removed useless _ folders

This commit is contained in:
Fred Beckhusen
2015-08-09 16:54:31 -05:00
parent fde850293c
commit 948a44dfba
5204 changed files with 2425579 additions and 0 deletions

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<Solution name="Texture_server_for_XS_Pets">
<Project name="Texture_server_for_XS_Pets" path="Texture_server_for_XS_Pets\Texture_server_for_XS_Pets.prj" active="true"/>
</Solution>

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// :CATEGORY:XS Pet
// :NAME:Texture_server_for_XS_Pets
// :AUTHOR:Ferd Frederix
// :CREATED:2012-08-16 11:11:55.200
// :EDITED:2013-09-17 21:48:44
// :ID:879
// :NUM:1239
// :REV:1.0
// :WORLD:Second Life
// :DESCRIPTION:
// Texture Server
//
An article on how to use this script is located at <a href="http://www.outworldz.com/Secondlife/Posts/Breedable-pet-robot/texture-server.htm">http://www.outworldz.com/Secondlife/Posts/Breedable-pet-robot/texture-server.htm</a>
// :CODE:
// Xs_Pets textures by Ferd Frederix
/////////////////////////////////////////////////////////////////////
// This code is licensed as Creative Commons Attribution/NonCommercial/Share Alike
// See http://creativecommons.org/licenses/by-nc-sa/3.0/
// Noncommercial -- You may not use this work for commercial purposes
// If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.
// This means that you cannot sell this code but you may share this code.
// You must attribute authorship to me and leave this notice intact.
//
// Exception: I am allowing this script to be sold inside an original build.
// You are not selling the script, you are selling the build.
// Ferd Frederix
////////////////////////////////////////////////////////////////////y
// You must put any textures you want to send to your pets in the same prim as this server.
// Colors such as color1 and color2 are stored in the Description of the pet prims. Use the prim Name for the texture name
//
// The names must match the following pattern:
// PrimName N
// Where PrimName is the name you put in the prim to be textured, and N is a number from 0 to however many sets of skins you have.
//
// 2-prime xample: Body 0
// Head 0
// Body 1
// Head 1
//
// In this case, there should be two ( or more) prims in the pet whoes prim name is Body or Head
// So you will end up with two possible breeds for your pets, either the 0th or the 1st textures.
//
// If the breedable param Color1.x value (Red coloration) is < 0.5, you get Body 0 and Head 0
// If the breedable param Color1.x value (Red coloration) is > 0.5, you get Body 1 and Head 1
// The pets breed by mixing colors. If a 1.0 (all Red) breeds with a 0.0 (No Red), you get a code near the average, or 0.5.
// Root prim:
// There is a special name 'root' for the root prim since your pet could be renamed, whioch would change the name of the root prim..
// root 0 would be the name to use for the first root prim texture, root 1 for the second, and so on.
// If your root prim is an invisible prim or is not to be textured, you can ignore this 'root' name.
// Deeper example:
// You have a pet robot with 3 sets of breedable skins, and 4 prims, called 'head'. 'body', 'leg' and 'tail'.
// You will need 3X4, or 12 textures in all.
// edit the pet, and change the name of the head to 'head', change the body name to 'body', the left leg to 'leg', and the right leg to 'leg'.
// each texture must also a single digit after it to represent the breed type:
// head 0, head 1 and head 2
// body 0, body 1, and body 2
// leg 0, leg 1, and leg 2
// tail 0 , tail 1, and tail 2
// you may have up to 254 total textures in the server. In the above example, there are
// 4 textures per skin set, so you can have 254/4, or 63 skins for your pet.
// What about the root prim?
// The last prim you link to is the root prim. It holds the xs_pet scripts.
// This prim gets renamed in various objects, so you cannot add a name to the prim that matches a
// texture. A special texture name 'root 0', 'root 1' etc. is set aside for this prim.
// Most xs_pets will not need to use the root prim texture, because the root prim is the base of the pet
// and it usually is made invisible. If your root prim needs to be visible and textured,
// just add a root 0, root1 and so on texture for each texture set.
//////////////////////////////////////////////////////////
// CONFIGURATION //
//////////////////////////////////////////////////////////
// you must put in a UUID from this web site here and in the brain script
//http://gridurl.appspot.com/random
string UUID = "48246356-a7c5-474b-a6fe-f2cec98926b2";
integer debug = FALSE; // set to 1 or TRUE for debuging information to the owner
//////////////////////////////////////////////////////////
// INTERNALS //
//////////////////////////////////////////////////////////
list textureDB; // texture storage
integer nTextures; // how many we find
integer nServed; // how many we served
integer nPrims ; // how many prims there must be
integer nBreeds; // how man breeds
list lNames; // a list of names
key gtextureUUID; // The UUID of the detected texture
string gtextureName; // the name of the detected texture
key URLReq = NULL_KEY;
string url; // sop we can release HTTP-In keys
key urlRequestId;
request_url()
{
llReleaseURL(url);
url = "";
urlRequestId = llRequestURL();
}
getImage(integer breedNum, string breedName)
{
DEBUG("Seeking Name " + breedName );
DEBUG("Seeking Number " + (string) breedNum );
integer i;
integer j = llGetListLength(textureDB);
for (i = 0; i < j; i += 3)
{
integer myBreedParam = llList2Integer(textureDB,i);
string humanName = llList2String(textureDB,i+1);
key UUID = llList2Key(textureDB,i+2);
if (myBreedParam > breedNum )
{
DEBUG("Found it!");
return;
}
if (breedName == humanName)
{
gtextureName = humanName;
gtextureUUID = UUID;;
DEBUG("saving " + humanName + " " + (string) myBreedParam);
}
}
return;
}
list ListUnique( list lAll ) {
integer i;
list lFiltered = llList2List(lAll, 0, 0);
integer iAll = llGetListLength( lAll );
for (i = 1; i < iAll; ++i) {
if ( llListFindList(lFiltered, llList2List(lAll, i, i) ) == -1 ) {
lFiltered += llList2List(lAll, i, i);
}
}
return lFiltered;
}
list parsePostData(string message)
{
list postData = [];
list parsedMessage = llParseString2List(message,["&"],[]);
integer len = ~llGetListLength(parsedMessage);
while(++len) {
string currentField = llList2String(parsedMessage, len);
integer split = llSubStringIndex(currentField,"=");
if(split == -1) {
postData += [llUnescapeURL(currentField),""];
} else {
postData += [llUnescapeURL(llDeleteSubString(currentField,split,-1)), llUnescapeURL(llDeleteSubString(currentField,0,split))];
}
}
return postData ;
}
getTextures()
{
textureDB = [];
lNames = [];
integer j = llGetInventoryNumber(INVENTORY_TEXTURE);
integer i;
for (i = 0; i < j ; i++)
{

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// :CATEGORY:XS Pet
// :NAME:Texture_server_for_XS_Pets
// :AUTHOR:Ferd Frederix
// :CREATED:2012-08-16 11:11:55.200
// :EDITED:2013-09-17 21:48:44
// :ID:879
// :NUM:1240
// :REV:1.0
// :WORLD:Second Life
// :DESCRIPTION:
// xs_texture plug
//
An article on how to use this script is located at <a href="http://www.outworldz.com/Secondlife/Posts/Breedable-pet-robot/texture-server.htm">http://www.outworldz.com/Secondlife/Posts/Breedable-pet-robot/texture-server.htm</a>
// :CODE:
//xs_texture plug in
// 12-3-2012 - no longer dorks with the offset, repeat, or rotation when applying a texture
/////////////////////////////////////////////////////////////////////
// This code is licensed as Creative Commons Attribution/NonCommercial/Share Alike
// See http://creativecommons.org/licenses/by-nc-sa/3.0/
// Noncommercial -- You may not use this work for commercial purposes
// If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.
// This means that you cannot sell this code but you may share this code.
// You must attribute authorship to me and leave this notice intact.
//
// Exception: I am allowing this script to be sold inside an original build.
// You are not selling the script, you are selling the build.
// Ferd Frederix
//////////////////////////////////////////////////////////
// CONFIGURATION //
//////////////////////////////////////////////////////////
// you must put in a UUID from this web site here and in the Server script
// http://gridurl.appspot.com/random
string UUID = "48246356-a7c5-474b-a6fe-f2cec98926b2"; // do not use this number, use your own from http://gridurl.appspot.com/random
integer debug = FALSE; // set to TRUE to see debug messages
//////////////////////////////////////////////////////////
// INTERNALS //
//////////////////////////////////////////////////////////
integer LINK_TEXTURE = 801; // ask for a new texture, or paint a color
key URLRqstKey;
key textureRqstKey;
string newpath ;
// globals to hold the params linked in from the brain
vector colorCode1;
vector colorCode2;
integer sex;
integer shine;
float glow;
float breed;
DEBUG(string msg)
{
if (debug)
llOwnerSay(llGetScriptName() + " : " + msg);
}
key Request(string cmd)
{
DEBUG("Sending:"+newpath+"?"+cmd);
return llHTTPRequest( newpath+"?"+cmd, [HTTP_METHOD, "GET"], "");
}
key TextureRequest()
{
string URL = newpath + "?breed=" + llEscapeURL((string) breed) ;
DEBUG("Sending: "+ URL);
return llHTTPRequest( URL, [HTTP_METHOD, "POST"], "");
}
// change texture of amny prims named texture1 to texture6
TextureIt(list textures)
{
integer nPrims = llGetNumberOfPrims();
integer i;
for (i = 0; i <= nPrims; i++)
{
list param = llGetLinkPrimitiveParams(i,[PRIM_NAME]); // name holds the texture number
string primName = llList2String(param,0);
// root is special
if ( i == 1)
primName = "root";

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// :CATEGORY:XS Pet
// :NAME:Texture_server_for_XS_Pets
// :AUTHOR:Ferd Frederix
// :CREATED:2012-08-16 11:11:55.200
// :EDITED:2013-09-17 21:48:44
// :ID:879
// :NUM:1241
// :REV:1.0
// :WORLD:Second Life
// :DESCRIPTION:
// test code for texture server. Put this into a set of prims with the pet texture script and touch it. Any prim with the same name as a texture in the server will change to that texture.
// :CODE:
// test code to make a pet change textures.
// Just put this in a prim inside the pet, and touch it again and again.
// The pet should change textures on any prim name that
/////////////////////////////////////////////////////////////////////
// This code is licensed as Creative Commons Attribution/NonCommercial/Share Alike
// See http://creativecommons.org/licenses/by-nc-sa/3.0/
// Noncommercial -- You may not use this work for commercial purposes
// If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.
// This means that you cannot sell this code but you may share this code.
// You must attribute authorship to me and leave this notice intact.
//
// Exception: I am allowing this script to be sold inside an original build.
// You are not selling the script, you are selling the build.
// Ferd Frederix
integer LINK_TEXTURE = 801; // ask for a new texture, or paint a color
///////// end global Link constants ////////
vector colour1 = <1,1,1>;
vector colour2 = <0,0,0>;

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<Project name="Texture_server_for_XS_Pets" guid="D8D1E3B8-6C00-1014-B904-200204C60A89">
<Object name="Object" guid="D8D1E4A3-6C00-1014-B904-200204C60A89">
<Script name="Texture_server_for_XS_Pets_1.lsl" guid="D8D233AB-6C00-1014-B904-200204C60A89">
</Script>
<Script name="Texture_server_for_XS_Pets_2.lsl" guid="D8D26179-6C00-1014-B904-200204C60A89">
</Script>
<Script name="Texture_server_for_XS_Pets_3.lsl" guid="D8D27E84-6C00-1014-B904-200204C60A89">
</Script>
</Object>
</Project>