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problem with repeat

Kaylan Draken
Registered User
Join date: 2 Dec 2006
Posts: 127
04-22-2008 07:13
Hi everybody,

i have made a pool and use a water texture with a horizontal and vertical face repeat of 5.
but when i put a script in the water to move it then the face repeat is 1?

Below is the script i use is and it works fine with the exception that the repeat face is 1:
(its only 1 on screen not if i edit the prim then its still 5)

default
{
state_entry()
{
llSetTextureAnim(ANIM_ON | SMOOTH | LOOP, ALL_SIDES,1,1,1.0, 1,0.25);
}
}

Does anyone know how to solve it?

Thanks
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
04-22-2008 07:27
The animation script will always override any settings you enter into the texture tab fields. It has to, or it wouldn't be able to function.

Think about what the script actually says. See those the pair of ones right after where it says "ALL_SIDES"? Those two numbers dictate the number of frames in the animation. The first one is the number in the X direction, and the second one is the number in the Y direction. Since you have a one for both, you're telling the texture to display itself once across the surface in both dimensions.

Now, since there's no such thing as 1/5 of a frame, you can't repeat an animated texture 5 times across the surface. Even if you could, it still might not act the way you intend. Instead of all five repeats scrolling across the surface together, they might each scroll individually in their own self-contained section of the surface, giving a faceted look..

If you want the texture to appear as if it is repeated five times across the surface in each dimension, bring it into Photoshop (or whatever your favorite image editor happens to be), and do your repeating there. Divvy up your canvas into a 5x5 grid, shrink the texture so it fits into one grid square, and then copy it into all the other squares. Upload the result, and apply it to your prim in SL.
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Kaylan Draken
Registered User
Join date: 2 Dec 2006
Posts: 127
04-22-2008 07:42
Thanks for your answer Chosen.

i understand what you mean but i don't understand why this script have worked until
version 1.17.x. (its a script from the inventory library)
i used this script few months ago too and then i could change the face repeat of the face and did work too.

But i will change it with paint shop they way you explained.

Thanks
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
04-22-2008 08:53
Hmm. Maybe the behavior was changed from update to update. I haven't actually tried to increase repeats on an animated texture in years, since I "knew" it didn't work. If it did work in any particular version of SL, that's news to me. Stranger things have happened, though. I don't doubt you.
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QueenKellee Kuu
Registered User
Join date: 20 Sep 2006
Posts: 6
fix?
04-23-2008 18:25
I have not tested it but I was recently at Robin Sojourner's place in-world and there's a script there for free that (I believe) fixes this problem? Sorry I don't know much as I haven't tested it but it could help...?

http://slurl.com/secondlife/Livingtree/128/101/25

The Slurl takes you to the texture tutorial but next door is the Texture Library and you'll find it inside there and to the left
Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
04-23-2008 18:46
I've found that often there's a bug that takes precedence.

What this bug causes is that (almost) every time you right click>edit the object with the animated texture, it will change to either 1x1 repeat or whatever you have it set to in the edit menu, depending on which it is currently on.

I've no idea WHY it does this, but I used to do it all the time to 'fix' my fountains and such. As far as I know it has not been fixed.
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Kaylan Draken
Registered User
Join date: 2 Dec 2006
Posts: 127
04-25-2008 11:24
Thanks ppl,

The script at Livingtree worked.

for ppl with the same problem the animate script has to change a little too before it works

New script:

default
{
state_entry()
{
llSetTextureAnim(ANIM_ON | SMOOTH | LOOP, ALL_SIDES,0 ,0 ,0, 0, 0.25);
}
}

the first 2 zero's where 1 before. with 1's it didn't work but with 0 it works :)
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
04-25-2008 11:53
Ah, that makes a lot of sense, Kaylan. Thanks for coming back to explain. It never occurred to me to try telling the script to use zero frames. It does seem to make sense, though, that if the script thinks the frame count is zero, that the system might then defer to the editor to find the missing information. Cool.
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