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LordJason Kiesler
imperfection inventor.
Join date: 30 May 2004
Posts: 215
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10-20-2004 02:10
I prepose a way to make a wireframe texture baised on selected prims/faces.
In other words, you would select prim(s) in edit, or faces and in the texture tab , click a button to generate a texturemap that would basicly make a 512 *512, "or whatever size is needed" image to save to your hard drive.And this image would have lines based on the prim/face edges as to exactly where they will be wraped when you select those same sids again and click "apply texturemap". And making this "im guessing" would be easy, It would simply store the sizes and shapes of each selected face, in the order they were selected. use that data to make an image of pollys. And then it would be up to you to select them again in the same order when re-applying your uploaded texturemap. I would also like to see per-poly texturing. rather than just per side.
And then.... A whole nother idea I just now came up with, a kind of whiteboard system. Allow us to paint directly on the prim in world using basic tools that can be easly transmited over the network. Kinda like a whiteboard works. And when your done and click apply itd cost L10 to upload your newly painted texture. Or you could just download the texture for further editing and then upload it. Again, Im not gonna claim to know exactly how that would be implamented. But I would think that while painting, the prim wouldnt have a texture but rather work more like Macromedia's way of doing images.
Or even just only be seen client side untill upload, that would be just fine.
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"no, my alt is clean on crashing any sims"
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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10-20-2004 02:22
Ok, as far as textures on an object are concerned, each face has it's own texture. So a texturemap simply isn't needed.
Whiteboards have been asked for for ages. If we keep begging the Lindens long enough, they might get around to implimenting it sooner, rather than later, but I'd prefer Havok2 first.
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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10-20-2004 15:50
From: Moleculor Satyr Ok, as far as textures on an object are concerned, each face has it's own texture. Not quite true, tube textures are screwed up (and have been for months; advanced cut brings it on) resulting in multiple textures being applied to the same face in no perdictable order. Annoying as sin as when you use shine and a color (other then white) it doubles the color (so you get a double colored face; making some of the faces extra dark). I've reported it 3 times already (in different ways  ).
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Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river. - Cyril Connolly
Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence. - James Nachtwey
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LordJason Kiesler
imperfection inventor.
Join date: 30 May 2004
Posts: 215
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10-21-2004 17:51
The part about making a texturemap, not only would encourage people to upload less textures. "aka" 1 texture for an object, instead of 1 for each side. But it would make it simpler to align them.
I dont know if any of you have ever tried, but when you have a really small area of a texture that your trying to align on a side of a prim, Its really not the simplest thing in the world. And sometimes you just cant make the texture stop exactly where you want it. So then you hafto go back into photo-"your proggy here" and move that little part of the texture a few pixels worth to make it look right in sl.
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"no, my alt is clean on crashing any sims"
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