Adjusting repeats beyond 100
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Scottie Gearz
Registered User
Join date: 23 May 2009
Posts: 5
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12-27-2009 07:29
Hopefully someone can help me with this. I had found a free sculpt map for making 1 prims plants instead of using multiple prims. Now, on the example sculpt that was included with the sculpt map texture, the repeats on the object were horizontal-4, and the vertical was 128. Now, when I make my own sculpted prim, add the sculpt map texture to it and then try to adjust the repeats, I can not get it beyond 100 for the vertical repeat. How do I make my own prim and get beyond the 100 limit? Is there a script or something that I need, or a workaround for this? Any help would be appreciated. Thank you.
Scottie Gearz
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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12-27-2009 09:16
default{ state_entry(){ llScaleTexture( 4.0, 128.0, ALL_SIDES ); llRemoveInventory( llGetScriptName() ); } }
make it in your inventory, drop it into the sculpt. ETA: fixed for typos
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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12-27-2009 09:39
I'm curious why you'd need to repeat anything 128 times on a plant. Just how many sections does this thing have? I'm guessing it's an oblong sculpt of some sort?
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Scottie Gearz
Registered User
Join date: 23 May 2009
Posts: 5
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12-27-2009 09:57
Sorry about the confusion, it's not a -4, i meant to hit the '=' sign, not the -. Other sculpt examples I've seen for plants have higher numbers than this. I do appreciate the reply on how to create the script and will try that inworld in a few moments and post a reply. I'm definitely not a scripter so the information helps greatly. Thank you.
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Scottie Gearz
Registered User
Join date: 23 May 2009
Posts: 5
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12-27-2009 10:06
I'm not sure about the oblong, but the script did work. I did get a syntax error when it tried to compile in the 'get script name' line. I deleted that line and it compiled perfectly. I set it inside my prim, added my plant texture to it and it's perfect. THANK YOU! It was driving me crazy. After the repeats were changed, I just deleted the script out of the prim, and took it into my inventory to use for other plants I can make. Thanks again!
The script looks like this:
default{ state_entry(){ llScaleTexture( 4.0, 128.0, ALL_SIDES );
} }
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SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
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12-27-2009 10:11
I think there's an extra semicolon in the line that gave the error.
llRemoveInventory( llGetScriptName(); );
should be
llRemoveInventory( llGetScriptName() );
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Scottie Gearz
Registered User
Join date: 23 May 2009
Posts: 5
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12-27-2009 10:19
Yep, you're right. I added the line you wrote, and it compiled perfectly. I put it in my prim, it changed the repeats and deleted itself. Thank you!!
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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12-27-2009 10:25
From: Scottie Gearz I'm not sure about the oblong, but the script did work. I did get a syntax error when it tried to compile in the 'get script name' line. I deleted that line and it compiled perfectly. I set it inside my prim, added my plant texture to it and it's perfect. THANK YOU! It was driving me crazy. After the repeats were changed, I just deleted the script out of the prim, and took it into my inventory to use for other plants I can make. Thanks again!
The script looks like this:
default{ state_entry(){ llScaleTexture( 4.0, 128.0, ALL_SIDES );
} } Just in case you wonder, that llRemoveInventory line is there for a good reason. The script is unnecessary once it has done its job, so it's best to get rid of it. Otherwise, it stays there, running, and adding in its miniscule way to the total script load for the sim. One tiny script is not much of a problem, but when you add up all of the time being used by tiny, unnecessary scripts, it can be surprisingly large. Linden Labs is about to introduce new script limits to ease some of the load on sims. One way designers can help is by building in scripts like Void's that self-destruct once their work is done.
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Scottie Gearz
Registered User
Join date: 23 May 2009
Posts: 5
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12-27-2009 10:32
When I had the error message and took out the line and set it in my prim for the test, I did delete it from the prim I'd created as it wasn't necessary. When Suzeanne wrote in her post the correction needed, I did change the script I'd created in my inventory. It is now correct. I added the script to contents, and then watched it delete itself. I checked my texture tab and the repeats were perfect. Thank you all who posted regarding this issue. It is very much appreciated! Scottie
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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12-27-2009 12:44
sry bout that...
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