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AimlessDrifter

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Everything posted by AimlessDrifter

  1. Syn Thanks for your kind reply and advice. I am learning slowly. Based on your advice and others I'll be moving away from using FB unless the prim is a light source such as a lamp or sign. Further research revelaed a few very informative threads on the matter. Thanks Again. http://forums-archive.secondlife.com/8/80/315991/1.html http://www.sluniverse.com/php/vb/general-sl-discussion/75367-whats-all-fullbright-haterrrzz.html http://community.secondlife.com/t5/Building-and-Texturing-Forum/Baking-shadow-in-normal-prims/td-p/1188061
  2. Fullbright in Windowless Skyboxes, Yes or No? I've serached it and read a few threads, but none form a consensus. Besides, I want my own ;) I know the majority of builders cringe when they see full bright. But to my mind's eye, and my sense of reasoning it only makes sense in a windowless skybox. It allows me to control the shade and color of the build, so that all visitors see the same thing. What I intended them to see, when I created the build. It also helps me to match one prim texture into the next, as intended. It is a box after all. Why would there be sunlight or shadows inside it? Tell me why I am wrong, or right. I think it looks beter, but feel like doing it is SL blaphemy. What's your take? Yes or no, & why? I'm talking skyboxes only here folks. Thanks in advance for all your input! Aimes
  3. I have been trying to build grass. I have a particular PNG texture I am very fond of, but it has an unappealing shadow (sort of like the halo that is commonly seen on tree prims). I found a bit of dirt on the transparent part of the texture and cleaned that up in Gimp. I have also tried to lighten the top of the blades of grass, with no improvement. In fact it appeared to get worse after after I cleaned up the transparent background! I am completely confounded, and was hoping maybe someone has experienced this before, or has some suggestions on what to do to get rid of this shadow effect. It's hard to explain, so I have attached a screenshot. The shadow I'm speaking of is on the far side of the grass prim at the top. Thanks in advance for any and all input. .
  4. This did the trick. Idid not have any synister motives here. I just wanted to blend a sand texture to a grass texture to make a seamless transition on my land. Not planning to share or distribute them in any way. Thanks so much for your help!
  5. I know how to iport and export textures. At least I thought so :( When I open a Linden default Texture from my Library, there is no option to save it as a TGA. I have found the related UUID, but I don't know what to do with that. Shouldn't these Default Library textures be saveable? Thanks in advance for any suggestions or tips?
  6. Interesting, I guess it's not my faullt after all! I am using 4 different Textures, sliced from a very wide single hi res image. I found that trying to wrap one texture that far around a hollowed prim was causing a pretty severe degradation in the quality of the otherwise high resoloution image. And yes, I found that occasionally, if I swapped they link order around enough, I could get it to link without the gap. But it seemed hit and miss, no rhyme nor reason as far as I could tell. I tried linking the zero rotated first, then the 90, then the 180, then 270. Visa Versa, crossways, etc, and found no clear pattern. Sometimes I just got lucky and it worked, But I build like this alot, and its a hassle I wish I didn't have to deal with. By the way Drongle, I can't thank you wnough for taking the time to recreate the prims and try it out. Much appreciated. As will be any more suggestions or input. Thanks Jack
  7. New builder here. Thanks in advance for any help. The simple question is, why are my perfectly textured prims showing gap after I link them, then the Gap dissapears after I ublink them. This is not a texture seam, it is a prim gap. More info follows if needed. ---------------------------------- My Viewer is Firestorm V 4.3.1.31155 I am creating a build based largely on cylinders. I am building by numbers. After positioning the prims, I apply the textures and they are perfect. After linking the Prims I am encountering a noticeable gap between 2 of the 4 linked Prims (1 gap). Unlinking eliminates the gap. Stats The floor and ceiling ar 32x32x0.1. They are not the problem, the walls are. The walls are four (4) Cylinders hollowed completely, then shaped as follows... Size X=32 Y=32 Z=16 Holllow is 95% Path Cut B=0.0 E=.25 The 4 Prims are centered at X=128 & Y=128 on my land Prims are the same altitude The Z Rotation of the 4 prims is 0. 90. 180. & 270 Degrees respectively. X & Y Rotation are Zero The textures & Prims are perfect, but when I link the prims I am getting a significant gap between 2 of the 4 prims. When I unlink the prims the Gap dissapears. I did serach the forum and found a few posts in 2008, but nothing recent. At least I found nothing. ---------------------------------- Thanks in advance for any assistance
  8. It seems I don't know how to combine the two scripts. I tried, but I think that's a bit beyond my skills or lack thereof
  9. Thank you both very much. I made the underlying tile floor .1 thick, and the above transparent prim .01 and it seems to have solved the problem. I guess the top prim was burried in the bottom prim dostorting the texture. (Nebie mistake on my part) I am experimenting with the animation (rotate) scripts in an effort to make the texture flow like a liquid as it rotates. Any additional suggestions are much appreciated. Thanks!
  10. Thank you kindly Rolig & Innula for your advice. Innula, thanks for the scripts. I did try them with no change in the issue. I'll play with them more later. I may have left something out. I thought this less important, but it appears related. I have the aforementioned prim set at a transparency of about 60% so that the tile floor prim below shows through the transparent textured prim. The desired effect is to have a a floating flamed texture rotating on a stationary floor below it. Sometimes it seems that if I raise the elevation of the top prim well above the tile floor below it solves the problem. I would just raise the aforementioned prim well above the tile floor below, but doing so creates a shadow\seam where the two floor prims meet the wall. I started with both prims .1 meters thick, and have tried different thicknesses up to .5 to no benifit. Rolig, it did not even dawn on me that the llSetTextureAnim was a touch script, as it does nothing when I touch the prim with just that script. Is there a script that is not a touch script that will rotate the texture\prim? I'm sorry if this is newbie stuff, but I am... well a newbie
  11. I'm a newbie here on SL, so I hope this is posted in the right place. I know nothing of scripting, other than changing a value here & there. I am using a standard llSetTextureAnim to rotate a bright flamed texture on a flat cylinder (think round dance floor). The texture often flashes from it's designated brightness to a very dull color. Is this an Inworld issue or is it a limitation of this simple free script? I also have a simple texture changer script in the prim, as well as the llSetTextureAnim script. Any and all help is much appreciated. The scripts follow. integer textureIsBeingAnimated; default { touch_start(integer num_detected) { if (textureIsBeingAnimated) llSetTextureAnim(ANIM_ON | LOOP, ALL_SIDES, 1, 5, 0.0, 0.0, 1.0); else llSetTextureAnim(ANIM_ON | SMOOTH, ALL_SIDES, 1, 5, 5.0, 1.0, 1.0); // toggle back and forth between TRUE (1) and FALSE (0) textureIsBeingAnimated = !textureIsBeingAnimated; } //Drop this script into an object with up to 22 textures inside. //When anyone Touches they will get a menu with all the textures available. Button names in menu will be first 10 characters from that item's name. //NOTE: Texture Names may not exceed 24 characters or script error and menu fails. integer side = ALL_SIDES; //ALL_SIDES or any face number 0 through 5 list texture_list; list texture_list2; key user = NULL_KEY; composelist() { integer currenttexture = 0; integer totaltextures = llGetInventoryNumber(INVENTORY_TEXTURE); if(totaltextures > 0 & totaltextures <= 12) { texture_list = []; do { texture_list = texture_list + llGetInventoryName(INVENTORY_TEXTURE, currenttexture); currenttexture++; } while (currenttexture > 0 & currenttexture < totaltextures); } if(totaltextures > 12 & totaltextures <= 22) { texture_list = ["Next Page"]; do { texture_list = texture_list + llGetInventoryName(INVENTORY_TEXTURE, currenttexture); currenttexture++; } while (currenttexture > 0 & currenttexture < 11); texture_list2 = ["Last Page"]; do { texture_list2 = texture_list2 + llGetInventoryName(INVENTORY_TEXTURE, currenttexture); currenttexture++; } while (currenttexture >= 11 & currenttexture < totaltextures); } if(totaltextures > 22) { llWhisper(0, "You may only have a maximimum of 22 Textures. Please remove any extra ones."); } if(totaltextures == 0) { llWhisper(0, "Please add up to 22 Textures inside this object."); } } //The Menu integer menu_handler; integer menu_channel; menu(key user,string title,list texture_list) { menu_channel = (integer)(llFrand(99999.0) * -1); //random channel menu_handler = llListen(menu_channel,"","",""); llDialog(user,title,texture_list,menu_channel); llSetTimerEvent(30.0); //menu channel open for 30 seconds } default { state_entry() { composelist(); //make list from inventory textures } touch_start(integer total_number) { user = llDetectedKey(0); menu(user,"\n\nPlease select one below.",texture_list); } listen(integer channel,string name,key id,string message) { if (channel == menu_channel) { llSetTimerEvent(0.0); llListenRemove(menu_handler); if(message == "Next Page") { menu(user,"\n\nPlease select one below.",texture_list2); } else if(message == "Last Page") { menu(user,"\n\nPlease select one below.",texture_list); } else { llSetTexture(message, side); } } } timer() //Close the Menu Listen or we'll get laggy { llSetTimerEvent(0.0); llListenRemove(menu_handler); } changed(integer change) { if (change & CHANGED_INVENTORY) //inventory has changed { llSleep(0.5); composelist(); //rebuild the list } } }
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