Select the transparent prim, this will be the prim that glows and lights up.
Open the content tab, and create a new script in it by clicking the ‘New Script’ button.
Open the ‘Glow and Light’ with your favorite text editor, and copy it.
Open the newly created script in the prim, and paste the copied script in to it, overwriting the standard script.

– Select the largest black prim. This will be your root prim.
Create a new script in this prim, and copy the ‘Controller_touch script’ in to it.
Create another script and copy the ‘Controller_Night script’ in this new script.
[Note: you can use one of these controller scripts if you like, so only a the touch controller, or only the night controller]

This was the scripting part, lets link some prims now!

Select the transparent prim.
Hold down the Shift key and touch the 2 smaller black prims.
Finally touch the big black prim. The largest, black prim should light up yellow, the other prims blue.
Hit the ‘Link’ button in the edit window to link the prims.

And your done!

Now this isn’t a really big lighting system he? To make a bigger system, with multiple lamps, you could do the following:

Shift-drag a lamp. (You have two lamps now.)
Select one lamp, and remove the controller script(s) in it.
Copy this lamp (without controller script(s) in it) as many times you like.

Shift-click on all the lamps to select them all (Oddy tip: Select the one with the controller script(s) as last, so it becomes the root prim of your system), and hit the ‘Link’ button in the edit window.

Voila!

You could make a light switch of some sort, and put one (or both) controller script in it. Again, make sure this is the last prim you select when linking things up.

Have fun!

Mini Tutorial: How to make a Land Editor thingy.

This is a very useful thing to have if you, like me, think land editing in SL or OpenSim sucks…

And this is a very short mini tutorial, because all you have to do is rezz a fresh prim, and add a script to it.

So, let’s get thing going…

First download this script: 

Land Editor Script
Land Editor Script
land_editor_script.txt
Version: 1.0
2.5 KiB
1159 Downloads
Details...

Open it with your favorite text editor. (I prefer Notepad ++, download here: http://notepad-plus-plus.org/download/v6.1.2.html )
Select the whole script and copy it…

Second step: rezz a prim.
Give this prim a cool name like Oddball’s Mega Useful Land Editor v123.123a.
Open the content tab, and create a new script.
Open the script, and replace it with the one you copied earlier.
Save the script!!
Take a copy in to your inventory.

Done!

At this point, your standard prim turned in to a transparent red prim!! Oh noes!!! What happened?
No worries, it’s supposed  to do that :-)

How to use this thingy:

Touch it, and select Ground from the menu. This sets the height of the ground at the same level of the prim. If you drag the land editor up or down, the ground moves with the prim.

By dragging the prim around, varying the height a bit, you can make a pretty decent range of mountains or hills.  By touching the land editor, you get the menu back up. Try changing the size to Large to make bigger (not higher!) hills/mountains.

Now you have a minecraft kind of landscape he? Looks like its made out of blocks.

Click the land editor again, and select Smooth. Move the prim over your mountain a bit, let it do its job, vary height and position once in a while and you might end up with a cool maintain!

Lets move mountains folks!! Have fun.

Mini tutorial: How to build a wall.(or how to use the align tool and planar texturing)

Hello guys and girls, another mini tutorial for you. In this tutorial I’m gonna show you how to use the align tool some viewers have build in (most TPV viewers) and how to use planar textures.

For this tutorial, I’m gonna build a wall with 2 windows in it.

Step 1.
Create a standard plywood cube and stretch it out a bit until you have something similar like in the picture below. Add the coolest wall texture you have in your inventory to it.

Step 2.
Hold down the SHIFT button on your keyboard, and drag the wall to the right to make a copy. Do this again to make a third copy.

Make 4 more copies of the wall, and make them smaller. See the picture below.

Now we have all the parts of our wall ready, but they do not align properly, and the textures are weird.
We start with putting things nicely together first using the align tool.

Step 3.
Make sure the align tool is checked.
Hold down the SHIFT key, and start selecting the pieces of the wall as shown on the picture below. The last piece you should select, is wall #5.
You can let go of the SHIFT button now.
Click on the blue pointy thingy on the top of the wall to align all the selected wall pieces so they line up at the bottom of the wall.

To line things up on the upper side of the wall, see the picture below.

Your wall should look like this:

Only thing to do now, is putting all the pieces together.

Again hold down the SHIFT key, and select the pieces as shown on the pick below. The last part you should select, is the most left part of the wall, number 7 in the picture.
WITH THE SHIFT KEY STILL PRESSED, hit the green pointy thing on the right.

WHAM-BAM-THANK-YOU-MAM!!!

A nicely lined up wall, with holes in it for windows, or bars or whatever.

But the textures are all wrong! OMG!

Relax, do not panic!

Planar texturing to the rescue!!

Step 4.
Make sure ‘Select Face’  is checked in the edit menu (see picture below).
SHIFT click on the 7 wall pieces to select them. You should see a white circle with a cross in it on each face you select.
Now in the ‘Mapping’ part (see picture), select ‘Planar’  from the dropdown menu, and check  ‘Align planar faces’

Set ‘Repeats/Face’ both horizontal and vertical to 0.500 (this depends on your texture, the texture I use here can be tiled. You have to play around with the numbers to get a good result)

Done!

 

I have added some things to show you how things look in a nice scene:

Mini Tutorial: A cleaning robot.

Here’s another mini tutorial by Odd, your local village idiot :-) This time I’m showing you how to make a cleaning robot for your place (in-world of-course, this WILL NOT work in RL!)

And this robot does not clean anything in-world either, but it flies around, makes sound, looks funny in your shop, home, theater, whatever.

The scripts in this tutorial are not made by me, credits go to Ferd Frederix for the script I use for the robot (Read more here for a bee that collects honey from flowers: http://www.free-lsl-scripts.com/secondlife/Posts/Bee/default.htm) and Jopsy Pendragon for the Plasma script.

Let’s go and get busy!

Step 1.
Download stuff.

Robot.zip
Robot.zip
robot.zip
Version: 1.0
1.1 MiB
1178 Downloads
Details...

Upload the 2 sound files.

Step 2.
Build a robot.

Just go wild here, use the plasma script for a nice effect. Here is a snapshot of what I have build.

 The blue plasma flame is actually the plasma script in a transparent prim a bit below the robot.
Add some cool textures to your robot, enable on one of the prims the light feature (Don’t over do this, things might get brighter then 50 RL suns.!)

Step 3.
Adding the script and sounds to the robot.

Select your robot and create a new script in your robot. Rename the script to “Odds awesome kewl robot script made by ferd and free to copy for all.lsl”
Drag the 2 sound files from your inventory to the content tab of the robot. If you want to use other sounds, rename your sounds to ‘electricity’  and ‘sex’.

Step 4.
Make a base station.

This base station is an object the robot returns to after collecting dust. It can be any kind of object, but the root prim has to be named Base Station. Not base station, but Base Station.

For a cleaning robot, a trash can would do the job:-)

Step 5.
Make a work station.

I use transparent prims for this. The Work Stations are objects the robot collects dust, or whatever it collects stuff from. Name some (transparent) objects Work Station. Not work station, but Work Station. (Mind the CAPS!)

Step 6.
Reset the scripts in the robot, and lean back.
Your robot is taking care of business. :-)