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Siann Beck
Beauty & Braiiiiinsss!
Join date: 14 Jul 2007
Posts: 140
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11-28-2007 18:55
I'm trying to make a signboard made up of six prims. They all have a white background, but I'm still getting seams on some of them:
http://www.flickr.com/photos/siannbeck/2072847612/
The "Gray Tweed" and "Hunter Green" tags were made with the same background, as were the two on the other side (which was the same as the first two, just mirrored). But the background on all of them is 255,255,255 -- I don't understand why I'm getting seams. I've read through the threads here and tried some of the tricks, but nothing works. I've checked the alignment, and it's precise to five decimal places.
Any ideas?
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Teake Homewood
Made In AUS
Join date: 30 Jun 2007
Posts: 170
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11-28-2007 20:43
Only thing i can think of there is that they are at different levels, like when a floor is not at the same height and you get the seams ,if you have checked that and they all are at the same level/height or rotation etc beats me.
Love to know what it is though as i sometimes help people fix that sort of stuff in world especially on big builds.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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11-28-2007 21:29
are those pretty blue borders part of the original background too? could you strip one of the non compliant background textures and test it's edges? because it looks like leftover anti-aliasing...
a magic wand selection with 0 tolerance on a color should tell you is that's the issue (because it'll only select the color)
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Siann Beck
Beauty & Braiiiiinsss!
Join date: 14 Jul 2007
Posts: 140
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11-29-2007 07:10
Teake: yes, they're all lined up within 5 decimal places.
Void: A good suggestion, but I double-checked, and it's 255's all the way. I re-made the "Claret" tag by starting with the same background as the first two (which blend seamlessly), but I still get the same seam. Strange.
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Siann Beck
Beauty & Braiiiiinsss!
Join date: 14 Jul 2007
Posts: 140
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11-29-2007 07:22
OK, I've got it figured out. I kept wondering "Why blue?" I couldn't figure out where the blue in the seams was coming from, so I pulled the Claret tag away from the build and took a look; sure enough, there was thin, blue line on the corner of the edge. Then I realized: When creating a texture, especially for signage, I often calculate the proportions to match the prim it's going to be on, so it isn't distorted when applied. In this case, the prims are .75 x .25, so I made the texture 512 x 170. Well, (.25 / .75) * 512 isn't 170, it's 170.666666666......
So, I tried stretching the texture on the prim a bit, and that got rid of most of it, and making the texture 512 x 171 helped also. There's still a bit of a seam, but I think I can get that with tweaking the size and offsets.
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Urah Pahute
Registered User
Join date: 29 Oct 2006
Posts: 160
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11-29-2007 07:24
Have you textured the other (non showing) sides of the prim using the same texture/plain texture using 255,255,255? Edit: Good that you have found a solution. I got distracted mid way posting and your post wasnt there when i started 
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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11-29-2007 07:26
I am assuming you have 6 seperate textures there. What you are seeing is edge-to edge bleed on the prim's face texture. Take the lower left prim as an example. It has blue on the right and bottom edge. A little of that blue is showing up on the top and right, because by default SL tries to tile all textures, even if the repeat value is 1.000000
Set the repeat value on all 6 textures to 0.98, and that should go away. You may need to make the blue edge a little thicker to compensate.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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11-29-2007 23:05
heh tricksy...
you could also help yourself a little by setting the non-showing sides to 100% alpha (quickest to set the whole thing that way, then change the individual sides that don't need it to normal)
also instead of a 256x170 texture, stretch/compress it before you import to SL so that it's a solid power of 2 (eg. 256x128 or 256x256)... and then your object with convert it back to the original ratio (usually better since SL will strech it up to the next power of 2, and may not do a good job of it)
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