Lynnix Muse
Registered User
Join date: 26 Dec 2002
Posts: 156
|
08-26-2005 14:57
I'm not a scripter so I dont understand the details of this script.. but its the script that you put into an object and it makes it invis and can make your body see thru. This is often used on shoes.
My problem is that every once and a while the invis prims make everything invis (for instance the heel of a shoe)... thru trial and error I've found the only textures visable inside an invis prim is the blank texture selection and default (the wood). Usually copying the shoe, making sure the land allows outside scripts and things of that nature solves the problem. But atm my usual fixes arent fixing it. Currently only the default texture is visable thru the invis prim. Considering its base color of the default wood is ugly yellow id really prefure to use the blank texture (well actually id like to be able to use other textures but sense that seems to not be possible I have been just using the blank texture)
If anyone has any work around, solution or suggestions i'd greatly apperciate it.
Lynnix Muse
|
Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
|
08-26-2005 15:13
This is actually a texture problem, not a scripting one. The "invisible" texture actually prevents the rendering of alpha-enabled (transparency) textures behind it. Since the avatar's skin has a very tiny alpha to it, it disappears behind it. Attachments tend to be solid, un-alphaed (non-transparent) textures and so still get rendered. However, some textures that don't appear to have a tiny alpha component and are not rendered behind the invisible texture. Re-upload the texture as a 24 bit TGA with no alpha mask and it will render for you.
|
a lost user
Join date: ?
Posts: ?
|
08-27-2005 01:16
I have noticed a number of textures like this.. they are meant to be completely opaque (not-clear), for example, marble and granite textures.. However, the person who made them left an alpha channel on them, even a completely solid alpha channel (all white) can cause this glitchiness to occur, as the graphics processing cancels each other out.
So delete the alpha layer/channel completely and everythine works fine.
|