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Built-in image editor

Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
09-02-2003 14:01
It's the most logical and obvious step, but it's missing.
Scripters can collaborate without leaving the game, builders can too, but what about clothes makers and texture people?
An image editor is trivial. I coded one when I was 14. In Qbasic. In an afternoon.
Of course, it didnt have fancy blur and sharpen filters, but should I really need a separate program to make a simple texture?
Texture making should be encouraged in order to stimulate efficient, low prim building. Right now the situation is that we have ONE TOOL - the prim, and when all you got is a hammer, things start to look like they're all nails.
So people build everything with prims when they could very well be done with textures
Collaborative whiteboards have existed for quite some time in several chat programs. Why not in this one?
Bonus points if you can choose to make it publically viewable as an auto-refreshing texture - even if we need to add a script to make it refresh.
Darwin Appleby
I Was Beaten With Satan
Join date: 14 Mar 2003
Posts: 2,779
09-02-2003 14:03
The issue at hand is server space Eggy
_____________________
Touche.
Damiana Domino
Pyromaniac Lovebunny
Join date: 12 Jun 2003
Posts: 222
09-02-2003 15:22
might be easier to make SL part of Photoshop than to make Photoshop part of SL. :) still it would be nice to be able to make very simple text texture for signs and choose from your own installed fonts.
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
09-03-2003 19:28
What does server space have to do with being able to "build" textures like you build prims?
I dont see how having an image editor in the game would make the textures take up more space than when you make them in photoshop.