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Found 115 results

  1. I bought an expensive mesh avatar. The default skin is too light for the head. I right click on the avatar, the complete avatar is automatically selected(full avatar no upper or lower body section) i then go to edit to apply a darker texture. I pick the upper body texture and the upper body looks good. The lower body looks messed up(various tones of color). When I select the lower body texture it messes up the texture of the entire avatar. I think they are being stretched. Ultimately the issue is that I can not apply both textures at the same time. How do I do that or how can I fix my problem?
  2. Hello! I am looking for a .psd texture file for the Default body. Preferable one with already included basic (or good ) shadows so I can have some kind of base to start from to add my own shadows and textures. Any help will be deeply appreciated ♥ Thanks
  3. I have a texture question. Mesh is my own, created in blender. Texture is NOT created in blender. Texture is just a simple 512*512 jpeg uploaded to SL separately and repeated as needed on object in world. When viewed with just atmospheric shaders (midday) it burns out on the top surface as shown in this pic. (With advanced lighting switched on model/texture looks fine.) OK I get that is just the way the server is showing the model with only atmospheric shaders with sun overhead at midday. My question is, is there any trick or workaround I can do to prepare the texture for upload to prevent this, or possibly something in the SL build edit window to tick? Not everyone has a nice new computer with all options on, and I like to create my items so they look good on all settings. This only seems to happen with light colored textures, my dark ones all seem fine on this setting. Additionally this is to be used on a bed under a canopy and indoors, so the sun burn out looks out of place. I'm guessing it just is what it is, but thought I'd give it an ask anyway. Thanks
  4. Hi I have written asking about this mystery a couple of times before but no one seems to have any idea, which I find difficult to believe, so I'm trying again with a fresh example. There is a particular technique of animating a mesh object that I am seeing that utterly baffles me and I wonder if any smart mesh coder out there can point the way for me? Now one method I'm familair with is by combining many models together, each with a slightly moved posture, linking them all together into one multi-limbed monstrosity, then using LSL to switch them all invisible but one, then cycle through which one is visible to create the desired effect. You have one new model for each 'frame' of the finished animation. Now I understand that and that is NOT the technique I'm asking about. The mystery technique operates on a single mesh object (no linked parts) that reports only 2 faces. An actual example: I recently bought a shark that has 4 tail swim positions. I have seen things with about 10 positions but lets keep this simple as an example. When working, the shark switches tail positions to create the illusion of wagging it's tail left and right. As there are only 4 positions in this example, the illusion is a little jerky, but it's the 'how'? of it I want to ask about. This shark is one object - not four. It's not one torso with four tails either. It's the Shiva of sharks - all one body with several tail fins. So - switching one body visible and the rest 'off' isn't possible here. Clicking on the various tails as I have to get their face number doesn't solve it either, as at least three of the tails have the exact same face number. I have seen other cretaures that have many more than 4 positions, and these too are all one model with a similar paucity of faces, so - it's NOT about addressing different faces and telling different faces to switch on and off either. So summary - we have a multi-phase animated creature with more 3D new positions than there are objects - or faces - in it's composition. How on earth can I start to accomplish something like that myself? Only if you actually know please! Regards Frankie.
  5. Hello! please help with scripts! i need to turn the texture changer scripts(sender/receiver) into material texture changer. it uses uuids. There are two scripts. for primmy hud with 3 buttons. I have already posted this request in the job section, but just in case, here too. I understand scripts quite a bit. maybe just tell me what needs to be done, if not difficult.
  6. SOLVED! Hello! Scripter wanted! Need to modify texture changer (uuids) hud/reciever scripts to materials texture changer hud/reciever. I have two scripts for non mesh hud/mesh clothing. Please, leave your message here! Reward 1000 ls. edit: i will explain for now i have two scripts - sender and receiver. sender is in primmy (not mesh) hud with 3 buttons, uses simple (diffuse only) textures uuids list. receiver is in mesh clothes. but i need it to work with materials textures uuids (diff, norm, spec). of course, will send scripts full perm. please, help!
  7. Hello! Here is such a script that allows to zoom in/out pictures, but there is a problem, it inverts the picture upside down. Is there a way to solve the problem, except how to turn the object itself? default { state_entry() { llSetTextureAnim(ANIM_ON | SMOOTH | SCALE | PING_PONG | LOOP, ALL_SIDES, 1, -1, -1, 0.5, 0.1); } }
  8. Once I made a window and it turned out so unusual, the light is reflected like something else. but I didn't remember how I did it. here for comparison, a simple cube with all the settings and textures repeating the window glass. but the effect is completely different. I never managed to repeat this effect again. no matter flat or smooth setting in a blender. Can anyone know how to repeat this effect?
  9. Hello! iI found this script and i want to remove two objects -forward/reverse option and leave only one object slideshow with texture preload option, maybe even with speed menu. how to do that and remove this option? Preloading Slide Viewer Script // PRE-LOAD and VIEW SLIDES // Script by Sendao Goodman, 2007 // Modified by Rolig Loon 2009, 2010, 2011, 2012 //-------------------------- // Installation note: This is to be used in a linked 3-prim object. // By default, slides show on face 2 of the root prim (the screen). // One child prim, which must be named "forward", is the forward button. // The other one, which must be named "reverse", is the reverse button. //-------------------------- // Drop this script and any images into the root prim and it will cycle every 10 seconds // Owner: Touch the root prim (viewer screen) to change slide speed or turn it off. // All Users: Touch the "forward" or "reverse" prim to change slides manually float gPace = 10.0; integer gReload; list gPics; integer gLen; integer gSlide; integer gChan; integer gLsn; loadPictures() { gPics=[]; integer i = llGetInventoryNumber(INVENTORY_TEXTURE); if( i > 0 ) { while( i > 0 ) { i--; gPics += [llGetInventoryName(INVENTORY_TEXTURE,i)]; } gLen = (gPics !=[]); llOwnerSay((string)gLen+" pictures loaded"); gPics = llListSort( gPics, 1, TRUE ); // put them in order llOwnerSay("Slides are now set to advance every "+ (string)gPace + " seconds."); llSetTimerEvent(gPace); } else if( gReload == 0 ) { llSetTimerEvent(0.0); } } string getSlide(integer slide) { return llList2String( gPics, (slide+gLen)%gLen ); } default { on_rez(integer sp) { loadPictures(); gSlide=0; gReload=0; } state_entry() { gChan = (integer)("0xF" + llGetSubString(llGetKey(),0,6)); loadPictures(); gSlide=0; gReload=0; llSetLinkColor(LINK_THIS, <0,0,0>, ALL_SIDES ); llSetLinkColor(LINK_THIS, <1,1,1>, 2 ); // Slides displayed on this face are visible. All other faces are colored black } listen(integer channel, string name, key id, string msg) { llListenRemove(gLsn); if(msg == "OFF") { gPace = 0.0; } else { gPace += (float)msg; if (gPace <= 0.0) { gPace = 0.0; } } llSetTimerEvent(gPace); llOwnerSay("Slides are now set to advance every "+ (string)gPace + " seconds."); } changed( integer ch ) { if( ch & CHANGED_INVENTORY ) { gReload = 1; llSetTimerEvent(2.0); } } touch_start(integer num) { if (llDetectedLinkNumber(0) == 1) // The root prim (viewer screen) { if (llDetectedKey(0) == llGetOwner()) { gLsn = llListen(gChan,"","",""); llDialog(llGetOwner()," \n\nSlides now advance every "+(string)gPace+ " seconds. Select a new speed.",["+2","+5","OFF","-2","-5"],gChan); } } else if (llGetLinkName(llDetectedLinkNumber(0)) == "forward") //The forward button { if( gLen > 0 ) { integer i=6; while( i > 0 ) { i--; llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_TEXTURE,i,getSlide(gSlide+(i-2)),<1.0,1.0,0.0>,ZERO_VECTOR,0.0]); } gSlide = (gSlide+1)%gLen; } } else if (llGetLinkName(llDetectedLinkNumber(0)) == "reverse") // The reverse button { if( gLen > 0 ) { integer i=6; while( i > 0 ) { i--; llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_TEXTURE,i,getSlide(gSlide+(i-3)),<1.0,1.0,0.0>,ZERO_VECTOR,0.0]); } gSlide = (gSlide-1)%gLen; } } } timer() { if( gReload == 1 ) { gReload = 0; loadPictures(); llSetTimerEvent(gPace); } else { integer i=6; while( i > 0 ) { i--; llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_TEXTURE,i,getSlide(gSlide+(i-2)),<1.0,1.0,0.0>,ZERO_VECTOR,0.0]); } gSlide = (gSlide+1)%gLen; } } }
  10. Do you have a project that requires custom 3D meshes props or LSL scripts? Let me help you help you create the props or scripts that you need to make your project a reality. Whether you know exactly what you want or need help figuring it out we can work together and I can guide you through the process with 8 years of experience creating mesh props and 2 years of experience with LSL scripting. If you do not know exactly what you want I can help you with my design consulting services. Together we will discuss your project in detail, research as needed, and come up with a solution to, or design for, your project. After you are happy with the results all the collected information will be packaged in a neat and organized system and given to you to continue using with me or to take to another creator that can help you finish the project. If you do know what you need then I can help with that too. There is still a process where we discuss and research as needed similar to a consultation but much shorter. It is so that I can understand what it is that you want created. Once we are on the same page, I will use my years of experience to create high quality meshes and LSL scripts that are optimized for Second Life. You will be updated regularly along the way so you know what is going on and so you have any opportunity to give your input on the results. After anything is considered completed then we will review it and changes will be made accordingly. My clients have always been happy with what we have made together and I hope that I can help you on your project and make you just as happy. If you have a project in mind send me a message and we can make it a reality. Email me at brownboxstudio@gmail.com, an inworld message to BrownBoxStudio, or reply to this thread and I will get back to you shortly. Visit the links below to see my work in and out of Second Life. Projects that I have done in and out of Second Life Literary Lunch Box (Second Life): https://imgur.com/a/OEESeKS? Concrete Art Deco Pier Park and Pier House (Second Life): https://imgur.com/a/TVr08b6 Various Props for Second Life: https://imgur.com/a/oUj6bYm Title Card for Twitch: https://imgur.com/a/XV4TCev Various Props not made for Second Life: https://imgur.com/a/ayXpGtx I also have a handful of scripting projects I have programmed that I can show in world if requested. I have programmed games like skeeball, other carnival games, and even an advanced texture change system described and shown in the Various Props for Second Life project above.
  11. hi! i am making a script which will zoom texture in and out. but it zooms in too close and out too far. how to fix it? i need approx. 2x zoom only and 1x1 zoom out. default { state_entry() { llSetTextureAnim(ANIM_ON | SMOOTH | SCALE | PING_PONG | LOOP, ALL_SIDES , 1, 1, 0.05, 1.0, 0.1 ); } }
  12. Hello! Everyone knows texture changers / installers for vehicles. You place them near object and it changes texture. I am looking for such a script or the installer itself, allowing you to change all three types of textures diffuse normal specular (materials). Tell me where I can get it? Is it hard to write such script?
  13. Hey. I'm trying to create or find a ready-made script that changes the textures of certain faces of certain prims in the linkset when placed in the linkset or as a rezzing installer. (Like the one used for vehicle livery appliers etc). I found such a script, but I don’t see where to put numbers of prims. so I doubt that this is what I need. maybe I just misunderstood the description? If somebody can read scripts, please tell me is it what I need? Help! TEXTURE CHANGER WIKI
  14. The alpha mode is set to blend on both of them. They're each the exact same PSD file, each alpha channel was made the exact same way, and saved the same way. Why is one uploading differently than the other? The only difference is I'm adjusting the radius of the glow from one to the other (see second image for psd file). Is there a limit on how small the glow field can be? Video: https://screencast-o-matic.com/watch/cqfvhxZpfm
  15. So I am trying to learn how to create emissive masks. I've gotten everything just about done: I chose a test texture, created a mask in Photoshop (all parts show up as red that I do not want to glow in-world, and the vice versa for white), and saved as a targa (.tga) file. I have tested it in-world and... no emission, I can't even use the menu to change it, the dropdown is grayed out. What am I doing wrong? Can I get some advice? I am not new to texturing but I am new to this type of texturing. I have a feeling I am quite close to having this figured out, but I do not understand why it's not working in-world.
  16. Hello! Does anyone know where to get water texture of sl? that endless texture of water.
  17. Hello! I was wondering if there Is a way to lower the opacity of an already applied tattoo via script. I am trying to improve a tattoo applier HUD so I could apply the tattoo with it (already achieved), but then also add 2 buttóns scripted to lower or increase the opacity of the texture, or maybe 2 or 3 buttons with fixed opacity levels (100%, 75%, 50%). Many thanks in advance for any suggestions!
  18. AndreaHope

    Hair Textures

    Hello, I've got some textures for hair from a freebies place and i've tried to use them on a few different hairs but my problem is i'll right click the hair > Edit > texture > .. i will press the new one and have "apply now" ticked but when i press "ok" it goes back to the old one. what is happening?
  19. Hello everyone! So I have finally acquired my own Region! I am trying to get the soil texture of mine to ONLY be under the water line so the "lakes" I have made into the ground using terraforming will have the soil texture below the "water line" I am having quite the struggle trying to do this as the dirt is showing up on hills and area above the limit I set the textures at...but I don't think I have fully grasped how the terrain texture editing works yet. This image below is what I'm working on so far. Damn you DIRT! I want you BELOW the water line HAHA!
  20. Hello, I am having the following issue since the last few hours. I make a tattoo in Photoshop, save it with 60% opacity as PNG, then upload it to SL and open the texture, transparency looks ok. Then I set it as the texture of a prim cube... the tattoo image appears 100% solid. But if I save the same tattoo with a 49% opacity as PNG and apply it... the transparency appears to be fine. Repeat the process, but with 50% opacity... solid tattoo once again. 😤 Further tests: 33% opacity = Working fine 66% opacity = working fine 70% opacity = Solid tattoo 75% opacity = Solid tattoo with some extra black pixels on the borders And I find this even more confusing because up until yesterday I was making tattoos with 50%, 55%, 60% 80% 85% opacity in Photoshop, and all of them looked and are still looking fine when applied to the prim cube or my skin. 😧 Thanks in advance for any advice in this matter!
  21. Hello! Sometimes I encounter such a problem on a firestorm when uploading a mesh and textures made in a blender. everything seems to be done correctly, but it turns out an absolutely black surface in the game. The texture looks fine, baked in a blender. reworked several times. reassigned materials. checked the amount of materials. really do not want to redo everything again. What can be wrong?
  22. I am looking for somebody who can do me good quality meshing for lingerie specifically, and evening wear (dresses). I would like it rigged for Maitreya, Hourglass and possibly Belleza. I am willing to pay well. Contact me please Also the texturing too please.
  23. Hi! I have some doubts about the textures with transparencies. Mi ontention is to create hair with tufts drawns on a texture, but as they have transparencies, when superimposing some over others, the most common occurs: that they become opaque or become invisible. I have been researching on the web and trying to study the hair that I bought in the market (how they manage to make textures with transparencies overlap without interrupting each ohter), but I can't find those results. Some say that it is due to the viewer, others that it is to use PNG format instead to tga format. It can't be the first because I have many hairs with strands that do not become invisible when overlapping and I don't think it is the format since I use .tga. This is driving me crazy. Whoever has the patience and kindness to explain me, thank you very much.
  24. I'm not sure if I'm posting this in the right place, so apologies if I am not. I've had my account for a long time but only now getting into it regularly, and finding that I'm abominable at shopping. I don't know the right devs to search for, so any and all suggestions are welcome. I'm looking for realistic looking hair in blonde tones, with or without roots, and also with or without base hair (babyhairs). I'm using a Catwa Catya head. Forever grateful if you can help a girl out :)
  25. hi, I need help with a script, I would like a prim to change its texture after the price has been paid on that or on a linked prim. The texture must take it from the content. and after a timer, reset the texture to the one that was there before, can someone help me?
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