Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

carpet?

Jack42 Meredith
Registered User
Join date: 18 Dec 2007
Posts: 418
05-27-2009 16:38
hi everyone :) well this is my first house im building and i went to put carpet in it.. texture that is.. and a few of the rooms have part of the same prim object as the floor on them. and it makes the carpet in one room extend out in to another room.. that i want different.. how can i fix this>? :( hope u understand what i mean...
Jack42 Meredith
Registered User
Join date: 18 Dec 2007
Posts: 418
05-27-2009 17:25
ok let me put it another way.. i make a house and the floors take 6 prims total. and the size is maxed 10x10x.5 then i make walls on top of the floor. and not all the rooms are exactly 10x10x.5 some are smaller.. so when i apply texture to one room it covers the whole prim that is also in another room.. is there a way to fix this? or do i have to make prims individual to fit the floor of every room? if so this is gonna mean alot more prim use :( and work
Kornscope Komachi
Transitional human
Join date: 30 Aug 2006
Posts: 1,041
05-27-2009 17:26
I think you know the answer.
The prims should be the size of the floor section you want. Or use more prims to fit the shape.
_____________________
SCOPE Homes, Bangu
-----------------------------------------------------------------
Kornscope Komachi
Transitional human
Join date: 30 Aug 2006
Posts: 1,041
05-27-2009 17:28
You can get two textures on one side by tapering a cube at the top to 1.00 and flatten it but is very thin and there are several ways to cut prims.
Just keep it simple and use prims to match the floor size.
_____________________
SCOPE Homes, Bangu
-----------------------------------------------------------------
Jack42 Meredith
Registered User
Join date: 18 Dec 2007
Posts: 418
05-27-2009 17:39
so i have to redo the floor basicly to fit every room. :( oh man . all that work i dont know .
Jack42 Meredith
Registered User
Join date: 18 Dec 2007
Posts: 418
05-27-2009 18:59
well if this is the case and i already have the house built. should i redo the floors? or is it to much trouble to do so? and just make the floor one texture? i never even thought of it.. guess i can chalk this one up as a lesson ..
Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
05-27-2009 21:54
Umm.... Use a nice wood flooring texture and put area rugs down, Persian carpets maybe?
_____________________
It's hard to tell gender from names around here but if you care, Rolig = she. And I exist only in SL, so don't ask.... ;)

Look for my work in XStreetSL at
Infiniview Merit
The 100 Trillionth Cell
Join date: 27 Apr 2006
Posts: 845
05-28-2009 03:20
Another workaround yet will still cost more prims is to make floors for each room. And treat your existing prim arrangement as the foundation.
Jack42 Meredith
Registered User
Join date: 18 Dec 2007
Posts: 418
05-28-2009 04:15
ok thanx for the ideas :) i had no idea i had to plan this as i was building the house.. i have to from now on shape the floor to the actual size of the room. i thought this was to easy and it was . well most of the house is carpet anyway so i will only have to change some of it.
Jack42 Meredith
Registered User
Join date: 18 Dec 2007
Posts: 418
05-28-2009 04:19
From: Infiniview Merit
Another workaround yet will still cost more prims is to make floors for each room. And treat your existing prim arrangement as the foundation.



if i do this would i just raise the new floor just high enough that the prim over rides the old floor? i think is what u are saying is.. leave the old floor there as the foundation and add a new floor just a hair above the old one so the texture would take on the new one and not the old one.. u wouldnt really see it with the naked eye unless u cammed down and looked real hard.
VonGklugelstein Alter
Bedah Profeshinal Tekstur
Join date: 22 Dec 2007
Posts: 808
05-28-2009 04:25
you could always map out the shape of the floor plan and then make a custom texture.

if your walls are fairly thick you do not have to be that precise and you can probably use any basic image editor to do it.
_____________________
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
05-28-2009 06:53
While it does require more prims, it's worth doing so to be able to texture the floor (and to a lesser extent also the ceiling) in each room individually. Same caution goes for walls. Often a new builder will use a wall texture that is the same in each room, and will have wall prims that extend from one room to another, to save prims. But when you "repaint the walls" in one room, and get part of a wall in the next room repainted inintentionally.

If you have most of these issues planned for, but still have a few problem areas, try a thin overlay to cover the troublesome spots. For example, I had a brick pillar in the corner of a commercial building, and on the inside a small portion of the pillar should have been plastered over and painted. So in that one area, I added a "shell" of prims that I could texture differently.
_____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
Robin Sojourner
Registered User
Join date: 16 Sep 2004
Posts: 1,080
05-28-2009 11:55
If prim count matters, the best solution is probably a custom texture, as VonGklugelstein said.

Kind of like texture sheeting, only different.

It's fairly easy to make, too, in any graphics program.

Just take a copy of your building, minus roof, and shrink it down as small as you can. If your walls and floors have the same texture, recolor your walls to something bright, so they are easily visible. Tint each piece of floor with a different color, too, so you'll know what texture goes where.

Then wear it as an HUD. I put it in the Center position, but if you have an HUD you wear there, you can really put it anyplace.

Right click on it, and choose Edit. Rotate it so that you are looking directly at the top. This will give you an orthogonal top view, and is the only way I'm aware of to get orthogonal views in SL.

Take a screenshot of what you are looking at.

Then, in your graphics program, trim out everything but the building, and use that image as a guide for making your various floor textures.

Upload the texture for each floor piece, and apply them. And there you go!
_____________________
Robin (Sojourner) Wood
www.robinwood.com

"Second Life ... is an Internet-based virtual world ... and a libertarian anarchy..." Wikipedia
Jack42 Meredith
Registered User
Join date: 18 Dec 2007
Posts: 418
05-28-2009 14:55
ok thanx for all the advice. :) i guess next time i will think ahead .
VonGklugelstein Alter
Bedah Profeshinal Tekstur
Join date: 22 Dec 2007
Posts: 808
05-28-2009 15:35
From: Robin Sojourner


Take a screenshot of what you are looking at.




Simply brilliant hahaha I was using a Slide Ruler and graph paper
_____________________
Kornscope Komachi
Transitional human
Join date: 30 Aug 2006
Posts: 1,041
05-28-2009 19:54
That trick come in handy for many things.
Also, make a wall with a window, add all your trim and prim-shadows, nicely textured and then hud-snap that one for a very nice texture that actually looks like it fits in SL. And if done well, you need not Gimpshop it. Maybe sharpen a little.
_____________________
SCOPE Homes, Bangu
-----------------------------------------------------------------