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UV Estimation Program Needed

Vicero Lambert
Burning Life Coder
Join date: 24 Aug 2004
Posts: 100
01-18-2007 23:07
Anyone know were I could get a program that allows me to upload a texture and highlight a area then get results back of UV data? Like the stretch or position from there to the prim? I know theres a program out there because I used to use it till I had to reformat. :-(
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- Vicero Lambert
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
01-19-2007 06:35
I'm really not sure what you're asking for. There are lots of UV editors out there. DeepUV is popular, for example, and Maya has its own internal UV editor. I believe Max does as well, but I don't know for sure. I'm pretty sure Lightwave has one. There are many, many others. However, I don't see how any of them will help you with texturing primitives in SL.

First, there's no way to "highlight an area" of a texture in the SL interface, so I have no idea what you mean by that. Second, even if you could, how would you get that selection data back to your UV editor? Third, and most importantly, we don't have control over any of SL's UV maps. They're fixed. We cannot edit them. So, I don't really understand what it is you're looking to do.

The UV maps for all primitives in SL are simple rectangles, completely uniform. There's really no need to see them. If you want an idea of where the UV lines are on inworld objects though, turn on wireframe mode in your viewer. To do that, press ctrl-alt-D to bring up the debugging menus. Then go Client -> Rendering -> Wireframe. SL does a pretty decent job of preserving texture coloring on the wireframes, so you can get a pretty good idea of what part of your texture is mapping where.


There is a program that helps you calculate the repeat and offset values when dividing up a multi-paneled canvas. Is that what you were asking for? If so, it's on this forum somewhere, but I don't remember its name off hand, so I'm not sure what to tell you to search for. I'm sure someone will come along who knows it sooner or later. It doesn't really have to do with UV's though, just so you know. SL's repeat/offset thingy is not a UV editor. It's just a placement tool. From what I can tell, the UV's on all prims are always the same, regardless of how the repeats and offsets for each face are set on the texture tab. All that seems to change is how the texture is projected onto the UV's, not the UV's themselves.
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Emily Lang
maker of Emily's.
Join date: 1 Jul 2006
Posts: 62
01-19-2007 06:51
From: Chosen Few
There is a program that helps you calculate the repeat and offset values when dividing up a multi-paneled canvas. Is that what you were asking for? If so, it's on this forum somewhere, but I don't remember its name off hand...
It's called Second Life Texture Calculator. There is also a Photoshop script posted on the same thread that does the exact same thing.
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Vicero Lambert
Burning Life Coder
Join date: 24 Aug 2004
Posts: 100
01-19-2007 06:53
From: Emily Lang
It's called Second Life Texture Calculator. There is also a Photoshop script posted on the same thread that does the exact same thing.

awsome just what i was looking for:-) Thank you
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- Vicero Lambert