AyelaNewLife Posted April 5, 2019 Share Posted April 5, 2019 Disclaimer: I've never actually made anything in mesh myself, I'm just hoping to pick your brains. I bought a multi-piece outfit lately that had mod/copy permissions, and I bought the white version. My plan was to recolour the outfit (because black is pretty neat). And I did, for most of the outfit, without an issue. Edit -> Select Face -> Change colour of the texture from white to black/dark grey. I'm not reinventing the wheel here. For two of the pieces, the changes didn't "stick". I'd recolour them, they would look good, then the moment I took the piece off and reattached it, it had reverted back to it's previous colour. I don't know why, nor do I know how to fix the problem. Even better, the creator specifically requests that customers don't contact her with issues regarding modifying the outfit - it's presented "as is" with no further support. Here's the troubleshooting steps I've tried so far: Check for scrips: no scripts Rez the item on the floor and recolour: same problem Unlink the item: no scripts in any section, and the recolour reverts itself the moment I relink the components Check if anyone else is having the same problem: at least two others do Any idea a) what's going on here, or b) how to fix this? Link to comment Share on other sites More sharing options...
Pamela Galli Posted April 5, 2019 Share Posted April 5, 2019 (edited) How many triangles? Also, there could be overlapping meshes. Edited April 5, 2019 by Pamela Galli Link to comment Share on other sites More sharing options...
AyelaNewLife Posted April 5, 2019 Author Share Posted April 5, 2019 (edited) and for the two troublesome pieces. With the second one (the gloves), I can recolour some faces without an issue. The arm guard and fingers are fine, but the back of the hand covering is the one with the problems. The other piece has problems will every face I've tried. Edit: I just noticed another odd behaviour that might help. With these clothes, if I recolour the problem area first, and then recolour the normal areas (eg the fingers), then the problem area immediately returns to white. Edited April 5, 2019 by AyelaNewLife Link to comment Share on other sites More sharing options...
Kyrah Abattoir Posted April 5, 2019 Share Posted April 5, 2019 It sounds like a broken mesh issue I had in the past. 1 Link to comment Share on other sites More sharing options...
Pamela Galli Posted April 5, 2019 Share Posted April 5, 2019 It sounds similar to what happens when there are too many triangles per material, or when two meshes occupy the same space. Try selecting and tinting the whole object, not faces, and see if tinting persists. 1 Link to comment Share on other sites More sharing options...
Whirly Fizzle Posted April 5, 2019 Share Posted April 5, 2019 How many faces does the viewer build tools say the mesh has? How many faces does this script say the mesh has? default { state_entry() { // Set the hovertext to indicate the number of sides integer numOfSides = llGetNumberOfSides(); llSetText( "I have " + (string)numOfSides + " sides.", <1,1,1>, 1 ); } } If they don't agree, that mesh is broken. 1 Link to comment Share on other sites More sharing options...
AyelaNewLife Posted April 5, 2019 Author Share Posted April 5, 2019 4 hours ago, Pamela Galli said: It sounds similar to what happens when there are too many triangles per material, or when two meshes occupy the same space. Try selecting and tinting the whole object, not faces, and see if tinting persists. Tinting does persist. 1 Link to comment Share on other sites More sharing options...
AyelaNewLife Posted April 5, 2019 Author Share Posted April 5, 2019 4 hours ago, Whirly Fizzle said: How many faces does the viewer build tools say the mesh has? How many faces does this script say the mesh has? default { state_entry() { // Set the hovertext to indicate the number of sides integer numOfSides = llGetNumberOfSides(); llSetText( "I have " + (string)numOfSides + " sides.", <1,1,1>, 1 ); } } If they don't agree, that mesh is broken. I'm not sure how to check how many faces the object has with the build tools; but that script returns an answer of 1, when I can manually count 4 distinct tintable faces. Link to comment Share on other sites More sharing options...
Pamela Galli Posted April 6, 2019 Share Posted April 6, 2019 (edited) The mesh is borked, likely for one of the reasons I described. You might send a link to this thread to the creator of the mesh. Edited April 6, 2019 by Pamela Galli 1 Link to comment Share on other sites More sharing options...
Pamela Galli Posted April 6, 2019 Share Posted April 6, 2019 (edited) Double post. Edited April 6, 2019 by Pamela Galli Link to comment Share on other sites More sharing options...
Da5id Weatherwax Posted April 7, 2019 Share Posted April 7, 2019 I've seen this on some meshes I've uploaded, where the model in blender has N materials, it uploads as having N faces but when you try and select them and texture them individually some of them appear to be weirdly crosslinked. It's happened rarely enough to me that I havent been able to reproduce the error reliably - or I'd have posted something about it somewhere by now, possibly even filed a JIRA if it looked like an import bug - but when it does it has proved impossible to fix apart from completely trashing it, going back to blender and recreating from scratch. Link to comment Share on other sites More sharing options...
Whirly Fizzle Posted April 7, 2019 Share Posted April 7, 2019 If you can pass me the mesh inworld I'll have a look at it. I'll need it modifiable. No transfer is fine. Copyable if possible please. Link to comment Share on other sites More sharing options...
BiroIsHere Posted April 27, 2019 Share Posted April 27, 2019 On 4/7/2019 at 2:40 PM, Da5id Weatherwax said: I've seen this on some meshes I've uploaded, where the model in blender has N materials, it uploads as having N faces but when you try and select them and texture them individually some of them appear to be weirdly crosslinked. It's happened rarely enough to me that I havent been able to reproduce the error reliably - or I'd have posted something about it somewhere by now, possibly even filed a JIRA if it looked like an import bug - but when it does it has proved impossible to fix apart from completely trashing it, going back to blender and recreating from scratch. Yeah Ngons can cause mass of glitches. maybe try use triangulate modifier in blender? Or try find in edit mode if is there some face what have more than 4 verts. Link to comment Share on other sites More sharing options...
Da5id Weatherwax Posted April 27, 2019 Share Posted April 27, 2019 3 hours ago, BiroIsHere said: Yeah Ngons can cause mass of glitches. maybe try use triangulate modifier in blender? Or try find in edit mode if is there some face what have more than 4 verts. I think you misread. ngons were never involved. in my post n was the models material count, not the number of sides of a poly, which the uploader *should* convert to independently texturable "faces" without trouble so long as 1<=n<=8 - but very rarely this glitches out and cross-links them so that you texture one and it nails some aspects of another - when that happens there seems to be nothing wrong with the model in Blender, so can;t find anything to "fix" to make the problem go away apart from trashing it and starting over. Link to comment Share on other sites More sharing options...
BiroIsHere Posted April 27, 2019 Share Posted April 27, 2019 29 minutes ago, Da5id Weatherwax said: I think you misread. ngons were never involved. in my post n was the models material count, not the number of sides of a poly, which the uploader *should* convert to independently texturable "faces" without trouble so long as 1<=n<=8 - but very rarely this glitches out and cross-links them so that you texture one and it nails some aspects of another - when that happens there seems to be nothing wrong with the model in Blender, so can;t find anything to "fix" to make the problem go away apart from trashing it and starting over. Right, i did. Well idk then Link to comment Share on other sites More sharing options...
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