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Multiple? on texturing..annoying!

Cheetah Kitty
Registered User
Join date: 24 Dec 2004
Posts: 169
03-04-2006 14:39
I've been putting up with this for quite some time, and am not sure if anyone else is experiencing what I do when texturing objects.

Let's say I have a connection of prims and would like to change their texture. I click on the object (linked) and select the texture...suddenly the word "Multiple" will appear in the little texture window in edit.

What does this mean? Well when I click the texture I want, it covers the object...HOWEVER, whatever remaining texture that was before it, seems to have gotten stuck on one of the objects! So you think you covered the entire object with that one texture u selected, when in fact if the word "Multiple" is on the window, then there is 1 or more objects that did not get covered by the texture selected.

I always have to press over and over again the texture I want, till the word "Multiple" is gone. This also happens if I select and object and hit "Blank"...and the more annoying thing about this is...u cant select blank over and over again..so the word "Multiple" stays in the window. To correct this I have to use a plain white texture to keep what I want white.

Please tell me if anyone else experiences this? Or even try it right now and see if you get that word in your texture window...

If this is a common texture issue, please help me resolve it. thanks!
Teeny Leviathan
Never started World War 3
Join date: 20 May 2003
Posts: 2,716
03-04-2006 16:27
Have you tried the "Select Texture" option? On the Edit box, check that radio button. All textures in the linked prims will show grid marks. From there, click on the individual face of whichever prim you want to change texture on. You should be able to change only the selected prim face's texture. I hope this helps.
Caliandris Pendragon
Waiting in the light
Join date: 12 Feb 2004
Posts: 643
03-04-2006 23:33
Yes, I am getting this too, and so are several builders of my acquaintance.

With me, I usually "only" have to select the same texture twice now, to cover the whole object. Sometimes I forget, and find that one significant face of a multiple prim object has not "taken". I know other people who have had to select the whole object several times to get the texture to take on the whole selection.

Teeny, your workaround will work for simple objects where you want to change only a few visible faces...but for a complex linked object, it is heartily irritating to have to select the whole object and texture it at least twice to change the texture everywhere. It is particularly irritating when you have an object made with numbers, where everything is in theory lined up perfectly, and because of this texture bug where the texture doesn't take in one place, you have seams and dotted lines appearing on the object where a different texture appears.

Cali
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
03-05-2006 05:02
*Raises a paw*

Many, many times. The biggest problem with this is that in complicated builds, you can't always readily get to a view of all the objsct faces to select specific textures andretexture them.

So far, I've only had to specify a texture twice on a linked or multi-selected group of objects, to actually apply the same texture to all faces. But I should only have to do it once.

Now what I really wisn I had was an option to select all faces in a selected group that have the texture of the face that I click on!

For example, I have 20 roof panels. All of them have one texture for shingles on the top faces, a different texture for the edges, and a third texture on the underside for a ceiling texture in the room below. I would like to be able to select the 20 items, or seelct linked sets with them in the sets, and after clicking on a texture editing option, be able to click on one "shingles" textured face and in so doing select ALL the faces in that selected set that show this texture. Now, replacing the 'asphalt shingles' with 'cedar shingles' should replace just that texture on all 20 roof panels, while leaving everything else alone.
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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.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
03-05-2006 05:26
It seems to take it a while to reach all the prims in the object when you change textures. If you switch controls before it's finished applying all the textures it quits applying them, so you end up with "multiples".

I've found that since I started waiting half a minute to make sure it's done before going on after a texture change on a complex object or large selection starts I've rarely had to go back and fix a "multiple".
Cheetah Kitty
Registered User
Join date: 24 Dec 2004
Posts: 169
03-05-2006 06:51
ah so im not the only one! Thank gawd!!!

Is there any way SL can fix this? It is rather time consuming. Oh, and I tried the whole select texture and wait bit...doesnt work for me. :( I sit there and wait to see if it covered the whole object, but it didn't.

I wish I could say it takes me only 2 times to get rid of the "Multiple"..but it doesn't. I guess the more prims you have, the harder it is to get it right.

SL really should look into this, I don't remember it ever happening before.

OHHH and something else I noticed! I remember lines disappearing when you lined up one object with another, this way u knew when to stop so you can place it just right. Now when you move an object near another, the x,y,z line doesn;t disappear when it hits the object, thus making it harder to know when to stop dragging.

I wish that didnt go away, it was very helpful. :( Now when the line hits the object, it just changes its tone, but in no way helpful of telling me when to stop dragging. :(
Nathan Stewart
Registered User
Join date: 2 Feb 2005
Posts: 1,039
03-05-2006 07:10
This is very likely to be linked to a bug thats in the known issues and i've seen it myself, what your seeing is the beggining of this bug which in much larger linksets will produce the bug listed as something like texturing large linksets fails due to latency. where you will get some wacky results in textures flashing all over the prims.
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