EDIT TEXTURE BOX.. hmmm how do I do it??
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PetGirl Bergman
Fellow Creature:-)
Join date: 16 Feb 2005
Posts: 2,414
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03-27-2006 21:22
Question:
When I build - I of course always end up in the texturing panel/box/preffs part of tools..
When its time to make the perfect match of the textures prim to prim I use the repeats per face and also offset.
All steps are set to 100 and you can manually write in as exp 0.910 and then change THAT in steps of 100.. what button shall I use to change it in step of 10 or only 1.. Or is this ONLY manual done???
I have a pic but this thread dont allow attachments.. (silly) do I put that into another thread..
LINK TO PIC: ”Technical Problem with the server...” ->>> NO PIC right now...
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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
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03-28-2006 07:48
AFAIK there's no way to change the amount the stepper buttons change values (I think that's what you mean  ). Mostly when aligning textures I find it easiest to simply work out the repeats/offset with a calculator and just type the numbers in. Shiny is wicked (if still a little buggy IMO), bump seems like a bit useless most of the time if you ask me. Best thing to do with images is to upload to Photobucket or Imageshack or similar, they'll give you forum code you can paste straight into your post too. 
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PetGirl Bergman
Fellow Creature:-)
Join date: 16 Feb 2005
Posts: 2,414
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03-28-2006 09:31
From: AJ DaSilva AFAIK there's no way to change the amount the stepper buttons change values (I think that's what you mean  ). Mostly when aligning textures I find it easiest to simply work out the repeats/offset with a calculator and just type the numbers in. Shiny is wicked (if still a little buggy IMO), bump seems like a bit useless most of the time if you ask me. Best thing to do with images is to upload to Photobucket or Imageshack or similar, they'll give you forum code you can paste straight into your post too.  Ah then we can wish a similar feature in the CLOSE future ”I wish i wish up on... The calculator are non known to me.. maybe some sometime have time to explain it.. Check Shiny then.. but what card must you use to se the effect?? or preffs? And last a tks for the links I will try that.. al new to me..
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Forseti Svarog
ESC
Join date: 2 Nov 2004
Posts: 1,730
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03-28-2006 17:56
there are some in-world calculators (I know makaio stygian made one he uses for building), and many people probably just use hand-held calculators or the calculator that comes built into your operating system. I use excel just because i like to keep track of the various calculations i'm doing on a build.
in terms of changing your repeats, the formula is like so:
let's say you have 2 prims. Prim1 is P1 in width and the texture is repeated R1 times across that width. You want to match that repeat on Prim2, which is P2 in width. R2 is the repeat you want to enter in for the second prim.
R2 = R1 / P1 * R2
To make this more concrete:
I have a prim that is 10m vertically and 8m prim horizontally. Let's say I repeat the texture 2x vertically and 2x horizontally.
Now I make a prim that is 4m vertically and 6m horizontally.
On this new prim, you would repeat the texture 0.8x vertically (2 / 10 * 4) and 1.5x horizontally (=2 / 8 * 6)
you'll also need to offset the textures if you want them aligned neatly.
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PetGirl Bergman
Fellow Creature:-)
Join date: 16 Feb 2005
Posts: 2,414
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03-28-2006 21:02
Tks Forseti! Copied - saved - print out and read later... mathematics terms for me are as... BUT I will do my best... I promise..
I must take care of Estrelles all titles a day... its only 40 of 45 degresss texture on prims that shall be aligned..
And I have a opening of my store in a few days to.. and far from ready... aj aj aj aj..
But still my noose are some above the waterline.. a half of a half mm probably...
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Duncan Rich
Registered User
Join date: 26 Apr 2006
Posts: 15
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Matching textures the MATH way
05-15-2006 08:57
Thanx for the post about calculating the match. I will use it when the prim textures I'm matching have a size ratio I can easily figure. The method I've been using is trial and error (splitting the difference in the repeats # till it looks good), which I probably will keep to when the prims concerned are oddball sizes in relation to each other (just not THAT math savvy :-/).
But here's another one: After matching all the textures of the inside of a stone house, I go outside and find that none of the repat and offset adjustments took to the outside face of the walls. Maybe I inadverently selected a single face texture edit. Regardless, how can I NOW easily get the other side of the prim to copy the inner settings? Right now I'm looking at going into the build to get the # of repeats and offset then go out and set those #s...then repeat for every wall section till done. Also, how do I prevent this from happening with next build? Or is it one of those "gotta live with it things"? Thx
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Duncan Rich
Registered User
Join date: 26 Apr 2006
Posts: 15
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addendum
05-15-2006 19:06
Well, after looking closer I see that the outside texture has the same repeat and offset setting as the inside...but the maps don't line up the way they do inside. Now were taking about a flat cube here (a wall) where the the opposing sides are the same size with the same texture file on them...so why the mismatch if the settings are the same? ..and how to fix without screwing up the alignments on the inside of the wall?
If you'd like a look at it..the house is here: Takalo (25, 207, 174)
Thx for any help...
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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
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05-16-2006 10:24
Are you talking about the settings on the inside of a hollowed prim? I've not quite got my head around that yet...
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Duncan Rich
Registered User
Join date: 26 Apr 2006
Posts: 15
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explain
05-17-2006 07:28
no...I'm referring to the inside walls of the house...just a designation to prevent confusion (lol - which evidently didn't work). The issue is between the opposing sides of a flat cube. The texture has the same settings on both sides, but one side doesn't conform to the settings.
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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
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05-17-2006 07:35
Unless you've got a taper set (is that called top size still?) then it should be the same...
If you want to drop me a copy of the offending prim I'll happily take a quick look to see if I can tell what's going on.
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Crode Figtree
Registered User
Join date: 6 May 2006
Posts: 58
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05-20-2006 11:43
This texture coverage things is really pissing me off too. Trying to matchup textures on different sized prims. I shouldnt need a calculator beside me to do this. If any of you have seen the texture options for Hammer (HalfLife level editor) or even Unreal Editor it can be done much better.... Ill have to writeup a post for the sugestions area
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Falcao Vega
Hands off the unguent
Join date: 24 Jan 2006
Posts: 66
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05-20-2006 17:27
From: Forseti Svarog R2 = R1 / P1 * R2 Typo on the second R2, s/b P2. Using Excel sounds like not too bad an idea, btw, might have to try that. Yanking out the RPN b-school calc just to do this stuff is overkill  .
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Barbarra Blair
Short Person
Join date: 18 Apr 2004
Posts: 588
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05-22-2006 09:47
On the inside of a hollow prim the textures will be set as though the entire inside were one surface, so, for example the inside of a hollow cube will put one fourth of the texture on each wall (approximately). However, if you are using a rectangle, it will do weird things like still putting one fourth of the texture on each wall, but streched or compressed differently on different length walls.
The only good way I found to fix this was to creat a proportional texture to offset the stretching.
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