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Request of (most likely) already explained subject.

Neb Soyer
Really good looking.
Join date: 9 Apr 2006
Posts: 45
04-23-2006 06:32
I have searched, yet found nothing but junk results. And so I have decided to post it.

I would like, if any, for someone to forward me to a tutorial or mini-explanation of how to place a single texture over multiple surfaces. Eg. Creating a wall of 4 squares, and putting the texture of MegaMan to cross all four on one side.

You would probably know this more well with movie screens, to create large movie surfaces to play on.

If there isnt one of which someone can direct me to, could someone please be kind enough as to explain to me themselves.

I truely lack an understanding of the use of Offset, Default/Planar Mapping, etc.

-Neb
Miriel Enfield
Prim Junkie
Join date: 12 Dec 2005
Posts: 389
04-23-2006 09:09
Mini-guide to texturing prims: there are a few ways to do this. If you want to texture every face of a prim with the same texture, go into edit, click on the texture tab, and use the tools there. If you're dealing with a linked series, and only want some prims to have the texture, check the "Edit Linked Parts" box. Clicking on a prim will select it; to select more than one, click on each prim you want to select while holding down shift. If you want to unselect a prim, click on it again while holding down shift.

If you want to texture only some sides of a prim, you should use Select Texture. In the upper part of the editing box, underneat Stretch, there will be an option to do this. Choose it, and then click on the prim face you want to select it. If you want to select multiple faces, click on each of them while holding down shift; clicking a second time with shift held down will unselect a face.

Once you've gotten everything selected, what you want to fiddle around with are the number of texture repeats and the offset. For default texture mapping -- which is fine, if you're just using squares -- the repeats are the number of times the image will be repeated across each face of the prim (or across the faces you're working with, if you're using Select Texture); the offset deals with the positioning of those images. The number of repeats can be less than one, meaning that only part of the texture will be seen on the face. This is just what you want if you're going to stretch an image over multiple prims.

To put an image across four squares, I'd set the horizontal and vertical texture repeats to 0.5 on each square. Then all you have to do is fiddle around with the offsets until all four pieces line up. Horizontal offset will control horizontal positioning; vertical offset will control vertical positioning. It's easier said than done, but it's not particularly complicated. :)
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SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
04-23-2006 11:21
Here's a little script I wrote to calculate and set the offset values for boxes stuck into a grid to make a giant picture:
CODE

float i; // this is the horizontal box index
float j; // this is the vertical box number
//top left box is I = 0; j = 0
i = 0; j = 0; // set i and j to the coordinates of the particular box has within the grid


default
{ touch_start(integer total_number)
{
float starthorizontal = -1/tiles ;
llScaleTexture( 1 /tiles, 1 / tiles, ALL_SIDES );
llOffsetTexture( -.5 + ( 1 / tiles / 2) + (i/tiles) , .5 - (1/tiles/2) - (j / tiles), ALL_SIDES ) ;

}
}
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I can be found on the web by searching for "SuezanneC Baskerville", or go to

http://www.google.com/profiles/suezanne

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Neb Soyer
Really good looking.
Join date: 9 Apr 2006
Posts: 45
04-23-2006 11:39
Thanks, most of that was useful. ;)