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Gigakudos to the 1.9 Dev Team

Will this thread be moved to

Building
7 (22.6%)

Feature Feedback
9 (29.0%)

Notices and Well Wishes
15 (48.4%)

Total votes: 31
Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
02-26-2006 18:11
Whoever coded planar texture application to twisted prim faces deserves two extra weeks vacation and pizza for life!
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Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
02-26-2006 18:47
GOOD beer too, to go with the pizza. Arcadia or Bells or Wytchwood or something.

It still seems to have a few bugs here and there, but it's already fantastic as is.
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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
02-26-2006 19:06
I only voted in this poll because for a moment I forgot I wasn't at Gaia Online. Anyway, they are putting in faster sim border crossing code, and that is woth something to me.
AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
02-26-2006 19:47
I'm too busy to check it out - can someone tell me how this new texturing works please? :D
SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
02-26-2006 20:37
I am afraid to look, I assume they have messed up something that used to work, right?
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Csven Concord
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Join date: 19 Mar 2005
Posts: 1,015
02-26-2006 20:48
Would this be as in when a cube side is reduced it creates a diagonal seam that distorts an applied texture? And now it doesn't?

[EDIT: Just tested. The diagonal seam is gone. Outstanding.]
AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
02-26-2006 21:15
From: Csven Concord
Would this be as in when a cube side is reduced it creates a diagonal seam that distorts an applied texture? And now it doesn't?

[EDIT: Just tested. The diagonal seam is gone. Outstanding.]
Well that's pretty cool.

Pity it's nothing to do with planer UVW maps/ projecting textures/ whatever it's actually called that I was hoping it was, but good news anyway. :)
Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
02-26-2006 21:19
Yes Csven, here are pictures. They're intentionally left a bit large so you can see. Oldmap shows the standard texture application; newmap shows the uniform application of the same texture to the cube faces.

Or not. Where is the attachment tool?
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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
02-26-2006 21:21
From: Khamon Fate
Or not. Where is the attachment tool?
They took them away because the forums were getting dodgy, you'll have to use photobucket or something if you want to post pictures anywhere but gallery or classifieds.
Csven Concord
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Join date: 19 Mar 2005
Posts: 1,015
02-26-2006 21:36
From: AJ DaSilva
Well that's pretty cool.

Pity it's nothing to do with planer UVW maps/ projecting textures/ whatever it's actually called that I was hoping it was, but good news anyway. :)


Actually, that would be the same thing as what I'm seeing. And since this is part of a drop down menu on the Texture window (default, planar), it appears that we might eventually see other mapping options (e.g. cylindrical). Nice.

This is actually good timing. My build in Patagonia is a victim of the "seam" issue. I can now work on textures that use planar mapping instead of dealing with the seam.
SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
02-26-2006 21:51
Hmm, I have the steel plate texture on a twisted object - it's not right, it has zig-zags in it.

With the top size reduced to zero on an otherwise norma object, it's not right, the texture is parallel to one side in a strange way.
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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
02-26-2006 21:51
From: Csven Concord
Actually, that would be the same thing as what I'm seeing. And since this is part of a drop down menu on the Texture window (default, planar), it appears that we might eventually see other mapping options (e.g. cylindrical). Nice.
OMG... if it is that's beyond awesome...

To hell with it, I'm gonna try it out anyway!
AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
02-26-2006 22:04
Nope, not what I was hoping for at all. :(

Much weirdness when I tried it out, is it mapping to a plane that follows the extrusion path or something?
Martin Magpie
Catherine Cotton
Join date: 13 Nov 2004
Posts: 1,826
02-26-2006 22:31
Planar! Oh right on. I just tested this out, roofs are going to be much nicer for one. The easiest way to explain this...While being on the preview grid.

Make a cube
Texture the entire cube with a roof tile.
Shrink top size to x: 30
Now look at the ends, one is always distorted.
Now switch from Default to Planer
Change the repeats to .02 or what ever you like
Booya! no more distorted ends :D

Very nice! Thanks for the heads up Khamon :) I published some pics of this experiment to my blog they can be seen here:

Texture Planar Preview!
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Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
02-27-2006 07:14
From: AJ DaSilva
Nope, not what I was hoping for at all. :(

Much weirdness when I tried it out, is it mapping to a plane that follows the extrusion path or something?
It does seem to be yes. The exciting news, as Csven noted, is that the option is in a dropdown menu which indicates the future addition of advanced mapping features.

Meanwhile, there are a few things I can fix with this.

Is this a byproduct of html over a prim face?
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Aimee Weber
The one on the right
Join date: 30 Jan 2004
Posts: 4,286
02-27-2006 07:51
THANK GOODNESS!!

That glitch was on my top ten list of "Things that annoy me about SL" I would even transform textures to compensate, but that never really worked very well.
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Taco Rubio
also quite creepy
Join date: 15 Feb 2004
Posts: 3,349
02-27-2006 07:58
From: Aimee Weber
THANK GOODNESS!!

That glitch was on my top ten list of "Things that annoy me about SL" I would even transform textures to compensate, but that never really worked very well.


Ok there's me, but who are the other 8 people?
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Candide LeMay
Registered User
Join date: 30 Dec 2004
Posts: 538
02-27-2006 08:11
Whoa ... this is good news indeed. I wonder if it will placate all the people who use the invisibility prim glitch, which doesn't work in the current preview anymore :)
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Burke Prefect
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Join date: 29 Oct 2004
Posts: 2,785
02-27-2006 09:45
Hooray! We're saved!
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Ben Bacon
Registered User
Join date: 14 Jul 2005
Posts: 809
02-27-2006 13:29
From: Candide LeMay
...the invisibility prim glitch, which doesn't work in the current preview anymore..
wha? who? whe? WHAT??!?
Runitai Linden
Linden Lab Employee
Join date: 29 Aug 2005
Posts: 52
02-27-2006 13:35
Ok, cool to see people finally noticed it!

What it does is smack a texture on the face according to which way the face is facing and how far it is from the center of the object, plus your usual transforms (rotate, repeats, offset). View the "repeats per face" parameters as "repeats per meter" when planar generation is on. Also keep in mind that this is vastly different from traditional planar texture coordinate generation where a single plane is used for the entire object being textured.

What that means is it's only any good for flat or nearly flat things (sides of cubes, ends of cylinders, cut face of a sphere, etc.). This is mostly because things that aren't flat change which plane they lie on from one point to the next, making a severe warping effect (apply planar generation to a sphere, and you'll see what I mean). Also, it won't work very well on inside faces of a hollow object because those faces pretend to be round (this is a bug inherent in the way hollow primitives are made, a fix is in the works).

The goal was to make a texture generation mode that would let you seamlessly align textures across primitives of varying scale, shear, taper, and type. For example, it is now possible to align textures across a cube face and a tube end *precisely*. Also, the texture warping from tapering a cube was targeted.

Like most texture generation equations, there are lots of places where it doesn't do exactly what you want, so please use as appropriate.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
02-27-2006 14:17
From: Candide LeMay
Whoa ... this is good news indeed. I wonder if it will placate all the people who use the invisibility prim glitch, which doesn't work in the current preview anymore :)
Which one? There's at least 3 invisibility textures that people use.

I think SL needs to make "cloak" a material type that only effects the stuff inside the prim, so you don't get invisiprims hiding alpha textures behind them.
Introvert Petunia
over 2 billion posts
Join date: 11 Sep 2004
Posts: 2,065
obligatory
02-27-2006 14:47
Gigakudos for fixing a bug that caused the client to fail to render a square texture on a 4 sided polygon that took only 2+ years to get arouind to fixing?

Would that mean HTML on a prim would be Terakudos? Permissions that don't suck would be Exakudos? Reliable communications Petakudos? Wow, we've kinda lowered our sights, eh?
AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
02-27-2006 16:04
From: Argent Stonecutter
I think SL needs to make "cloak" a material type that only effects the stuff inside the prim, so you don't get invisiprims hiding alpha textures behind them.
Or just let us set the base texture of avatars and use alpha channels on it...
Martin Magpie
Catherine Cotton
Join date: 13 Nov 2004
Posts: 1,826
02-27-2006 16:46
From: Runitai Linden
Ok, cool to see people finally noticed it!

What it does is smack a texture on the face according to which way the face is facing and how far it is from the center of the object, plus your usual transforms (rotate, repeats, offset). View the "repeats per face" parameters as "repeats per meter" when planar generation is on. Also keep in mind that this is vastly different from traditional planar texture coordinate generation where a single plane is used for the entire object being textured.

What that means is it's only any good for flat or nearly flat things (sides of cubes, ends of cylinders, cut face of a sphere, etc.). This is mostly because things that aren't flat change which plane they lie on from one point to the next, making a severe warping effect (apply planar generation to a sphere, and you'll see what I mean). Also, it won't work very well on inside faces of a hollow object because those faces pretend to be round (this is a bug inherent in the way hollow primitives are made, a fix is in the works).

The goal was to make a texture generation mode that would let you seamlessly align textures across primitives of varying scale, shear, taper, and type. For example, it is now possible to align textures across a cube face and a tube end *precisely*. Also, the texture warping from tapering a cube was targeted.

Like most texture generation equations, there are lots of places where it doesn't do exactly what you want, so please use as appropriate.



A LL run class on this would be great when it goes live. Just a suggestion :)

Cat
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