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Mistake:Textured with non-transferable images (Help)

Zerock Parx
Registered User
Join date: 5 Jul 2008
Posts: 120
09-24-2008 16:37
Hi
I'm building my first house which I intend to market.
This has -really- been a wonderful learning experience !

I have most of the geometry finished, and had textured it with images borrowed from a commercial house I bought. It really looked very nice.

But then I realized : Uh-Oh!

All those images are not transferable. I was wondering how to clear them out and put new, transferable images in, knowing they exist in difficult to get areas like between walls.
So I highlighted (selected) the whole building, went to the buid/texture tab and cleared all the textures, making it all white. Then I applied default which made it all plywood. (Made it easier on the eye)

So I went and found some better looking textures with full perm rights and am in the process of re-texturing. It looks better than it did before, really satisfied with it.

Now, this afternoon I started looking at the build/contents of my prims, and the other non-transferable textures are still in the prim! I thought I had cleared them out earlier.

Is there an easy way to clear these out without going to each individual prim? (Almost 300 prims!)

Thanks in advance
-Zerock
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Enjoying a new world
Nika Talaj
now you see her ...
Join date: 2 Jan 2007
Posts: 5,449
09-24-2008 16:46
I'm confused. What tool are you using to look at the list of things in your build? It almost sounds like you put textures into the "contents" of the prims in your build. But that is not necesary when texturing, so if there are textures in the 'contents' of your prims, you can simply remove them ... perhaps I just don't understand your post.
:confused:
Zerock Parx
Registered User
Join date: 5 Jul 2008
Posts: 120
09-24-2008 17:58
Yes, they're in the contents of the prims. Have -no- idea how they got in there.

The tool is the default "Build" with the content tab selected. Somehow my no transfer textures are in there. Actually, I discovered this when placing a script for tinting a skylight - which didn't ever have any textures on it at all - just a mild blue tint!

Sounds like I might indeed have to remove them from each prim at a time. Whew! That's almost like work !
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Nissa Rayna
I play with Prims
Join date: 3 Jan 2008
Posts: 284
09-24-2008 19:11
YEs, they will be in all the prims you applied the texture to unfortunately, this happens with non transerable textures. This happened to me just yesterday, using a sculpty index texture on a prim, forgot to remove and proceeded to edit that prim, then realised it made it no trans!!
Beverly Ultsch
Registered User
Join date: 6 Sep 2007
Posts: 229
09-25-2008 03:42
Just to divert the thread for a moment, 300 prims is a lot for a house, unless you are building something large and complicated. And you do say it is your first build. A hpouse that size means something like a 2048 plot, and wont leave many prims to furnish with.

It may be you built a large castle in which case the prim count is fine, but if this is just a house you may want to look at where all those prims have gone. This is not meant as a critisism because I don't know the details, just an observation.
VonGklugelstein Alter
Bedah Profeshinal Tekstur
Join date: 22 Dec 2007
Posts: 808
09-25-2008 05:31
Yes.. the only way to get rid of them is to delete them manually from the inside of every single one of the prims.. and there is no way to do multiple ones...


so looks like you are building a new house... practice makes perfect
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Zerock Parx
Registered User
Join date: 5 Jul 2008
Posts: 120
09-25-2008 11:43
Yep, I went through the entire house this morning selecting and deleting the images from the contents.

It's a large house, meant for a larger lot. Our first home (Bought commercial) was 680prim and yes we did run out of furniture prims with that one!

I used all the prim-saving techniques I'm aware of on this one.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
09-25-2008 13:06
I wonder if the "Scrubber" script that can be used to eliminate all scripts from a prim object, and all left over hovertext and animation settings, can also be used to eliminate any textures in all the prim's contents?
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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.
Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
A scripted solution ... sort of
09-25-2008 14:50
Great idea, Ceera! I am not much of a scripter and, unfortunately, am away from home on a VERY substandard laptop. I managed to grab a copy of a common Scrubber script, though, and add a few lines that seem to do the job. Here it is....

default
{
state_entry()
{
llSetSitText( "" );
llSetTouchText( "" );
llParticleSystem( [ ] );
llSetText( "", ZERO_VECTOR, 1.0 );
llTargetOmega( ZERO_VECTOR, 0, 0 );
llSetCameraAtOffset( ZERO_VECTOR );
llSetCameraEyeOffset( ZERO_VECTOR );
llSitTarget( ZERO_VECTOR, ZERO_ROTATION );
llSetTextureAnim( FALSE , ALL_SIDES, 1, 1, 0, 0, 0.0 );
llStopSound();
//The following few lines remove all textures in the prim's contents
integer i =llGetInventoryNumber(INVENTORY_TEXTURE);
if (i>0);
{
while ( i>0 ) {
i--;
llOwnerSay(llGetInventoryName(INVENTORY_TEXTURE,i) );
llRemoveInventory(llGetInventoryName(INVENTORY_TEXTURE,i));
}
}
llOwnerSay("This Prim is Clean... ";);
llRemoveInventory( llGetScriptName() ); // vanish without a trace...
}
}

I managed to test this script a couple of times before SL dumped me and my poor little laptop back out on the street. It works fine. Still.....

It only acts on ONE prim, so if you have textures buried in a whole stack of prims, you have to use the script on each one, one at a time. I know.... this is really clumsy. I didn't intend it as the final solution.... just as a way to test the idea. A REAL scripter can polish this script up properly.

BTW.... When this script removes a texture, it is gone... not returned to your inventory.

EDIT: Added loop to remove ALL textures in the prim.
Nika Talaj
now you see her ...
Join date: 2 Jan 2007
Posts: 5,449
09-25-2008 17:41
What's really wanted here is the ability to automatically load an inventory scrubber script into all 300 prims in the build. Unfortunately, to do this you have to plan ahead, so that all of the prims in your build have their "PIN" property set; the PIN will enable you to download whatever script you want to every prim in your build in one operation, or download a script to any subset of prims that you can define. This is the same capability used to "upgrade" scripted products that you own.

This isn't so very difficult to do. I generally rez very few prims from scratch when I build from scratch ... I set up a bunch of textured prims and just copy/edit them as needed. It would be easy to set the PIN property in my base set of prims. If you use a build tool like Prim Finder, you can easily set the tool up so it will put the PIN script in all prims for you automagically.

If you intend to sell the build tho, probably the last thing you want to do to it is download a script that unsets the PIN in all your prims, so that no evol scriptor can silently set all the prims in your build to rotate and shout: "THEY"RE BAAAAACK!"
:D