I can't get my sail textures to stick. I have tried everything, but when I lower and raise again, I end up with the defaults. (the rest of the boat stays the way I want it) How can I find and delete/replace the defaults?
You can't replace or delete the default sail textures; they're hard-coded into the Flying Tako scripts by UUID. You can, however, provide supplementary textures which the Tako will use in their stead.
It's a matter of loading properly-named texture files into the appropriate prims' inventories (simple texture swaps will merely revert to the defaults the next time their control scripts activate). From the Flying Tako 3 notecard:
CUSTOMIZING THE SAIL, BOW, AND SPINNAKER TEXTURES:
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- There is a zip file containing a template for the sail (.tga) at: /invalid_link.html
- The image is 2048 pixels high by 512 pixels wide, but the top half is transparent.
- The sail texture requires the use of an alpha channel to look right (the sail prim is actually a rectangular shape). If you are unfamiliar with alpha channels, www.sluniverse.com has a good tutorial. You will need to save your drawings as targa (.tga) files.
- If your design includes text or directional images, you will need to make one version for the right side of the sail, and a version with a mirror image of the text or design for the left side.
- After uploading the tga files, rename the texture for the right side of the sail "sail_raised_right" and for the left "sail_raised_left". You may also make a texture for the furled sail -- call it "sail_furled".
- Edit your Flying Tako, check the "Edit linked parts" box, and click on the sail prim. Then drag your new sail textures into the sail prim's inventory. They will be automatically detected and displayed.
- Now when you raise and lower the sail, your textures will be used in place of the defaults.
- You can remove the textures from the sail prim's inventory to get rid of them - it will revert to defaults.
- The texture for the bow (where it says "Flying Tako"
is much simpler.
- Make a square bitmap (.bmp) image with white background and your text along the top (or upside down and at the bottom for the left side of the bow).
- Load it into SL, rename it "hull", and drag it into the bow prim's inventory just like you did for the sail prim.
- The spinnaker will accept a texture called "spinnaker", which is applied to both sides. This texture should be rectangular, keeping in mind that the top will be pinched down to a point since it is being applied to a section of a sphere. Also, the spinnaker consists of two sections, both of which need the new texture dropped on them (or placed in their inventories).
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- There is a zip file containing a template for the sail (.tga) at: /invalid_link.html
- The image is 2048 pixels high by 512 pixels wide, but the top half is transparent.
- The sail texture requires the use of an alpha channel to look right (the sail prim is actually a rectangular shape). If you are unfamiliar with alpha channels, www.sluniverse.com has a good tutorial. You will need to save your drawings as targa (.tga) files.
- If your design includes text or directional images, you will need to make one version for the right side of the sail, and a version with a mirror image of the text or design for the left side.
- After uploading the tga files, rename the texture for the right side of the sail "sail_raised_right" and for the left "sail_raised_left". You may also make a texture for the furled sail -- call it "sail_furled".
- Edit your Flying Tako, check the "Edit linked parts" box, and click on the sail prim. Then drag your new sail textures into the sail prim's inventory. They will be automatically detected and displayed.
- Now when you raise and lower the sail, your textures will be used in place of the defaults.
- You can remove the textures from the sail prim's inventory to get rid of them - it will revert to defaults.
- The texture for the bow (where it says "Flying Tako"

- Make a square bitmap (.bmp) image with white background and your text along the top (or upside down and at the bottom for the left side of the bow).
- Load it into SL, rename it "hull", and drag it into the bow prim's inventory just like you did for the sail prim.
- The spinnaker will accept a texture called "spinnaker", which is applied to both sides. This texture should be rectangular, keeping in mind that the top will be pinched down to a point since it is being applied to a section of a sphere. Also, the spinnaker consists of two sections, both of which need the new texture dropped on them (or placed in their inventories).