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Kobalt Bigbear

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  1. Wow, thank you Chosen, that was very informative. I think I just did a very very poor job at explaining my idea. I'll take a day or two to plot out my thoughts a little better, and post them later.
  2. Cool, I didn't even know about the Steam intergration. That'll be interesting, thank you. Anywho, my thought was: and I will be the first to state I know very very very little about meshes and sculptures, and how the inworld builders works. But from my ignorant beliefs I just thought maybe.... If sculpties and meshes are essentially made of little tiny triangles. And the inworld script producing one has to send information to an external source to translate the information into either a .dae file or a sculpt map. Then couldn't the same priciple be used to send the current color. Meaning if it's sending information that essentially says "triangle one is like this, triangle two like this, and triangle three is like this" couldn't it also send information that says "traingle one is red, traingle two is blue, triangle three is blue too".. and generate a texture(map) instead of a sculpt map? That was just my ignorant theory, I guess.
  3. Ok, so with the advent of inworld programs like Mesh Studio and Prim Generator (that allow you to create meshes or sculpties out of prims, inworld), I wonder why no one has created a program that will allow you to create a texture for your mesh/sculpties inworld aswell. I do realize creating a direct texture from prims textured inworld could amount to theiving. However, what about a program that allowed you to color the surfaces of individual white prims, then export an overall texture of those colored surfaces to use as a guide? ...Or is that just not possible? Just curious, Kobalt Bigbear
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