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Gigakudos to the 1.9 Dev Team |
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Will this thread be moved toBuilding
7 (22.6%)
Feature Feedback
9 (29.0%)
Notices and Well Wishes
15 (48.4%)
Total votes: 31
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Khamon Fate
fategardens.net
![]() Join date: 21 Nov 2003
Posts: 4,177
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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
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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. _____________________
I am myself indifferent honest; but yet I could accuse me of such things that it were better my mother had not borne me: I am very proud, revengeful, ambitious, with more offenses at my beck than I have thoughts to put them in, imagination to give them shape, or time to act them in. What should such fellows as I do crawling between earth and heaven? We are arrant knaves, all; believe none of us.
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Huns Valen
Don't PM me here.
![]() Join date: 3 May 2003
Posts: 2,749
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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.
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AJ DaSilva
woz ere
![]() Join date: 15 Jun 2005
Posts: 1,993
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02-26-2006 19:47
I'm too busy to check it out - can someone tell me how this new texturing works please?
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SuezanneC Baskerville
Forums Rock!
![]() Join date: 22 Dec 2003
Posts: 14,229
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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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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them. I can be found on the web by searching for "SuezanneC Baskerville", or go to http://www.google.com/profiles/suezanne - http://lindenlab.tribe.net/ created on 11/19/03. Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard, Robin, and Ryan - |
Csven Concord
*
![]() Join date: 19 Mar 2005
Posts: 1,015
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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
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02-26-2006 21:15
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.] 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
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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
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02-26-2006 21:21
Or not. Where is the attachment tool? |
Csven Concord
*
![]() Join date: 19 Mar 2005
Posts: 1,015
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02-26-2006 21:36
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
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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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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them. I can be found on the web by searching for "SuezanneC Baskerville", or go to http://www.google.com/profiles/suezanne - http://lindenlab.tribe.net/ created on 11/19/03. Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard, Robin, and Ryan - |
AJ DaSilva
woz ere
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Posts: 1,993
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02-26-2006 21:51
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. To hell with it, I'm gonna try it out anyway! |
AJ DaSilva
woz ere
![]() Join date: 15 Jun 2005
Posts: 1,993
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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
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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 ![]() Very nice! Thanks for the heads up Khamon ![]() Texture Planar Preview! _____________________
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Khamon Fate
fategardens.net
![]() Join date: 21 Nov 2003
Posts: 4,177
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02-27-2006 07:14
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? 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
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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
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02-27-2006 07:58
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? _____________________
We can't be clear enough, ever, in our communication. ![]() |
Candide LeMay
Registered User
Join date: 30 Dec 2004
Posts: 538
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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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"If Mel Gibson and other cyberspace writers are right, one day the entire internet will be like Second Life." -- geldonyetich
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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02-27-2006 09:45
Hooray! We're saved!
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Ben Bacon
Registered User
Join date: 14 Jul 2005
Posts: 809
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02-27-2006 13:29
...the invisibility prim glitch, which doesn't work in the current preview anymore.. |
Runitai Linden
Linden Lab Employee
Join date: 29 Aug 2005
Posts: 52
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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
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02-27-2006 14:17
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 ![]() 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
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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
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02-27-2006 16:04
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. |
Martin Magpie
Catherine Cotton
Join date: 13 Nov 2004
Posts: 1,826
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02-27-2006 16:46
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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