LEDBOARD FB3 | Sansar Store
LEDBOARD FB3

LEDBOARD FB3

FREE

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1 primitive shape (cube)
1.4mb tex
<1mb geom
1 script
0 repetitive PostScriptEvents

What's new: Upgraded to utilize about 99% fewer PostScript events than all previous versions, the entire device is now only 1 script & now utilizes Flipbook API for increased efficiency and super-low latency, instead of the old way which was using TypeMeshes. Font can technically be swapped out via means of texture now too, contact me directly for customized builds.


What is this item? Let us start by saying this is a complex item that can be configured to tie into many different things. It is an LED BOARD, and just like one in RL it can do a lot of different things and be set up in different ways. If you need help setting this item up and/or a custom script for it I can help you but please contact me before purchasing it so we can discuss if the idea is doable or not. By default it is usable for music events, displaying info, etc but extremely custom use cases might require us to make an addon script for it.

This "media screen" sort of emulates what we call an LED BOARD in RL but within Sansar worlds. It is a display screen that can hold 6 lines of color&emissive intensity coded text and each one of those lines can be changed on the fly with chat commands (w/ owner only ability).. it also can be changed on the fly with your custom c# or simple scripts, can display text/symbols from realtime sources and each line can be auto & manually switched and each line can be scrolled. One line will be displayed at a time.

Some might like to make this object go in front of or underneath their "DJ Console" for performances, some might use it as part of the backboard on an arcade-style game, it might be useful as an animated advertisement display for business-related sims. This screen supports something similar to ANSI text color-coding it allows you to control the color of every character in all the strings you program it to display. This version has 6 message buffers, aka "lines", holding up to 255 characters each;

To make a character a color other than white, put an upside-down question mark in front of it (ALT+0191) and then a single-digit number that corresponds to the following color codes. You can optionally specify each character's Emissive Intensity value with a second escape code (after color code, before character) using an upside-down exclamation mark (ALT+173) followed by 0 thru 9, ex: ¿1¡5A would create a RED "A" character with an intensity level set to 5.
0 - WHITE 255,255,255
1 - RED 255,0,0
2 - ORANGE 255,128,0
3 - YELLOW 255,255,0
4 - GREEN 0,255,0
5 - BLUE 0,0,255
6 - PURPLE 138,43,226
7 - CYAN 0,255,255
8 - PINK 255,20,147
9 - LIGHTGREEN 74,255,115
Example: ¿0¡5░¿1¡5▒¿2¡5▓¿3¡5█

Within the controller object script, you set 6 possible lines of text to display by default in scene-edit and these 6 possible lines can be altered on the fly in the world by using chat commands. When you change one of the 3 lines via chat command, it will change the screen to show that textline automatically once submitted. The command names are based on whatever you have set for the SCOREBOARDID name on the controller and the digit scripts. Examples for using the default SCOREBOARDID value of 'LEDBOARD1' as the board name (set on the controller AND each digit!):

To set specific line #'s contents at runtime via chat command, on a board named 'LEDBOARD1':
/LEDBOARD1_text1 THIS IS A TEST
/LEDBOARD1_text2 ¿1F¿1R¿1E¿1E¿4L¿4I¿4G¿4H¿4T ¿5L¿5A¿5B¿5S
/LEDBOARD1_text3 ¿1▒RED ¿4▒GREEN ¿5▒BLUE
/LEDBOARD1_text4 ...
/LEDBOARD1_text5 ..
/LEDBOARD1_text6 .etc

to toggle scrolling per line:
/LEDBOARD1_scroll1
/LEDBOARD1_scroll2
/LEDBOARD1_scroll3
/LEDBOARD1_scroll4
/LEDBOARD1_scroll5
/LEDBOARD1_scroll6

To reset line buffers 1 thru 6 back to what they were when the scene started to use this command:
/LEDBOARD1_reset

This toggles on/off the auto-switching of screens:
/LEDBOARD1_autoswitch

If you dont have autoswitch enabled, you might want to toggle your lines (aka different screens) manually thru chat, use these commands:
ex:
/ledboard_showline1_LEDBOARD1
/ledboard_showline2_LEDBOARD1
/ledboard_showline3_LEDBOARD1
/ledboard_showline4_LEDBOARD1
/ledboard_showline5_LEDBOARD1
/ledboard_showline6_LEDBOARD1

If you don't want other people to be able to change lines on your LEDboard via chat at runtime, make sure Owner Only is set to ON on the controller (it already is by default)

Overloading the board. Well, it is possible. But usually if one of the boards is acting strange it is because you have more than one controller pointing to the same group OR one of your FLANSI strings is not quite right, etc.

If you use more than one of these devices in a world/scene, each device must have a unique GROUP value on the script otherwise the boards will all respond to the same events and/or act weird/conflict with each other.

Supported Characters: 0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ!@#$%^&*()[];:',./?|-_=+~©®░▒▓█▲▼◄♠♣♥♦♪♫♯☽☾ ֎⸙☼⸪ꝎΩ№⁑

NOTE: The three characters ♯☽☾, don't show up as sharp and 2 different half-moon symbols, but rather a Sansar like Diamond thingy, Smiley Face & the Sansar Logo; ⸪ is an alien icon. Everything else is pretty much the same as the actual character.

This item has been highly optimized. It will only use exactly what it needs for the characters on the screen during each frame and recycles what is no longer needed. Prim/draw call usage depends on the buffer length, size, scroll, speed, etc of the current line/screen, but it should quite a ton better this updated version

Item name
fls_ledboard_fb3
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