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Ocean Texture

Ron Overdrive
Registered User
Join date: 10 Jul 2005
Posts: 1,002
11-08-2005 17:09
Ok anyone know what the UUID for the ocean texture is and how to animate it to flow in the direction of the regular ocean? Some jerk bought the 512m2 plot behind me that I was gonna buy and sectioned it off into 64m2 plots wich are now being used for advertising right in front of my club's ocean view. Now I found it very rude to log on and find these eye sores sticking out in the middle of the water right in front of my club since I have cheap vendor space readly available. So I wanna build a wall that looks like the ocean in order to create the illusion those objects aren't there when you're looking out twoards the ocean. Can anyone help?
Ayame Sapeur
~*Model Princess*~
Join date: 19 Sep 2005
Posts: 167
11-08-2005 18:08
You complain about advertising cause it aint pretty...

People complain of clubs cause of lag...

Does that mean that the people who live in the same sim as you can make you move? It doesnt. Hehe ^.^

Stop complaining =/

-Ayame Sapeur
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Dianne Mechanique
Back from the Dead
Join date: 28 Mar 2005
Posts: 2,648
11-08-2005 18:18
From: Ayame Sapeur
You complain about advertising cause it aint pretty...

People complain of clubs cause of lag...

Does that mean that the people who live in the same sim as you can make you move? It doesnt. Hehe ^.^

Stop complaining =/

-Ayame Sapeur
What?

I'm hoping the lack of sense (gramatical and otherwise), indicates you are merely a bad reader/communicator, cause it's pretty rude otherwise.

I dont know the ocean texture (if there is one), but these are the codes I have:

terrain_dirt.tga b8d3965a-ad78-bf43-699b-bff8eca6c975
terrain_grass.tga abb783e6-3e93-26c0-248a-247666855da3
terrain_mountain.tga 179cdabd-398a-9b6b-1391-4dc333ba321f
terrain_rock.tga beb169c7-11ea-fff2-efe5-0f24dc881df2
terrain_dirt_detail.tga 0bc58228-74a0-7e83-89bc-5c23464bcec5
terrain_grass_detail.tga 63338ede-0037-c4fd-855b-015d77112fc8
terrain_mountain_detail.tga 303cd381-8560-7579-23f1-f0a880799740
terrain_rock_detail.tga 53a2f406-4895-1d13-d541-d2e3b86bc19c
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
11-08-2005 21:44
I'm not 100% certain, but I don't think the water in SL is actually a texture. I'm pretty sure it's a procedural shader. From what I understand, water is entirely a client side effect. Server side, it doesn't exist. If you look in your Second Life\app_settings and Second Life\cg folders you'll see several .cg files relating to water. I believe these are the files that tell your graphics card how to render water on your machine.

That having been said, there are several water textures in the library. They're not an exact match for the SL ocean, but they are what most people use to create prim-based water works, so people are used to regcognizing them as water. As for somehow making a vertical wall appear to blend into the horizontal ocean behind it, that's a tuff one. You could spend all day getting it to look just right from one camera angle, and then as soon as you move your point of view in the slightest, the illusion would be gone. I'd suggest maybe thinking about raising some land a bit and installing a waterfall or something if you're deadset on having water as the view.
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Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
11-08-2005 22:04
You're ruining my immersion Chosen. I use very dark blue semitransparent blank prims to simulate SL water. That's the nearest I've come to matching it and it's a fairly consistent view all the way around.
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
11-08-2005 22:06
O one question please... how can I use those texture coupon codes on the sides of a prim?
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
11-08-2005 23:19
Well, I didn't get the UUID (because there isn't one), but I did get the next best thing. I took a screenshot of the ocean off the edge of the world so no land underneath could affect how it looks. Then I cropped it as near as I could to one repeat. The crop wasn't perfect so I had to fix the image a little so it tiles. Here's the result.

While it is a nearly exact copy of the water surface as viewed from above, it will never precisely match the actual water. "Real" SL water changes its characteristics pretty dramatically in response to camera angle. Viewed from above it's a very transparent green. Viewed from an oblique angle, it's quite blue at close range, gading to yellow-green as it approaches the horizon. Viewed from a near horizontal angle, it grades from light blue in the fireground to dark blue at mid distance to gray-green to purplish, and finally to bright blue-green at the horizon. All that is at noon, by the way. As the sun moves across the sky, all those colors are subject to change. There's definitely something procedural going on. No way is this just a raster image on a surface.

Anyway, upload this texture, throw a low shine on it, tint it to your liking (I recommend adding some blue), drop in a slow animation loop, and it's about the closest you're gonna get.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
11-08-2005 23:37
From: Torley Torgeson
O one question please... how can I use those texture coupon codes on the sides of a prim?

If you're asking how to apply the UUID's Dianne listed, here's the script to apply a texture by number. This example will apply the first one on her list, Terrain_Dirt. To use one of the others, just change the part in quotes to one of the other UUID's.

CODE
default
{
state_entry()
{
llSetPrimitiveParams( [ PRIM_TEXTURE, ALL_SIDES, "b8d3965a-ad78-bf43-699b-bff8eca6c975", < 1, 1, 1>, < 0, 0, 0 >, 0.0 ] ) ;
}
}
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Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
11-09-2005 03:02
CODE

default
{
state_entry()
{
llSetTexture(key of choice, ALL_SIDES);
}
}


Should also work (I'm on a poxy machine with no tabbed browsing and no link to the wiki and no access to SL so it might need a little tweaking, but you can set textures that way using their key (UUID) rather than their name as well.
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
11-09-2005 03:06
Thanx a lot, Chosen and Eloise!

I've never done this before but I've been curious about it for awhile.

Is there an UUID for the "smokey" texture that's before textures actually load? Like, when everything's gray? Or foot shadows? I've been attempting to find both to have a lil' fun with them, but no go thus far.
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Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
11-09-2005 04:49
The answer is, pretty much, no, because they're not normally generated textures. You can probably fake either of them. This pesky no tabbed browsing lark is a pain, but I'm pretty sure if you search the scripting forum for keys for textures there was a fairly recent thread listing many of them so you check.

You can, of course, also make them for yourself if you want to.
Cid Jacobs
Theoretical Meteorologist
Join date: 18 Jul 2004
Posts: 4,304
11-09-2005 06:16
From: Torley Torgeson
Thanx a lot, Chosen and Eloise!

I've never done this before but I've been curious about it for awhile.

Is there an UUID for the "smokey" texture that's before textures actually load? Like, when everything's gray? Or foot shadows? I've been attempting to find both to have a lil' fun with them, but no go thus far.

You should be able to find all of the UUIDs for the clientside stuff at C:\Program Files\SecondLife\app_settings\viewerart.ini
Additionaly, I think the "smokey" texture is,
alpha_gradient.tga e97cf410-8e61-7005-ec06-629eba4cd1fb
alpha_gradient_2d.tga 38b86f85-2575-52a9-a531-23108d8da837
alpha_noise.tga b9e1cf8a-9660-c020-0c69-18f1ea27268a
alpha_sizzle.tga e121e2fc-7573-740f-edfd-0d45a9ba486e

And the foot shadow is:
silhouette.tga da5d4079-7819-6b53-d2a4-dc9929381d7d

Hope that helps! :)
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Gattz Gilman
Banned from RealLife :/
Join date: 29 Feb 2004
Posts: 316
11-09-2005 07:50
From: Cid Jacobs
You should be able to find all of the UUIDs for the clientside stuff at C:\Program Files\SecondLife\app_settings\viewerart.ini
Additionaly, I think the "smokey" texture is,
alpha_gradient.tga e97cf410-8e61-7005-ec06-629eba4cd1fb
alpha_gradient_2d.tga 38b86f85-2575-52a9-a531-23108d8da837
alpha_noise.tga b9e1cf8a-9660-c020-0c69-18f1ea27268a
alpha_sizzle.tga e121e2fc-7573-740f-edfd-0d45a9ba486e

And the foot shadow is:
silhouette.tga da5d4079-7819-6b53-d2a4-dc9929381d7d

Hope that helps! :)


hmm, would editing the viewerart.ini and inputing a full alpha texture for the foot shadow work? For all the people who hate the foot shadows ;)

Gonna have to try it once SL is back up.
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Cid Jacobs
Theoretical Meteorologist
Join date: 18 Jul 2004
Posts: 4,304
11-09-2005 08:12
From: Gattz Gilman
hmm, would editing the viewerart.ini and inputing a full alpha texture for the foot shadow work? For all the people who hate the foot shadows ;)

Yup.
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LillyBeth Filth
Texture Artist
Join date: 23 Apr 2004
Posts: 489
11-09-2005 23:05
From: Eloise Pasteur
CODE

default
{
state_entry()
{
llSetTexture(key of choice, ALL_SIDES);
}
}


Should also work (I'm on a poxy machine with no tabbed browsing and no link to the wiki and no access to SL so it might need a little tweaking, but you can set textures that way using their key (UUID) rather than their name as well.


Just a few alarm bells ringing here...for my own selfiish concerns more than anything

Not sure I should even make this public but knowing me im talking out my ass anyway

can ANYONE grab the UUID code off 'any' texture they see in SL?

For example. Some one buys some beautiful hand made texture for their building project and then someone can simply copy the UUID from it and use it on their own building?

Sure put my business to no good use LOL

EEEKKK

Please tell me im talking out my butt?
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LillyBeth Filth
Texture Artist
Join date: 23 Apr 2004
Posts: 489
11-09-2005 23:11
From: Ayame Sapeur
You complain about advertising cause it aint pretty...

People complain of clubs cause of lag...

Does that mean that the people who live in the same sim as you can make you move? It doesnt. Hehe ^.^

Stop complaining =/

-Ayame Sapeur



When your all grown up and paying land fees and trying to run a business for fun or financial gain..and some-one comes alone and pisses all over your view & building...maybe you'll take a diffferent slant on this kind of ignorance

Its no dif than in RL if a neighbour moves in next door you have to be considerate.

I have a neighbour who is deeply into LSD type textures all animated and bright yellow rollercoasters that my customers get trapped in the lag is a killer and right next to a texture store ive already had one customer saying shes sick of getting tangled up in the 'contraption' when she visits, best I could do is tell her about the Terra Warp which shes delighted about anyway but what your neighbour does DOES have a direct knock on effect of your enjoyment and your visiters enjoyment whilst at your property.
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TRU Graphic Solutions Ltd
In Association with:
3DTotal.com - SubdimensionStudios.com - AmbientLight.co.uk - Jaguarwoman.com -Texturama.com - Fifond.com - 3DRender.co.uk

Over 80 SL freelance texture artist supplying Premium seamless textures to SL Since 2004

Visit TRU Website:
http://www.texturesrus.net
Gattz Gilman
Banned from RealLife :/
Join date: 29 Feb 2004
Posts: 316
11-10-2005 01:41
From: LillyBeth Filth
Just a few alarm bells ringing here...for my own selfiish concerns more than anything

Not sure I should even make this public but knowing me im talking out my ass anyway

can ANYONE grab the UUID code off 'any' texture they see in SL?

For example. Some one buys some beautiful hand made texture for their building project and then someone can simply copy the UUID from it and use it on their own building?

Sure put my business to no good use LOL

EEEKKK

Please tell me im talking out my butt?


from what i remember (which could be wrong) that through a script (llGetTexture()) you need to have full perms on the object. Other then that, they have to have the texture in their inventory and right-click and select "copy UUID to clipboard".
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Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
11-10-2005 07:04
Gattz is correct, you can only get the key of a texture to which you have full perms access.

It's no more or less open to being exploited than providing the full perms texture in the first place.

Some, like the various linden textures etc. have their keys more or less easily accessible.
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
11-10-2005 22:57
Thanxies for trackin' those down, Cid!

Followup here, one step closer to exterminating the foot shadow menace, by Kathmandu:

/109/c9/70889/1.html#post739398

Foot shadows?

EXTERMINATE! EXTERMINATE!
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