Why won't my repeats stick?
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Biddily Borst
Registered User
Join date: 1 Aug 2006
Posts: 14
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02-03-2007 05:08
Hi I am a newbie builder. I am creating an amalgam of two different fountain class fountains, but can't get the repeat texture to stick on some of the prims, I want the repeats per face to be > 1 on both horizontal and vertical, and this works fine for some of the prims and won't stick at all for others (torus and sphere shapes).
It's really annoying, am I doing something wrong? Thanks
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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02-03-2007 07:27
Are there texture animation scripts in those spheres and toruses? If so, the script will override any repeat settings you punch into the editor. It has to. That's how the animation works. You'll need to change the script to change the repeats.
If it's not an animation issue, then it sounds like you're experiencing one of SL's little joyous frustrations. Things sometimes have a tendency to "snap back" after they've been edited. Sometimes it's position or rotation; sometimes it's other attributes like texture repeats. If the problem is persistent with a particular object, sometimes the only fix is to shift-drag to leave a copy behind, and then delete the original.
It could also be packet loss from your end. There are a million possible causes for that ranging from an improperly configured firewall to router issues (especially if yours is wireless) to general internet hiccups to networking problems on LL's end. If it were a packet loss thing though, it's pretty strange that it would be limited to any particular prim type, so I'm betting that's not what it is.
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Biddily Borst
Registered User
Join date: 1 Aug 2006
Posts: 14
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02-03-2007 08:50
Thanks! I think it's probably something to do with the scripts.
So follow-up question - when I remove the script from the content folder, why does the prim still act as though it's got an animation? I tried the Tools menu and all the options for resetting scripts, but still nothing. In the end, I had to unlink my whole creation, copy the object (and it copied without animation) then delete the first one.
I have had this problem with particle scripts on objects too, when they keep spewing out particles after the script has been deleted.
By the way, I was able to sort out the texture on the copy so it was definitely the script that was the problem.
Is it a known issue or am I still doing something wrong? Many thanks
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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02-03-2007 09:01
Particles emissions and texture animations are actually object properties, just like size, rotation, etc. It's just that those particular properties are not accessible via the editor. They can only be adjusted by script. Once you've turned those features on with a script, you need to change the script to turn them off. Simply removing the script will have no affect, as you've seen.
I'm not knowledgeable enough on scripting to tell you precisely what to do to kill particles beyond just turning them invisible, which isn't a good solution. For texture animation, it's pretty easy. Remove the the ANIM_ON command.
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Wilhelm Neumann
Runs with Crayons
Join date: 20 Apr 2006
Posts: 2,204
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02-03-2007 09:14
From: Biddily Borst Thanks! I think it's probably something to do with the scripts.
So follow-up question - when I remove the script from the content folder, why does the prim still act as though it's got an animation? I tried the Tools menu and all the options for resetting scripts, but still nothing. In the end, I had to unlink my whole creation, copy the object (and it copied without animation) then delete the first one.
I have had this problem with particle scripts on objects too, when they keep spewing out particles after the script has been deleted.
By the way, I was able to sort out the texture on the copy so it was definitely the script that was the problem.
Is it a known issue or am I still doing something wrong? Many thanks you have to redo it the settings remain basically when using these sorts of scripts make sure you have unscripted copies as the properties hold even after the script is removed or you can just ad some other kinda property script hehe but usually the easiest is to take a copy before adding the scripts to it basically do the scripting part last on unlinked prims and link them near the end (however with most script types you have to use the root prim in this case it doesn't matter so you can get away with doing it this way hehe) also its not a bug its the way the scripting works and yes its know usualy people find out the hard way unless someone has told them differently I found out the hard way hehe .. then I took some courses and they told me (well some people did others didn't tell me..) get a stop all script err they are easy to find and free or do it the way I do it which of course is not the way everyone else does it.. lol as a side not the tangent omega commands are not removable you have to redo from scratch if you are using this line of particle code 
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Robin Sojourner
Registered User
Join date: 16 Sep 2004
Posts: 1,080
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02-04-2007 13:03
You can get a Scrubber script at Jopsy Pendragon's Particle Lab (Teal 215, 50, 24) that will remove almost everything from a prim, and then remove itself.
Doesn't get any easier than that.
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Erin Talamasca
Registered User
Join date: 18 Sep 2005
Posts: 617
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02-04-2007 15:01
That sounds handy  I can't count the times I've not paid attention and deleted a floating text script only to have to go and write a new one with the text as "" just to clear the darn thing.
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Biddily Borst
Registered User
Join date: 1 Aug 2006
Posts: 14
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02-05-2007 06:08
Thanks! The scrubber script is brilliant, and I've also got all the tutorials from Jopsy too, really grateful. Thanks everybody..
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