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HUD Image are always fuzzy!

Katoomi Yoshikawa
Registered User
Join date: 17 May 2007
Posts: 22
01-15-2008 02:04
I'm trying to make a HUD with some images I created in PhotoShopCS to use as the buttons.... But whatever size or quality image I upload when i attach it to the HUD the quality is horrific!

I've tried loads of variations and the uploaded images look fine in world when I rez the HUD on the floor, (even zoomed right in so they appear much larger than when the HUD is attached) but as soon as I attach the HUD the images become all fuzzy and any text on them is practically illegible.

Can someone tell me where I am going wrong? As I'm wasting stacks of $L uploading images that look terrible when i try to use them.

Thank you!!
KAT^^

(PS... HUDS that I have bought in game and attach are not fuzzy.. so it's not a monitor thing)... not that I think you would think it would be ;)
Katoomi Yoshikawa
Registered User
Join date: 17 May 2007
Posts: 22
01-15-2008 02:08
.. I'm mostly using .tga alpha images.. but have tried others too... Even a small button that fills a 1024x1024 16bit 150 pixel/inch image. So I have to shrink it right down to use it.... but still fuzzy :/
Fenix Eldritch
Mostly harmless
Join date: 30 Jan 2005
Posts: 201
01-15-2008 04:05
First thing's first, if you're testing out a new texture, upload it on the beta grid. You get free money to play around with there so you can experiment without waisting your account's cash supply. When you're done testing and tweaking, you can upload the perfected texture on the main grid.

Secondly, how long are you waiting? Even if you've uploaded a texture, whenever you rez an object in world, it takes a few moments for everything to load. The texture will appear fuzzy for a while as it loads. This can take longer if you use a HUGE texture (like 1024 x 1024) or if you are in an area that has a lot of stuff going on already.

Finally, how are you scaling the textures? If the texture you created is a square (recommended) you would usually want to either have the prim's face be somewhat square or use the face repeats to compensate. Both of these practices help avoid over-stretching the texture - which can lead to fuzzy appearances. Also, as far a texture size goes, DON'T use massively large textures for small prims like hud buttons. I myself try to go no bigger than 512 x 512 - and even then I put all the buttons on one texture and divide it up by manipulating the face repeats / offset parameters. Much more efficient that way, especially because you only need to load one texture and all buttons using it will load at the same time.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
01-15-2008 20:10
sometimes the asset server borks... I had a texture on a hud that refused to fullow resolve after loading... not common but a relog helps

if you don't resize your images to a power of 2 on each side, SL will do it for you, and that can cause some fuzziness... even if you're texture needs to be stretched a little bit to make a power of 2 the results will likely be better in you paint program than letting SL do it (SL may comress it at most levels, not usually what you want) when you resize a stretched image down to a prim it works pretty well.
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