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Texture Settings "Swatch" Interface

Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
07-03-2006 08:22
I'd like to have a swatch tool window with squares of texture previews with control of all the settings (texture, color, U/V, offset, rotation, flags, etc) and a set of flags as to which of them are "active". Have this pop up from a button on the Texture tab of the Edit menu.

If that doesn't quite make sense, here's the details of the idea:
  1. A new button on the Texture tab of the Edit window called "Swatches"
  2. Click "Swatches" and a new window opens with a number of empty (white) squares in it.
  3. Below each square is a strip of icon buttons for "Set", "Clear", and "Options" (at least)
  4. You can still edit the values in the Texture controls.
  5. When you have the texture the way you want it, click "Set" on one of the empty swatches.
  6. The swatch now shows the texture with color, rotation, etc as well.
  7. Select a new object and the Texture-Edit window shows its current settings.
  8. Click the texture swatch we just added to the Swatches window.
  9. The values in the Texture-Edit window change to match those recorded in the swatch.
  10. The object has changed to these settings in a single click
  1. Now click the "Set" button under another empty swatch to make a copy of this one.
  2. Click the "Options" icon below it to open a new window with a list of checkboxes.
  3. There's a checkbox for each of: texture, color, U, V, offset X, offset Y, rotation, etc.
  4. Each checkbox defaults to ON, but you can set them however you like.
  5. Turn off all but texture and the "repeats" number. Close this options window.
  6. The swatch preview will only have the scaled texture now. No color, rotation, etc.
  7. Select a new object that has an existing texture, color, UV, rotation, etc.
  8. Click this new, limited swatch.
  9. Only the values that were turned ON in the options window are changed.
  10. All other texture traits remain as they were on the selected object.
  11. In this case, we've only set the texture and the texture's scale to match the swatch.
  12. If that object had a color or a rotation, those would remain unchanged.


Why do I suggest this? We have a (possibly massive) list of textures that is only displayed by name. We have a selection of color swatches, but only a limited number of them. We have no way to record any of the other values in the Texture-Edit window.

With a tool such as this, you could create swatches for the walls, floors, and ceilings of your structure. Then as you build, making new prims fit the design's look takes only a single click of a swatch.

This Swatch window idea would make texturing MUCH, MUCH easier.
_____________________
~ Tiger Crossing
~ (Nonsanity)
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
07-03-2006 16:36
Are you sure you couldn't implement this with a scripted HUD?
Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
07-04-2006 22:25
From: Argent Stonecutter
Are you sure you couldn't implement this with a scripted HUD?
No, since you'd have to have some form of scriped link to what you wanted to re-texture. A HUD could do all the work of keeping track of the swatches and letting you pick them, but there's no way to meta-script editing. You can't llSetTextureOnSelectedFaces(). The object to be textured would have to have a script in it the HUD would work through.

I thought of this at first... Thought of making a HUD to do just this. But that "last mile" is too clumsy to make this be an improvement over just setting the values manually.

If we get a real scriptable UI, with a full API to the USER actions (every menu item, edit tools, etc) then we could make it ourselves. (As well as a bajillion other neat UI tools...)

So for now, this has to be a feature request.
_____________________
~ Tiger Crossing
~ (Nonsanity)