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    Genetics
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                03 Feb 2020 10:06         -  19 Mar 2020 19:24        #45
        por Admin
    
    
    
            
            
            
            
                                
    
                                                
    
        Genetics! Publicado por Admin            
    
        It's possible, with a bit of surgery,  to have variations of animal skin colour/texture each time an animal is born.   Animals have three possible genes of value 1,2 or 3.  When they mate the genes are used to show a particular texture for the prims that are skin i.e. the new animal gets a texture based on the addition of the parent genes.
The following is an example for a Dolphin:
Take out of the Animal Rezzer box/HUD the SF Dolphin object. This should not contain the animal script and should contain the setpin script.
[/b]Modify the an_config notecard in the Dolphin to add:
(for other animals, use the prim numbers for the parts that have skin - separate with commas if more than one prim  e.g  SKINABLE_PRIMS=3,4,7)
Put different variations of the animal skin texture inside the Dolphin, they should be called goat1 goat2 goat3 goat12 goat13 goat23 (it's always goat, no matter what the animal! If you don't supply all textures then if the gene combination selects a texture that isn't present, the animal will just have the default texture.) Change the texture of the dolphin to one of your new designs.
Now take into inventory the updated Dolphin object you just created. You can then replace the old SF Dolphin in the animal rezzer box/HUD with this updated version.
Now you should have a new SF Dolphin that will give birth to randomly selected designs.
    The following is an example for a Dolphin:
Take out of the Animal Rezzer box/HUD the SF Dolphin object. This should not contain the animal script and should contain the setpin script.
[/b]Modify the an_config notecard in the Dolphin to add:
Code:
HASGENES=1
SKINABLE_PRIMS=2
Put different variations of the animal skin texture inside the Dolphin, they should be called goat1 goat2 goat3 goat12 goat13 goat23 (it's always goat, no matter what the animal! If you don't supply all textures then if the gene combination selects a texture that isn't present, the animal will just have the default texture.) Change the texture of the dolphin to one of your new designs.
Now take into inventory the updated Dolphin object you just created. You can then replace the old SF Dolphin in the animal rezzer box/HUD with this updated version.
Now you should have a new SF Dolphin that will give birth to randomly selected designs.
        Última Edición: 19 Mar 2020 19:24  por Admin.            
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                31 Mar 2020 18:01         -  23 Oct 2020 17:04        #103
        por Admin
    
    
    
            
            
            
            
                                
    
                                                
    
        Respuesta de Admin sobre el tema Genetics            
    
        As of version 4.0 animals there is an additional way to have different skins on new born animals.  The current way only works if every skin-able prim on the animal has the same texture, this additional way allows for animals with different textures on the skin-able prims.
The principle is much the same as before, but with some additional steps:
Store textures as before but with the added -Bodypart, so as an example, for the horse we have
In the an_config notecard as well as setting HASGENES=1 as before, we also need to add a new entry of MULTI_SKIN=1
Next add in the information about which link number relates to which body part, so for our horse it would be
That is, link 13 will get the texture goat1-BLeg (or goat2-BLeg etc), link 14 will also get the same texture, link 3 and 4 will get the texture goat1-FLeg and so on.
The rest is as explained in part 1. One extra point to note is that although you can specify different textures for different prims, it will be applies to all surfaces on that prim.
    The principle is much the same as before, but with some additional steps:
Store textures as before but with the added -Bodypart, so as an example, for the horse we have
Code:
goat1-Tail
goat1-BLeg
goat1-FLeg
goat1-Torso
goat1-Mane
goat1-Neck
goat1-Face
goat1-Ear
goat2-Tail
goat2-BLeg
goat2-FLeg
goat2-Torso
goat2-Mane
goat2-Neck
goat2-Face
goat2-Ear
              ...etc
In the an_config notecard as well as setting HASGENES=1 as before, we also need to add a new entry of MULTI_SKIN=1
Next add in the information about which link number relates to which body part, so for our horse it would be
Code:
SKINABLE_PRIMS=13,BLeg,14,BLeg,3,FLeg,4,FLeg,12,Torso,6,Mane,5,Neck,7,Face,10,Ear,11,Ear
That is, link 13 will get the texture goat1-BLeg (or goat2-BLeg etc), link 14 will also get the same texture, link 3 and 4 will get the texture goat1-FLeg and so on.
The rest is as explained in part 1. One extra point to note is that although you can specify different textures for different prims, it will be applies to all surfaces on that prim.
        Última Edición: 23 Oct 2020 17:04  por Admin.            
    
        El siguiente usuario dijo gracias: Zoey Cutey     
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