Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

SIM land Texturing + How to

Jaqueline Infinity
Registered User
Join date: 21 Sep 2007
Posts: 71
04-13-2008 13:48
Hello, can anyone tell me how to make the SIM ground textures. I will get my Openspace SIM soon. Thx
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
04-13-2008 14:29
I'm not sure what it is you're trying to ask, Jaqueline. Are you looking for tips on making textures that look like grass or sand or dirt or something? Or do you need instruction in how to use the estate tools to apply existing textures to the land? Or are you asking about how to make RAW terrain height maps? Please clarify.
_____________________
.

Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested.
Jaqueline Infinity
Registered User
Join date: 21 Sep 2007
Posts: 71
04-13-2008 17:52
Yes, i make it more clear. As I get my SIM soon I want to make my own texture for the ground, land with white sand beach, gass, rocks for the mountains. I dont know how it works and never seen the Esate buttons and functions. Some told me its a tricky thing and needs hours. Maybe there is any tutorial anywhere?
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
04-13-2008 19:20
Terrain textures need to be 512 x 512 pixel 24-bit TGA files, and need to be seamlessly able to tile in both directions. These will map to a 4 M x 4M repeating grid, starting at the corner of the sim. This is 4M x 4M in the X and Y directions only, regardless of how much change is there in the Z axis. The actual owner of the sim and the sim's designated Estate Managers can all change terrain texture choices, as explained below. Only the Owner can upload or download .raw files for terraforming with external tools.

In the estate controls there is a tab for "ground texture". There you can specify 4 terrain textures that will be used at various altitudes.

There are also two height values associated with the "texture elevation ranges" each corner of the sim. The low value is the maximum height in that corner for texture #1, and the high is the minimum height for texture #4. The midpoint between these two is the transition point between textures 2 and 3.

Think of these height settings as setting the shape of a plane that is stretched from corner to corner in the sim. If all 4 low values are equal, and all 4 high values are equal, then the dividing lines are level. If the West side values are lower than the East side, the plane slopes down on the West. Lower just one corner, and the plane dips in that direction, lowest at the corner.

Where it gets tricky is that the blending of the transitions is difficult to predict, and not something you directly control. You could set the transition point to 20 M, and a flat 22 M surface might still have blotches of texture #1 in it.

Example: Texture 1 = sand, Texture 2 = clumpy grass, texture 3 = grass, texture 4 = snow. Low set to 20. high to 95 in all corners. terrain heights vary from sea level (20 M) to 100 M. Results in sandy beaches, a mostly green island, and snow-capped peaks.

Hope that helps.
_____________________
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.
Jaqueline Infinity
Registered User
Join date: 21 Sep 2007
Posts: 71
04-14-2008 17:13
@ Ceera Murakami

Yes, that is a very good help for me and I can follow you. Thank you!