Complete Platinum Pack Version 1.0
This version contains
17 Stand alone Hallway Module pieces and doors ranging from 9 to 20 LI each due to high detail and link sets.
Single end cap with door 6LI
Double Door end cap 4LI
Single Blank wall with wood caps 1LI
Stand alone scripted door
Stand alone scripted door for connecting rooms without a corridor
One Meeting Room
One Captains Office
Extra Room Kit (Custom Room creator for more advanced users)
Props and furniture include:
Meeting Room Table
Chess Pawn Piece for Captains desk
Orville office Desk
Orville Ship Ornament
Books for Shelves
Office computer terminal (scripted for light, alerts and comms)
Orville Badges (Medical, Engineer, Captain, Security)
Orville Office Matter Synthesizer Unit
To get started, drag out your chosen modular in the folders named either Hallways or Rooms, its best to start with two modules at a time but if you wish and are feeling full pro you can rez them all out at once.
We recommend having at least 250 Prims available on your parcel for a complete set and 350 with furniture.
Warning do not link the modules together this will cause lighting and door to not function correctly!
To align each piece together our system uses a unique colour coded and symbol based snapper button found on the top side of the hallways and rooms, some pieces have more than one snapper, for instance the T Junction and four ways. see example below.
How they work!
So say you have The Office and you want to snap a hallway with a door to the office, you would click a snapper and set the office to master, then click the snapper on the hallway and set that to slave, once you have done this the popup option for connect is shown, confirm this and the chosen piece will snap align.
Master– When chosen the piece will stay put and act as the magnet for the next piece
Slave – When chosen this will cause the piece to move and snap to the chosen master
Connect – This pops up after the master and slave are chosen to confirm the snap
Tips for snapping
Make sure when snapping hallways that two beams are not snapped side by side, this will cause connection problems.
Use the colour codes and + – symbols to help you avoid units being snapped back to front.
When Locked the keypad will turn red and the doors will not open until unlock is selected.
Group will enable anyone in your group to operate the keypads this can also be deactivated.
Auto Close, this allows the doors to close behind you after 10 seconds when activated.
Comms – This will allow the user to type and send a message to all com users in the region.
Ships Computer terminal
Red Alert – Can also be triggered in power off mode
Yellow alert – Stand alone non flashing light
Alert off – Reverts systems back to Blue lighting
Lights on/off – Powers down and shuts off the module lighting
Power on/off – Powers on and off the computer terminal
Ships comms – Type in a message and send to all crew members owning a Vortech Orville Com device.
Office Matter Synthesizer Unit
On occasion if you add something to your room by linking it the top button script will need resetting to confirm its new position, to do this simple right click the panel, edit contents and choose reset.
For the matter synthesizers complete guide please check out our Manuals tab on this website, for full setup instructions.
Props layout guide
Ok so this is just for the fans who want their props in the same place as the show, here is a couple of reference photos to give you an idea of where to place them.
Setting Custom lighting colours
We recommend changing this if you are confident with some basic code knowledge.
Inside each module you will find a notecard called config, this has the colour settings for the lighting and point light, to change each line for example the red alert, yellow or blue you will need to replace the colour vector lines.
For example here RedAlertColor=<1.000, 0.180, 0.180>;
Information about vector colours can be found on the linden scripting library. http://wiki.secondlife.com/wiki/Category:LSL_Color
EXTRA ROOM KIT (For More advanced builders, you will need some experience in building and some small code knowledge for this step.
All custom rooms will have to be lined up manually to your corridors since we can not use auto snaps for those.
Please note when creating a room to keep in mind the size and height of the walls you create in order for them to line up with the corridors if you are going to link them. For the shape of the wall you will need to rez a cube and shape the room in world or mesh if you wish, once you have the room shape you desire add the panels provided and resize if needed, include the windows and pillars, doors to finish. (You can use what ever custom designs you want if you don’t wish to go canon).
The triangle shaped bamboo panels are used for the areas close to the windows to avoid the panels bleeding through to the outside. (Note use the side with the highest resolution bamboo for best results.)
The custom pieces such as the windows and ceiling have lighting control scripts and custom control notecards pre-loaded.
If you wish to make you own custom prims that require lighting here is the setup stages in full detail.
Orville Lighting Control
The lighting in the Orville project is completely controlled by information in object links and a notecard. A lighting script in each object, will combine the information in the notecard and the information that it recognizes in link descriptions, to create the lighting effects. You can modify these as you like. But, be sure to make backup copies in case something doesn’t work.
All colors are defined using a vector formatted for an LSL script. You can easily grab one of these colors from an existing object that you have permissions to, by editing an object, selecting the desired face, going to the Texture tab, mouse click on Color, then use the Copy LSL button near the bottom centre of the floating box that appears.
There’s a notecard in each linkset. If you want to change the notecard and have the changes reflected across the build, you could change the notecard in one place, then copy it to all of the linkset objects. The objects should detect the notecard change and the script will rescan the linkset.
Currently, the notecard has three different instructions. RedAlertColor, YellowAlertColor, and Label. The red and yellow alert colors, are of course, colors used for those functions. These will override some of the existing lighting instructions during those events.
The Label instruction allows a color to be defined for codes found in the link descriptions. You can code colors directly into the descriptions in place of these labels, but there’s a 127 character limit for link description data and some of the instructions will overflow that limit if the color vectors are used as opposed to these label definitions. Also, since the colors are used on multiple parts of a linkset, altering the colors can be easier in this notecard as opposed to finding all of the coding descriptions in the linkset.
Looking at the notecard, you’ll see that the notecard has some comments that give some help in identifying were colors are used at. A comment in the notecard is “//” at the beginning of the line.
Changing anything in the notecard, changes things for the whole object linkset.
The lighting language is what is used in the link descriptions to tell the lighting control script how to light the faces of the link. Note that in LSL documentation, you’ll see faces and sides used interchangeably. Below are the currently used 8 types of lighting descriptions.
The light1, light2, and light3 instructions, have the same format and define the faces (sides), color, alpha, fullbright, and glow settings for both on and off.
The emsk1 instruction is very similar to the light1, 2 and 3 instruction, except that it adds a setting for the control of emmissive mask or the PRIM_ALPHA_MODE setting.
The plight1 and plight2 instructions, include the same settings as light1, 2 and 3, except that it adds the ability to control point lighting. Scripts can’t directly control projector light definitions. But, if you’ve made projector light definitions on something that has these point lighting control instructions, the projectors will go off and on with the point lights.
The point1 and point2 instructions only define point light settings, but leave normal prim lights, those defined by light1, light2 and light3, alone.
Every lighting instruction has a sidelist as the second setting. This can be a single integer defining the face, such as 0, 1, 2, etc. or a list defining multiple faces, such as [0, 1, 2]. It can also be a -1 which means all faces. Note that point0 and point1 instructions have a 0 in this spot. Face/side definitions have no meaning for point lights, so those fields are ignored by the script for those two instructions.
If you edit these instructions, be very careful as the script often can’t tell you about an error, but just has to ignore it or interpret it incorrectly. Note that each option on the line is separated by a semicolon. In some fonts these are hard to distinguish from just a comma. Commas will be used inside color vectors or side lists, but that’s the only place a comma would appear.
Lighting Language Field Definitions
sideList As already described above, this is the list of faces or sides that the definitions apply to. If you only need one face, you can just use a single integer such a 0, 1, 2, etc. If you want to define the instructions for multiple faces, put them in LSL list format, such as [0, 1, 2]. Or, if you want to control all faces, use -1.
LSL color definition for the on state. This may also be a color label defined in the notecard.
onAlpha Transparency value for the face/faces for the on state. 0.0 is fully transparent, 1.0 is fully visible.
onFB Fullbright value for the on state. 1 is fullbright on and 0 is fullbright off.
onGlow Glow value for the on state. 0.0 to 1.0.
<onPointColor LSL color point light color definition for the on state. This may also be a color label defined in the notecard.
onPoint Point light setting for the on state. 0 is on and 1 is off.
onInt Point light intensity for the on state. 0.0 to 1.0.
onRad Point light radius for the on state. 0.0 to 20.0.
onFall Point light falloff for the on state. 0.0 to 2.0.
onAlphaMode Alpha mode setting for the on state. This is an integer value that is used for our emmissive mask support. So, a 0 will set it to no emmissive mask and a 3 will turn emmissive mask on. These values come from the LSL constant definitions for PRIM_ALPHA_MODE.
LSL color definition for the off state. This may also be a color label defined in the notecard.
offAlpha Transparency value for the face/faces for the off state. 0.0 is fully transparent, 1.0 is fully visible.
offFB Fullbright value for the off state. 1 is fullbright on and 0 is fullbright off.
offGlow Glow value for the off state. 0.0 to 1.0.
LSL color point light color definition for the off state. This may also be a color label defined in the notecard.
offPoint Point light setting for the off state. 0 is on and 1 is off.
offInt Point light intensity for the off state. 0.0 to 1.0.
offRad Point light radius for the off state. 0.0 to 20.0.
offFall Point light falloff for the on state. 0.0 to 2.0.
offAlphaMode Alpha mode setting for the off state. This is an integer value that is used for our emmissive mask support. So, a 0 will set it to no emmissive mask and a 3 will turn emmissive mask on. These values come from the LSL constant definitions for PRIM_ALPHA_MODE.
There are some differences in how the script handles similar lighting instructions. The differences are largely regarding how red and yellow alerts are handled.
The light1, plight1 and point1 lighting instructions, all have their lights overridden by the alert functions while the others do not. So, lighting controlled by these instructions will go to the red or yellow color definitions during red or yellow alerts.
The light3 definition has an even more special alert handling function. If and only if the ships lights are off, light3 will participate in the red and yellow alert overrides. In other words, light3 definitions will turn on as red or yellow during the alert, only if the ships lights are off. If the ships lights are on, they do not change for the alerts.
There is a case where we want to light two different faces/sides of a link different ways. As long as everything fits in the 127 character limit of the description, this is possible by coding two lighting instructions in one description and separate them with a ‘/’. In the example below, you’ll see a light3 instruction for side 0 and an emsk1 instruction for side 1.
SL Has a BUG
Hard to believe huh? Well, it does. Actually, it has lots of bugs. But, there’s one that impacts our lighting. For point lights, the lighting set by scripts ends up being a paler color than it should be. If you manually place the color on the prim point light definition using the edit window, it’s fine. But, the moment a script tries to do it, it’s not exactly the right color.
Here’s a link to the bug report.
According to the bug description, it may be an issue with the EEP support in the new viewers. It’s hard to tell. After the bug is fixed, if it’s fixed, the red, yellow, and blue point lighting we use, will be a little deeper color.
In this kit are two pre-coded badges that allow you to control various aspects of the Orville lighting and alerts.
If you wish to convert your own badge designs into Command or Security badges follow this simple step.
1: In this pack you will notice the The “sock” object, this will set the authority of the badge. currently this is named “Command or Security”, Change name of your chosen custom badge to either Command or Security. (You can find this under the General tab in edit and under the part that says name. The Sock must be placed inside your badge with the custom lighting Script.
2: Next to communicate with the captains computer V2, the badge needs this in the description section under edit/General tab.
Copy This line and paste in —-> CompCntl=1;