Fayre Scribe wrote: ↑Fri Jul 05, 2024 10:57 am
So it might be useful to us depending how it works.
I don't know Christine's script of course but mine can do pretty much everything that is possible to do with the llSetLinkPrimitiveParams() function in lsl, prim name, decsription, type, position, size, ortation, texture repeats etc., etc. There's only one mesh only parameter it could do but won't. (I'm not even going to say what it is; it's rather scary and the fact that it even exists should probably be considered a bug.)
I suppose it's easier to list what it can't do:
- It can't upload anything so all textures, maps and meshes have to be uploaded separately.
- It can't create anything. You have to rez and link the right number of prims to give it something to work on.
- Meshes have to be in the right place in the linkset order.
- It can't usually apply textures, specular maps, normal maps and sculpt maps since they will nearly always have different UUIDs on different grids. All the parameters are set but the textures/maps themselves have to be dragged onto the right place manually afterwards. (This could be fixed by using names rather than UUIDs as identifiers but then you'd have to add them all to the inventory of both the source and target linksets so it wouldn't really simplify things very much.)
So for pure prim/sculpt builds XML or OXP exports are probably still the better option. It's only when mesh is involved a script like this is useful.