Anastasia Serenity
Registered User
Join date: 2 Jan 2009
Posts: 53
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03-09-2009 04:55
Hello, I am trying to make some letters and images for the world map (Secondlife Map/Region Image) and would like to get some advises from you. What tools do you use to create images or letters? I got Map Painter but it use so many prims to create an image [128x128 at 200% (covers 256x256 meters) = 4096 prims Right now I just added a mega prim 256x256x0.5 to cover the whole region and set the high to 301 meters, made it total clear and phantom, then just added the top side back to yellow. Hope its the best way to make it. 
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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03-09-2009 05:49
Each color from a prim has to be a separate prim. So you can either do as that app you mentioned does, or you can manually build a structure of solid-color prims. The texture image on a prim isn't seem in the map images, so you can't make a large megaprim with a simple image on it.
But why do you want to make the map useless for your sim by covering it with an image, anyway?
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Elanthius Flagstaff
Registered User
Join date: 30 Apr 2006
Posts: 1,534
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03-09-2009 06:33
With the new map creating process it may not be necessary to use a new prim for every single colour. A humungous texture might be sufficient.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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03-09-2009 08:28
From: Elanthius Flagstaff With the new map creating process it may not be necessary to use a new prim for every single colour. A humungous texture might be sufficient. Nope. If that was the case, then the map at http://slurl.com/secondlife/RUCE%203/// would show a football field in RUCE 3, and not a solid green rectangle. In the sky at three different elevations there are two 50 x 50 megaprims each at 400M, 550M and 700M, each textured with half a football field as a 1024 x 1024 texture. On the ground is a football field that uses only normal-sized textured prims, to get better detail, using one 1024 x 1024 texture for each 30 x 30 M area (9 prims). I believe it is the 400M megaprim platform that is being displayed as that green rectangle, since its end overlaps the prims in the ground-level stadium seating on the East end of the field. If the map showed the texture on prims, you would see the field details, and would also see the lines on the pavement in the streets in that 4-sim area. The new map creation process is wonderful for terrain detail, but prims still only show as one solid color per prim.
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Fenix Eldritch
Mostly harmless
Join date: 30 Jan 2005
Posts: 201
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03-09-2009 08:41
The one color per prim isn't quite true, there are some tricks around it.
Take a cube prim and give it this path cut:
B: 0.125 E: 0.625 And make the y scale double the z scale.
With that you will have two perfect square faces of the prim that can be colored differently.
Going one step further, take that same prim and hollow it to get a third face. I don't know off the top of my head what the scales need to be to make all faces a perfect square, but you can fiddle and experiment.
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