pole commands help (Community)

pole commands help // Community

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ciena

Apr 11, 2006, 3:21pm
Hi. A friend of mine has a world and path hosted by Talian and she can't get
the pole commands to work there. Aren't they supposed to work in the whole
aw universe? this is what she has on a pole: create name mm1,animate me . 1
1 0,astart;adone texture lflare1 name=m1,astart mm1 and this is what she
has on the walk: create name m1 it isnt working, yet it will work in other
worlds. She asked Talian about it and this was his reply how it should be as
an example: create animate me 0. 1 1 0,astart;adone texture fencea3
name=wd2,astart, texture cl115 name=wd1,astart,texture brit-wood01
name=wd3,astart,salwall13 well i have never heard that one and looks
like a lot of mumbo jumble. Have any of u? That wont work either and is
rather confusing. Can anyone tell me why the usual pole commands wont work
in her world? Both the world and the path r hosted by Talian. None of the
commands work with textures or colors either. Please help. Talian is rather
hard to get a hold of for help so maybe someone reading this can help.

mauz

Apr 11, 2006, 4:45pm
[View Quote] So this lflare1.jpg texture exists in Talian's object path?
Your friend built both pole and target objects herself?
Could there be conflicting pole commands nearby?

Talian's example has many targets to be textured - wd1, wd2 and wd3 -
but otherwise it looks basically the same as yours if you cut it after the second astart:
create animate me 0. 1 1 0,astart;adone texture sometexturename name=sometargetname,astart

--
Mauz
http://mauz.info

ciena

Apr 11, 2006, 5:52pm
yes that texture is in her world. she copied the commands exactly like the
one she has in america. I also checked it out and it should work and is
exactly right. that command doesnt work in her world for any texture or even
a color command. We tried create name cc3,animate me . 1 1 0,astart;adone
color d6b7d9 name=c3,astart cc3 and create name c3 on the object. even that
doesnt work. something is very wrong here because that command works in
other worlds
[View Quote]

ciena

Apr 12, 2006, 12:25am
Thanx for your reply. Paul helped us figure it out. she was using her cit
for the pole and the floors were in her hubbys cit number. seems pole and
floors have to have the same cit number to work
[View Quote]

sw comit

Apr 12, 2006, 8:07pm
Might I make a sidenote suggestion - never ever use 0 delay texturing poles.
They're the source of huge lag. Actually its best to just not use them all
together. Direct texturing no matter what you do is twice as fast.

I wrote a guide on it with detailed information -
http://www.swcity.net/yabbse/index.php?topic=3496.0

- Com

[View Quote]

ciena

Apr 12, 2006, 9:22pm
ty i have never used 0 what about using 1? i have never used that either.
what does that do
[View Quote]

sw comit

Apr 12, 2006, 11:22pm
It's all explained in the first section there ;D
But to summerize, the third number in the "animate me . 1 1 0" is how often
the textures are applied to the objects that you named. Using 0 means to
apply as fast as the computer can go. Actually using any number less than
what your frame rate is will do that, and this causes quite a big of stress
on the computer, slowing things down. 1, or pretty much anything less than
50, is basically as bad as zero. Picking 1000, or 2000 for dense areas, is
your best bet.


If you came to the SW City 7th BDay bash there was one thing to be noted -
the launching of SW City Revisited, where we overhauled most of the town
with a fresh coat of paint and toured around revisiting all the old places.
Well part of the renovating that we did was removing all the remote
texturing that was done through use of command poles, opting to use good old
fashion direct texturing instead. It uses more cell space but its worth it.
It's 10 times less laggy, which means you can afford to have a higher vis
range which is a better experience in the long run.

- Com

[View Quote]

deltaphc

Apr 12, 2006, 11:33pm
Actually, the third number in the animate command is in milliseconds. So
for example, setting it to 1000 would trigger adone every second.
Setting it to 35000 would go every 35 seconds, 500 every half-second, etc.

--
- DeltaPHC
Cit 355508

http://delta.digibase.ca

syntax

Apr 13, 2006, 2:39am
I didnt see him mention that the 1000 was in seconds... :P
--
Syntax | www.swcity.net

[View Quote]

ciena

Apr 13, 2006, 11:57am
I tested the difference between putting an 0 between the me and the dot and
also putting a 1 between me and the dot and just having the me dot.
examples: (create name gg1,animate me . 1 1 0 ) (create name gg1,animate me
0. 1 1 0 ) (create name gg1,animate me 1. 1 1 0 ) and there is no difference
between rendering times. I dont understand the difference or why one is
better to use than the others. I was told that using the 1 between the me
and the dot would get rid of that "unable to download textures.jpg file not
found"
[View Quote]

sw comit

Apr 13, 2006, 3:23pm
That's not the parameter I was talking about...
The last number plz. The 0 at the end. That's the refresh time.

Also you won't notice a huge difference if your working with a small
project, say, under 100 objects.

- Com

[View Quote]

ciena

Apr 13, 2006, 6:54pm
well the number that was in question all along is the one between the me and
the dot. can u give me some input on that one
[View Quote]

vera

Apr 13, 2006, 7:56pm
This # is for the texture Ciena... it wont matter much cause the command works
without it... some ppl ask us to add a number there just so they dont get the
wrong code texture message when they get into some worlds.... But the command
works ok without the texture #. create animate me . 1 1
0,astart;adone.........or the way some ppl do is like this.....create animate me
1. (when you add a # here the texture code is present and the message that some
ppl gets about a wrong texture thing does not appear when they get into the
world. We have a post about this somewhere in this NG.. and Stacee is talking
about it....problem is to find it:)))))) I wish my english was better so I could
make myself clear........lol

[View Quote] > well the number that was in question all along is the one between the me and
> the dot. can u give me some input on that one
[View Quote]

legion

Apr 13, 2006, 8:31pm
Why do I get a nasty feeling when I hears "pole"? O-o

;)

[View Quote] --
Respectfully Yours,
Legion
Chief Executive Officer and President of Operations
Circle of Peace Inc. Management

"Government is not the solution to our problem, government is the
problem." - Ronald Reagan, 40th President of the United States
(1981-1989)

ciena

Apr 13, 2006, 8:59pm
ty Vera I understood u very well an dthat answeres my question. Shalimar
told me about using the 1 or the 0 but i didnt understand the difference
[View Quote]

just in

Apr 13, 2006, 10:39pm
Why not simply put "animate object texture 1 1 0, astop" ? The texture
would be applied once only.

~ Justin

[View Quote]

sw comit

Apr 13, 2006, 11:03pm
Because what happens if its stopped, but new objects load? You might as
well just do create texture name=____ and avoid all that animate nonsense...
Hence you need it to refresh, but, not too fast.

- Com

[View Quote]

just in

Apr 15, 2006, 12:48am
Cool - even better - use the texture command... in 4 seperate poles at the
corners of a square, with all target objects placed within the square. So
that no matter what direction you come from there will always be a pole
created after all the target objects.

That idea is also mentioned on your tips page, but with using just two
poles. I'm not so keen on using only two.

~ Justin

[View Quote]

sw comit

Apr 15, 2006, 2:58am
Problem with that is first-time loaders/reloaders. As cell loading patterns
are seemingly random, the command poles are quite likely to load before the
objects they work with load, leaving users with a misleading first
impression.
Such a problem wouldn't be acceptable under a city/community environment
where many visitors are likely just touring by the area.

- Com

[View Quote]

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