Maxi Farella
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Posts posted by Maxi Farella
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i tested with your texture, that´s what i added to my last post
I found out what happened
I added the 32. row of squares to the top of my surface-textures and in sl i had to move them horizontally by 1/32.
now they are positioned axactly.
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i use wings 3d. so i must uns 31 rows of faces to get 32x32 wertices.
in other case it cannot be exported as a sculpty.
with your template i found out that i had to move my texture 1/32 horizontal and vertical.
now it fits perfect
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but where is the squares-row, that is not shown on the objekt?
on top, or on bottom?
to add one square-row more to make it 256x256 does not help against the effekt, i wrote above...
it´s still not placed exactly
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i made the surface texture with gimp:
A sculpty has got 32x32 vertices.
At a sphere-based sculpty there are 32 faces horizontally around it and 31 faces from top point to bottom point.
So i made a texture 256 pix whide and 248 pix tall and used a grid to show 32x31 squares a 8x8 pix.
i know, where in the texture all parts of the design must be, if the squares of the grid fit with the faces of the sculpty.
here the surface-texture:
and here a picture of the objekt with wrong placed texture
and here after i moved the texture into the right position.
But now there are numbers wit many digits after the decimal point in the building menu...
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create a box or some shape you like with the building menu and open the contents-sheet of the building menu while your objekt is highlighted.
insert your t-shirt there and a give-inventory-script
maybe this one:
default{ touch_start(integer n) { //Gives inventory-item to whoever touches the object. llGiveInventory(llDetectedKey(0),"name of your t-shirt");
}
} -
Hello
I created a sculpty with Wings 3d.
Than i created a surface-texure for it.
But if i put the surface-testure on the sculpty in sl, it is not positioned exactly...
i must use numbers with many digits after the decimal point for size and position to make it tit exactly on the shape
Why this happens?
Plopp-SL sculptys crumpled what to do?
in Building and Texturing Forum
Posted
Hello
If i create an object with Plopp-SL, it looks very similar like a foil-balloon:
foil.balloons
so i got the idea to make foil-balloons for sl this way.
here are two examples, stil in plopp:
in plopp they look ok, like seen here.
But if I export them and build them up in SL they look very crumpled:
after I rezzed prims and added the sculpt-texture i got this:
then i added the surface-texture, i also got from Plopp and got this:
and than i addad a grid-template-texture to show the sculpty-vertices and got this:
Is there any vey to get better sculpties with plopp?
Maybe a way to export the 3d-shape as a 3d-file, what wings 3d or other 3d-designers can load, and create my sculpt-map there?