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Textures are getting corrupted!!!

Suzanne Weiger
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Join date: 26 Jul 2008
Posts: 9
07-14-2009 11:14
Has anyone experience corruption of textures inworld? I have had some of my textures come up displayed very badly. These are some textures that I created myself in Photoshop, mostly alpha textures, both PNG and TIF. This is very scary... my prefab houses are starting to install with the corrupted textures, and even objects inworld are beginnig to show this.
Chosen Few
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Join date: 16 Jan 2004
Posts: 7,496
07-14-2009 12:54
Are they just blurry? If so, that happens sometimes. When you upload a texture, the system creates four versions of it, in progressive levels of detail. This is why when you're exposed to a new texture for the first time, it looks blurry at first, and then clarifies after a short time. Otherwise, the image would be blank until it fully loads.

If everything's working properly, which is most of the time, you'll receive all four levels for display on your end. But sometimes, it seems to get stuck at one of the intermediate levels, and the texture remains less than fully resolved. Clearing your cache and relogging will usually solve the problem.

Does that sound like what you were talking about, or is it something else? How about posting a screenshot?
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Nyoko Salome
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Join date: 18 Jul 2005
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07-14-2009 13:17
:0 if textures get stuck grey or blurry, let your mouse hover for a few seconds over it, and it should kick it to rez up fully... hopefully that is all there is to your problem. good luck! :)
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Rolig Loon
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Join date: 22 Mar 2007
Posts: 2,482
07-14-2009 13:34
From the way the OP phrased her question, it doesn't sound like a generic rezzing problem. She said, "I have had some of my textures come up displayed very badly." If it's really only her textures that look weird, then it's not going to be solved by a mouseover or a relog. Thing is, though, I don't see how SL can corrupt her textures selectively. Once they are in the asset servers, the textures are not technically "hers" anymore, in the sense of residing in "her" space. A reference in her inventory is just a pointer to the file in the servers. Something is not quite right here.
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Void Singer
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07-14-2009 17:14
From: Rolig Loon
From the way the OP phrased her question, it doesn't sound like a generic rezzing problem. She said, "I have had some of my textures come up displayed very badly." If it's really only her textures that look weird, then it's not going to be solved by a mouseover or a relog. Thing is, though, I don't see how SL can corrupt her textures selectively. Once they are in the asset servers, the textures are not technically "hers" anymore, in the sense of residing in "her" space. A reference in her inventory is just a pointer to the file in the servers. Something is not quite right here.

occasionally the assets servers will, or the sim will garble an assest, or even the client can in the case of skin layers... logging out, clearing the cache, and relogging to a different sim (that doesn't have the texture present) will often fix this.

if this doesn't work it may be that a section of the asset server was corrupted, and the texture may need to be reuploaded (this is pretty rare and usually only affects single textures, whereas multiple textures probably means there was a bad connection somewhere during the transfer)
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Osprey Therian
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Join date: 6 Jul 2004
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07-14-2009 17:16
Does anyone else see this?
Void Singer
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07-14-2009 19:22
most (all?) of your background baked to the av skin and won't go away, type issues fall into this category I believe (client glitches send bad data to cache/sim, which gets propagated to all local clients on the sim).

if it glitches to the server, entering appearance causes the server to re request the texture from your cache, and the problem goes away.

if it glitches to cache, clearing your cache and moving to another sim (so you don't get the bad cached version back from the original sim) forces the new sim to request it directly from the assets server (since it's not in the sim cache, or the client cache)
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
07-15-2009 06:16
From: Suzanne Weiger
Has anyone experience corruption of textures inworld?


Have a friend look at them and see if it's inworld corruption or just display corruption on your system only. I've seen horrible texture "corruption" (even of the logout snapshot) that was down to my ATI Catalyst driver - I turned off Catalyst AI and everything was OK then.
Suzanne Weiger
Registered User
Join date: 26 Jul 2008
Posts: 9
07-15-2009 08:55
No, it is not merely the rezzing of a hi-res texture. This is alpha textures on a prefab house that I sell. I was alerted to a problem by a customer that purchased the building. When rezzing the building using a rezfaux installer, most of the alpha textures on the building were borked. not fuzzy but either black or completely clear with the pixelated rainbow patterns common to classic corrruption.

Now the original building is corrupted exactly the same way. It appears the same way with multiple accounts on multiple clients. Therefore it has to be a corruption in the asset server system.

This is very scary to me, I have sold hundreds of houses, with custom textures and fear this issue could ruin me and my business.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
07-15-2009 09:17
Please post a screenshot. I'd like to see the "pixelated rainbow pattern". Thanks.

If I'm understanding your description, it sounds very much like the kind of corruption common to 32-bit TGA's created in Photoshop 7.0. Edge pixels end up extruding across the image, creating what could be described as a rainbow effect. There shouldn't be any way the exact same thing could be happening in-world, though, since the actual TGA's aren't uploaded, only JPEG2000 copies. But perhaps it's a similar problem. I suppose it's also (very remotely) possible that some of the bad data from a 7.0 TGA could be retained in its JPEG2000 copy, depending on how exactly the copying is done.

Were the textures in question actually created with Photoshop 7.0, or am I thinking down completely the wrong path?

In any case, it's odd that it would happen only to those textures associated with a single building. Perhaps it's just the file association between the building and the textures that is borked, rather than the textures themselves. What happens if you apply the same textures to a different object?
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Donal Starsider
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07-15-2009 09:27
The OP mentioned uploading PNG and TIF file formats. Is TIF converted properly in the SL dB to JPEG2000? Is it possible (if they are TIFs) that any compression algorithm (PC/Mac) applied to the TIF may be interfering?
Chosen Few
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07-15-2009 10:51
From: Donal Starsider
The OP mentioned uploading PNG and TIF file formats. Is TIF converted properly in the SL dB to JPEG2000? Is it possible (if they are TIFs) that any compression algorithm (PC/Mac) applied to the TIF may be interfering?


I assumed TIF was a typo, since SL does not support that format. I have to believe she meant TGA.
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Suzanne Weiger
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Join date: 26 Jul 2008
Posts: 9
07-15-2009 11:56
the texture files are PNG and 32 bit TGA, yes a typo, sorry

they were created in PS CS4 and saved as the transparent file types for upload to SL. They are fairly high-res, either 512x512 or 1024x1024.

it is not only in the one building but several other custom textures I have uploaded, screenshots now attached. I spotted a tree on a neighboring parcel with the similar issue. Scary.

can't upload at the moment, will attach when the forums are working correctly
Rolig Loon
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Join date: 22 Mar 2007
Posts: 2,482
07-15-2009 12:09
Uploading pics to the forums is always problematic. :( Try posting to a 3rd party like Flickr or Photobucket instead and then post the link.
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Void Singer
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Join date: 24 Sep 2005
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07-15-2009 13:25
if it's just now appearing on several inworld structures, across multiple sims, I can only imagine it's the asset server (which will mean a brand new upload)

presumably it's happening on ever copy of the build now, even newely rezzed copies in new locations? and presumably on all viewers?
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Abraxes Binder
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Join date: 23 May 2008
Posts: 205
07-16-2009 04:24
hmm.. interesting, i had a problem with a vorn hatlike thingie, half a 'horn' was for no reason gone.. :/ i went into 'edit linked parts' and found that the parts had been made transparent.. i was able to change it back, cause i had all rights .. i gues if i had no rights, i would pretty mutch be screwed of that item :/
Gues it could happend to any prim.. and any texture.. not so good..
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Suzanne Weiger
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Join date: 26 Jul 2008
Posts: 9
07-16-2009 07:26
yes it happens on every copy that I make of the same object. screenshot links below

I am starting to see it on transparent alpha textures, i.e. a friend's face lights. this is a texture that I did not make of course.


http://s995.photobucket.com/albums/af76/mfirkins/?action=view&current=corruption01_004.jpg

http://s995.photobucket.com/albums/af76/mfirkins/?action=view&current=corruption01_005.jpg

http://s995.photobucket.com/albums/af76/mfirkins/?action=view&current=corruption01_006.jpg

http://s995.photobucket.com/albums/af76/mfirkins/?action=view&current=corruption01_007.jpg
VonGklugelstein Alter
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Join date: 22 Dec 2007
Posts: 808
Alpha Textures BAD
07-16-2009 10:08
There is nothing wrong with the textures , it is how they are used.

You used all alpha textures to build a tower. Your viewer has no clue where one surface starts and where the other begins.

This is common to working with alpha walls such as you find in the fancy " design packs" at your friendly texture stores.


The only way to fix that is to reduce the amount of alpha surfaces.

Build the tower using regular prims and only leave a hole where the windows go. The make the windows a 32 bit insert and your tower will look as it should .

You also used the same texture on all surfaces of each prim which adds to the mess. You should always texture the inside seams and undersides etc with a non alpha texture and only put the transparent textures where absolutely needed.


Hope that helps
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Del Wellman
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07-17-2009 06:26
From: VonGklugelstein Alter
There is nothing wrong with the textures , it is how they are used.

You used all alpha textures to build a tower. Your viewer has no clue where one surface starts and where the other begins.

This is common to working with alpha walls such as you find in the fancy " design packs" at your friendly texture stores.
.......................................


I have this problem with a texture pack I bought to build a bamboo hut, all the wall textures have windows in and so every wall is alpha. Every couple of minutes the walls all change place and caming around sets them dancing.
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Chosen Few
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Join date: 16 Jan 2004
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07-17-2009 07:06


Thanks for posting the screenshots. Wow, that's a weird effect. Those textures are most certainly corrupted (not that you needed me to tell you that, of course).

It's kind of pretty, though, if that makes you feel any better. :D

Regarding your friend's facelight (not that facelights should ever be used, but that's a different subject), did he/she see the effect as well, or just you? I know you said other people can see the problem with your textures. But are you the only one seeing it on other people's textures?

Depending on the answer to that question, here are the two scenarios I can think of:

1. If you're the only one seeing it on other people's textures, then that points to your computer as the source of the problem. It's your local client that did the original JPEG2000 encoding for the upload of your own textures, and it's obviously your client that's rendering other people's textures on your screen.

-OR-

2. If everyone else is seeing it on other people's textures as well, then we know the server-side files themselves are borked. We can also surmise that the problem may be spreading, since you said it only just now happened to your friend's facelight, but it happened to your stuff days ago. That would of course be extremely troubling.

Either way, have you filed a JIRA report on this issue? If not, you really should, ASAP, especially if number 2 is the case.


From: VonGklugelstein Alter
There is nothing wrong with the textures , it is how they are used.

You used all alpha textures to build a tower. Your viewer has no clue where one surface starts and where the other begins.

This is common to working with alpha walls such as you find in the fancy " design packs" at your friendly texture stores.


The only way to fix that is to reduce the amount of alpha surfaces.

Build the tower using regular prims and only leave a hole where the windows go. The make the windows a 32 bit insert and your tower will look as it should .

You also used the same texture on all surfaces of each prim which adds to the mess. You should always texture the inside seams and undersides etc with a non alpha texture and only put the transparent textures where absolutely needed.


Hope that helps


Von, did you look at the screenshots? All appearances are she's not talking about alpha sorting issues. Unless I'm sorely mistaken, this is supposed to be a tree, not a psychedelic flagpole:

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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
07-17-2009 07:33
It does look similar to the problems having "Catalyst AI" enabled caused for me.



I got bored waiting for the texture to fully rez, but you get the idea.. And yes, that is the ground texture that's freaked out on me there, but it effects everything - even sculpt maps which I wouldn't have thought needed to go anywhere near the graphics driver.
Osprey Therian
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Join date: 6 Jul 2004
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07-17-2009 11:21
From: Chosen Few

Depending on the answer to that question, here are the two scenarios I can think of:

1. If you're the only one seeing it on other people's textures, then that points to your computer as the source of the problem. It's your local client that did the original JPEG2000 encoding for the upload of your own textures, and it's obviously your client that's rendering other people's textures on your screen.

-OR-

2. If everyone else is seeing it on other people's textures as well, then we know the server-side files themselves are borked. We can also surmise that the problem may be spreading, since you said it only just now happened to your friend's facelight, but it happened to your stuff days ago. That would of course be extremely troubling.


Would it be possible for there to be a third scenario if the textures appeared fine for a long time but suddenly went bizarre?

3. The textures were fine when they were uploaded, and continue to be fine, but a subset of SL users with a particular type/configuration of hardware sees the textures as a pixelated rainbow.

If you post a location of the psychedelic flagpole I'll go and look at it.
VonGklugelstein Alter
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07-17-2009 12:26
From: Chosen Few




Von, did you look at the screenshots? All appearances are she's not talking about alpha sorting issues. Unless I'm sorely mistaken, this is supposed to be a tree, not a psychedelic flagpole:




I saw that after I posted my response. That looks like a bad texture indeed.
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VonGklugelstein Alter
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07-17-2009 12:29
From: Del Wellman
I have this problem with a texture pack I bought to build a bamboo hut, all the wall textures have windows in and so every wall is alpha. Every couple of minutes the walls all change place and caming around sets them dancing.



you can save the day by uploading the textures to your computer and then import them again without the extra channel. Then you can make manual cuts and hollows to make windows the way they should be if you have the extra prims to work with.
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Chosen Few
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07-17-2009 21:50
From: Osprey Therian
Would it be possible for there to be a third scenario if the textures appeared fine for a long time but suddenly went bizarre?

3. The textures were fine when they were uploaded, and continue to be fine, but a subset of SL users with a particular type/configuration of hardware sees the textures as a pixelated rainbow.


Ah, I didn't think of that. Hopefully, this third scenario of yours turns out to be the right one. That would certainly put my mind at ease.


From: Domino Marama
It does look similar to the problems having "Catalyst AI" enabled caused for me.



I got bored waiting for the texture to fully rez, but you get the idea.. And yes, that is the ground texture that's freaked out on me there, but it effects everything - even sculpt maps which I wouldn't have thought needed to go anywhere near the graphics driver.


This would seem to lend credence to Osprey's theory. Again, I hope Osprey's right.
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