I just want my repeats to stay the way I set them so the water looks more natural instead of the default repeat. I sure hope this makes sense and someone can help me lol

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~Texture repeats not staying. Help Please!~ |
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ZsuZsanna Raven
~:+: Supah Kitteh :+:~
Join date: 19 Dec 2004
Posts: 2,361
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11-25-2005 13:45
I have been having some issues with texture repeats changing back to 1/1 repeats after I have changed them. I have been working on waterfalls for a landscaping job and ever since 1.7 I have noticed that when I change the repeats the way I want them and add the texture animation, it reverts back to the default 1.00/1.00 repeat. Sometimes it happens when I leave and come back to the job, or after a relog. Is there some kind of trick to this? I have done some stand alone waterfalls in the past and the ones I am doing now are land based waterfalls running down a mountain.
I just want my repeats to stay the way I set them so the water looks more natural instead of the default repeat. I sure hope this makes sense and someone can help me lol ![]() _____________________
~Mewz!~
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Margot Abattoir
Senior Member
Join date: 15 Jul 2004
Posts: 234
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Here is what you do............
11-25-2005 19:32
GO TO....the content area of the prim in question..open up the water script...
you have the water script with the FIRST 4 numbers in the parameters .... 1, 1, 1, 1 CHANGE those to 0, 0, 0, 0 You'll be able to do whatever texture repeats you wish now. AND if you wish to SLOW DOWN your water.. GO TO the LAST number parameter, sometimes a grouping of 3 numbers that come after the first 4. In place of the LAST number...put in .09 to .02 instead of the .125 or .1 that's USUALLY there. .02 is for almost still lake water perhaps....09 for a fast (sanely fast not usual sl fast) running falls prim. Happy water working..am having a class later this month or early December. Hope to see you there!! |
ZsuZsanna Raven
~:+: Supah Kitteh :+:~
Join date: 19 Dec 2004
Posts: 2,361
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11-26-2005 07:41
Oh wow, thank you so much for responding. I will try that tonite and see if it helps.
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~Mewz!~
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Margot Abattoir
Senior Member
Join date: 15 Jul 2004
Posts: 234
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NP ZsuZsanna
![]() 11-27-2005 13:29
Am having waterfall classes Dec 3 at 1pm in Nautilus and Dec 10 at 1pm in Avalon. BUT if you can't make it drop by for my book and box of premade stuff for falls...free for the day of the classes at the class locations....so you can play when you have time !
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ZsuZsanna Raven
~:+: Supah Kitteh :+:~
Join date: 19 Dec 2004
Posts: 2,361
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12-05-2005 14:19
I checked the scripts and they are already at 0 0 0 0. Now I can't change the repeats at all. I created a flat prim, added a texture, changed the repeats to what I wanted, then added the anim script. Everything looks fine until I leave and come back or relog. Then everything is back at 1.0 repeats and when I try to change them they are stuck at 1.0 and won't change.
This is a real pain and there has be be a way to make it do what I want. What am I doing wrong? Anyone have any ideas Please! _____________________
~Mewz!~
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Tiger Crossing
The Prim Maker
![]() Join date: 18 Aug 2003
Posts: 1,560
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12-05-2005 15:49
I was under the impression that if you animate a texture, you can't edit its repeats:
llSetTextureAnim works by overriding the texture's scale and offset on the client-side. This makes it incompatable with llScaleTexture and the PRIM_TEXTURE component of llSetPrimitiveParams. _____________________
~ Tiger Crossing
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ZsuZsanna Raven
~:+: Supah Kitteh :+:~
Join date: 19 Dec 2004
Posts: 2,361
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12-05-2005 16:06
Hmm well that really bites. I know nothing about scripting but is there a texture animation script that will allow repeats to be changed?
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~Mewz!~
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Candide LeMay
Registered User
Join date: 30 Dec 2004
Posts: 538
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12-05-2005 17:32
The animation script function (llSetTextureAnim) uses the repeats and offsets to display a part of the texture, just like you would manually in the editor. Imagine a chessboard texture - you could set the repeats and offsets to show the 1st field, then change it to show the 2nd field, 3rd field etc. The script function just automates this.
So you can control the repeats to some extent by editing the numbers in llSetTextureAnim (which, going back to the chessboard example, describe how many rows and columns the 'chessboard' has). See this post for more detailed explanation /109/68/73322/2.html#post778230 |
Keith Extraordinaire
Build! Must Build!
![]() Join date: 8 Jul 2004
Posts: 59
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12-05-2005 17:47
Hi ZsuZsanna,
I’m utterly scripting challenged so the workaround I use is to make a new texture. Hopefully the texture is yours or Mod and you have some sort of photo editing program and the know how to edit textures. Set the repeats how you want it, even number repeats are easer to make than odd. Make note of the dimensions. If it is a Modifiable texture you can uploaded it to your computer by opening it from inventory so you see it in a window then go to file in the main menu and click ‘Save Texture As’. If it is not lit up then the texture is not Mod. Be sure to make note where it is saved at. Now open the file in your photo program, resize the canvas to fit more repeats of it, then copy and paste the image into it to achieve the repeat you need. If it’s an odd number you’ll have to do a little seamless texture making to make it fit smoothly. Once happy, resize the whole thing down to a more modest size, 256x256pixles is normally fine for water even on a 10x10 prim. Rename it and Save as a TGA or Jpg. Now you can upload and use. If you don’t have the program or know how to do it, just gimme a holler in world. I have a ton of water textures on my computer and can tweak one for you pretty quick. KX _____________________
KX Designs Studio ~ Serenite ~
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Margot Abattoir
Senior Member
Join date: 15 Jul 2004
Posts: 234
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waterwork IS a challenge...but yep yep yep..
12-06-2005 03:03
you CAN change the repeats if you change that script...and change it in the 'above' way. If you're still havin' probs, catch me inworld. To tell you 'well, everyone ELSE can do it with the above directions' does not help YOU. So I may have missed a critical step in the explanation. Sometimes I do things so reflexively after I learn them, that I forget the actual steps I take to do them!
Make sure you're 'saving' the changes you make in that script. I know that is probably what you've done..but you'd be surprised what happens and doesn't happen if directions are missing this step. Anyway, yes. Changing ALL the numerical parameters to zero's with the exception of the LAST one, which is the speed of the actual flow, will allow you to adjust texture to your heart's content. I USED to think, too, that when you added the water script..that 'that was that'. That no fine-honing of texture repeats could be done afterwards. But I got so unhappy with the look of the water, I decided to experiment on my blondish own. So..I'll drop what I call my 'GOOD water script' on you to save your frazzled soul. And for days when you feel like having this wonderful headache again, you can attempt the script hacking ![]() ~Build on~ |
Forseti Svarog
ESC
![]() Join date: 2 Nov 2004
Posts: 1,730
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12-06-2005 06:46
funny margot, because I've seen the opposite... i.e. when I've added the SMOOTH command to an llSetTextureAnim with the parameters you point out set to 0, it's forced the texture into a 1x1 display on the prim.
obviously can't log now, but I guess i have to go play with this more. curious _____________________
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Sable Sunset
Prim Herder
![]() Join date: 15 Apr 2005
Posts: 223
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12-06-2005 07:27
funny margot, because I've seen the opposite... i.e. when I've added the SMOOTH command to an llSetTextureAnim with the parameters you point out set to 0, it's forced the texture into a 1x1 display on the prim. obviously can't log now, but I guess i have to go play with this more. curious I've seen exactly this - that SMOOTH forces texture repeats to 1x1... in fact I think it's even documented as doing this on the LSL Wiki... /me digs around for the right link... ah here it is, I.. oh... I didn't know that... Textures used to be set to 1x1 by this, as you can see from the notes in the previous revision of the Wiki here: http://secondlife.com/badgeo/wakka.php?wakka=llSetTextureAnim/show&time=2005-10-03+16%3A38%3A00 ...but that now appears to have been fixed as the comment regarding it being broken has been removed from the current version of the entry here: http://secondlife.com/badgeo/wakka.php?wakka=llSetTextureAnim ...so apparently this has been fixed and I didn't know ![]() I'll have to play with this in-world tonight. _____________________
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Margot Abattoir
Senior Member
Join date: 15 Jul 2004
Posts: 234
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kk..miniclass avail today inworld on this..if u want it..
![]() 12-06-2005 10:55
I know it's frustrating! I'll be inworld when 1.8 happens today..yeah!! To check out LL's new water. AND to refurb my island falls. Will be glad to give any and all a free lesson in how to SLOW down water..and change that dang script so your texture repeats STAY as you wish
![]() SINCE it all has to do with that script..slow anim, water, water script..etc...might as well kill 2 birds etc.. See ya there! |
Margot Abattoir
Senior Member
Join date: 15 Jul 2004
Posts: 234
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here tis............
![]() 12-06-2005 16:42
The stuff I was giving you Zsu was data from a UNEDITED part of my waterfalls tutorial before 1.7 messed up this thing that is giving u a bit of a headache right now...and if 1.8 doesn't change that, I have to edit that data in my tutorial. Thankyou, all of you, for bringing this to light. IF they do NOT change this...there is a way to keep select prims with a certain non 1x1 texture. Not hard to do. BUT not as easy as using the data box.
I've used 6 folders filled with premade, script adjusted prims for my falls since 1.7. since SOME of my stuff wasn't staying the way it should either. I've made so many falls and used these premade things so often I'd forgotten how I actually altered them. Not fancy. Now, I go for these folders rarely and only if I DON'T like a texture in a 1x1. I try to trick the eye with certain things so it makes up for the less finely-honed textures at times. BUT if I really dislike a 1x1, yes I go for these folders. The prims are already adjusted for textures I like a great deal and the repeats will STAY that way after you log off and come back. ONE way to test this it to REPLICATE a prim. IF it changes it's texure repeats, and obviously its texture, after you replicate it, it will change should you log off and come back on. At least in 1.7 til the present. Something to do to maybe test 1.8. Hmmm Again this adjusting is not hard, but you DO have to mess with the script parameters, throwing in numbers til you get the texture you like...or are most happy with. Because it is NOT as easy as the data box, I'll give you a few of my prims that I like so you can see the water script parameters on each one...and the texture it creates and MAINTAINS. EACH prim shape will call for a bit of a different set of values...and I found that some textures call for different values as well. So NO one set of numbers is THE set for making all textures look great on all prim shapes doing it this way. Will be on early tomorrow, but prolly not later in the day, if you want a mini class ![]() |
Forseti Svarog
ESC
![]() Join date: 2 Nov 2004
Posts: 1,730
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12-06-2005 20:34
margot, I'm assuming when you are talking about script parameters you are talking about the x frames and y frames parameters:
llSetTextureAnim(integer mode, integer side, integer x_frames, integer y_frames, float start, float length, float rate); _____________________
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Margot Abattoir
Senior Member
Join date: 15 Jul 2004
Posts: 234
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yes....
12-07-2005 03:50
and they really don't come out badly either..just that..you DO have to do a trial and error with some textures..and of course, shapes. Don't simply use the same set of values and plug them in...even for textures that may be similar in style. But they come out fairly well. Will drop some on you, copyable of course so you can see obviously, that the script will control and maintain the prim texure/repeats upon copying and relogging. I do NOT give these prims with my urn of premade water elements. Rather I give a small array of 1x1 repeat-textured prims. Since it is difficult, at times, to even show someone how to adjust nonphantom prim textures in the data box, or to have them bravely enter the water script and change the last parameter so the water slows down a bit, I opt for the 1x1's.
Sadly, some of the things about a certain water texture may be lost in the translation, but the too large, perhaps blotchiness, of some textures when they are 1x1 repeats can be remedied this way. Now the only thing about this issue that makes me 'think' is why the script would have 'hegemony' over the prim data box parameters. If you know, please tell me. I don't think, or am not hopeful that this texture 'problem' will be fixed or changed by Linden Labs, but you never know. If P2P is possible, and waves in the Linden ocean, hey, they may be able to fix this!! ![]() BTW..the only four-letter word I truly find offensive is 'CAN'T' ~Build on~ |