Hollie Wood
Registered User
Join date: 10 Jun 2006
Posts: 3
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08-23-2008 11:09
Hi, I'm hoping to find a script that will spread a single texture across multiple unlinked prims so you end up with a giant version of the original picture. any ideas?
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Larrie Lane
Registered User
Join date: 9 Feb 2007
Posts: 667
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08-23-2008 11:59
Why use scripts, its so easy to texture multiple prims using just the edit menu and texture tab. If its only the one texture you want to texture multiple prims then I wouldn't waist the money on a texture alignment script.
If you would like to know how then texturing tips would be the place for the answer which I along with many others would answer. Just let us know what size prims you are using, length and height and we could give you the correct repeats and offsets but depending on size there are limits but I doubt if you would exceed that.
If its a script you are looking for only, then I would suggest posting in Products Wanted or try searching Slexchange.
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Hollie Wood
Registered User
Join date: 10 Jun 2006
Posts: 3
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08-23-2008 12:18
its a maze its complex its over a quarter sim. sorry i posted in the wrong spot
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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08-23-2008 12:33
That's what the Repeat and Offset parameters in the Texture window of Edit are for, Hollie. As a learning experiment: 1. Create four cube prims, each 2 m on a side, and stack them to create an array that looks like a 4m x 4m x 2m block. Then, 2. Grab a texture you like and apply it to the front of each of the blocks You should now have four copies of the same texture showing. 3. Now select one block, be sure that the Edit >> Texture window is open, and set the horizonal and vertical Repeats to 0.5. Set the vertical offset to 0.5. You should now see one quarter of the original texture on that block, and twice its original size. 4. Do the same with each of the other blocks, experimentally changing the horizontal and vertical offset parameters in combinations of 0 and 0.5 until you get the *correct* quarter of the image on each block. When you are done, you should have what looks like a single 4m x 4m x 2m block with a single large texture on it. You can do the same thing with many more than 4 blocks (and smaller repeats) to get an even larger final image. There are obvious limits, of course. The lower you set the Repeats parameters (the more you blow up the image, in other words), the more definition you lose. The same is true if you apply the texture to an array of very large prims. There are two ways to beat that problem. One is to start with a texture that has loads of pixels in it, but that creates HUGE headaches for anyone viewing your work. The other is to begin with not ONE texture, but several. For example, imagine creating a texture in Photoshop that is 2048 x 2048 pixels square --- MUCH too large to upload to SL. Slice it up into 16 square images, each 512 x 512 pixels, upload them, and use the procedure I outlined above to apply each, in quarters, to an array of 4 prims. If you don't go nuts trying to stack them properly, you'll have a final array of 64 textured prims. I'm not truly recommending that you create such an array -- sixteen 512 x 512 textures on 64 prims is a heck of a cost in uploads and prim load! -- but if your heart was set on making a monstrous billboard that was readable and rezzed in a reasonable amount of time, that's how you could do it.
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