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pole commands help (Community)
pole commands help // CommunitycienaApr 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. mauzApr 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 cienaApr 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] cienaApr 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 comitApr 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] cienaApr 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 comitApr 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] deltaphcApr 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 syntaxApr 13, 2006, 2:39am
cienaApr 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 comitApr 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] cienaApr 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] veraApr 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] legionApr 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) cienaApr 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 inApr 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 comitApr 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 inApr 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 comitApr 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] |