float seed = 5.0; //allows R, G or B to dominate
//Lower seeds even out RGB values and produce more
//desaturated colors. For less saturation keep your
//combined brightener + seed value below 10.0 and try
//experimenting with seed values less than 1.0
float brightener = 5.0; //pushes up luminance value
//Try to keep values for brightener + seed <= 10.0
//A negative brightener (with a seed of 10.0) produces
//darker colors.
string base_texture = "5748decc-f629-461c-9a36-a35a221fe21f";
//replace the UUID with the name or key of the object's
//base texture. The base texture should be a light de-
//saturated texture like a shadow map. If you have a
//detailed "white" version of the texture, even better!
vector RandomColor(float hiValue, float lighten)
{
//The RandomColor function prevents muddy colors you'd
//get from completely randomizing the R, G, and B values
//separately.
//RandomColor allows one color to dominate by giving it
//the full "seed" value and splits the "seed" value bet-
//ween the other two colors. You still end up with more
//"greenish" colors, but at least they're a bit more
//vibrant than the purple and mustard browns you get with
//R, G, and B being purely random.
hiValue = hiValue/10;
lighten = lighten/10;
float x = hiValue; //One lucky color will get the full seed value
float y = llFrand(hiValue); //The next gets a random portion of it
float z = hiValue - y; //The last gets the remaining portion.
list colorMix = [x + lighten, y + lighten, z + lighten];
list cRND = llListRandomize(colorMix,1);
vector nuColor= <llList2Float(cRND,0),llList2Float(cRND,1),llList2Float(cRND,2)>;
return nuColor;
}
default
{
state_entry()
{
llSetTexture(base_texture,ALL_SIDES );
//...or just the side you need it on.
}
on_rez(integer start_param)
{
llSetColor(RandomColor(seed, brightener), ALL_SIDES);
//llSetTimerEvent(14400); //Change color every SL day cycle.
}
touch_start(integer total_number)
{
llSetColor(RandomColor(seed, brightener), ALL_SIDES);
}
timer()
{
llSetColor(RandomColor(seed, brightener), ALL_SIDES);
}
}
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