Importing Windlight Settings as EEP Assets
You can import any windlight XML files as EEP assets using the import function.
Note: You should import Windlights of the same type as the editor you have open (day cycle, sky, or water). Windlight XML files are very sensitive to the directory structure. Files should be laid out as follows: ./windlight/days, ./windlight/skies, ./windlight/water.
- Create or edit an EEP asset matching the type of windlight you wish to import (e.g. create or open a Sky EEP asset to import a windlight fixed sky setting).
- Click the Import button in the top right corner of the Edit floater.
- A file picker window will open. Use this to navigate to the required folder of windlight settings you have saved on your computer.
- Click on the windlight you wish to import to highlight it, then click Open.
- The windlight is imported into the EEP Edit floater.
- You can now edit the imported windlight, if required and then use Save As from the drop-down as the bottom of the edit floater to save it as a new (and modified) asset in your Inventory.
- Or you can use Save As to save it as an EEP asset “as is”.
Note: during the import process, the system will attempt to convert the selected windlight into an EEP asset that as closely as possible reflects the original settings (gamma, haze, sky tints, cloud tints, etc.). However, converting some windlight files may not results in a perfect like-for-like conversion, with the EEP asset created by the import process being potentially darker or lighter than the original windlight or varying in things like horizon haze, etc.
EEP LSL Resources
There are a number of LSL command and functions that can be used with EEP and experiences. for information on these, please use the links below, and also refer to Rider Linden’s forum thread:
Note: llReplaceAgentEnvironment and llSetAgentEnvironment must be used in an experience. The others are unrestricted in their use.