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Eponymous Trenchmouth
Registered User
Join date: 30 Nov 2005
Posts: 16
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06-15-2006 05:14
Something has happened to textures on triangles. It used to be that if you applied a grid texture to a triangle, it remained parallel to the base and just one side. Each square in the grid texture remained the same size though the number diminished as the triangle tapered.
Since the last update, the grid pattern tapers to the point of the triangle and each square of the grid texture gets smaller. While this may work better for some textures, it's not the effect I want. If this is to be a permanent change, can we at least have the option of a non-tapering texture on triangles?
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Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
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06-15-2006 05:32
It seems to be a bug that's being worked on: /109/7e/112870/1.html#post1091722
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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06-15-2006 09:57
(Working from memory here, as I can't get back in-world for several hours.)
I needed a work-around for this glitch yesterday. I had made triangles with textures on the side before, for ramps in buildings, and noticed the change in behavior. But since I was building something new that needed a ramp, I decided to try a different solution.
If you choose the ramp shape as a prim, what you're really getting is a cube that has the top squished completely in one direction. But there is a second way to make a ramp. Use a cut cube prim.
Make a cube, and set the cut begin and end to 0.5 and 1.0, respectively. You now have a ramp shape, laying on its side. Rotate that shape so the ramp is sloping upwards. The result looks like the triangular ramp, but will texture properly on all faces. (Note that the sloping surface has two texture areas.)
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Artemis Cain
Take it or Leave it
Join date: 11 Apr 2005
Posts: 116
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06-15-2006 11:36
From: Ceera Murakami (Working from memory here, as I can't get back in-world for several hours.)
I needed a work-around for this glitch yesterday. I had made triangles with textures on the side before, for ramps in buildings, and noticed the change in behavior. But since I was building something new that needed a ramp, I decided to try a different solution.
If you choose the ramp shape as a prim, what you're really getting is a cube that has the top squished completely in one direction. But there is a second way to make a ramp. Use a cut cube prim.
Make a cube, and set the cut begin and end to 0.5 and 1.0, respectively. You now have a ramp shape, laying on its side. Rotate that shape so the ramp is sloping upwards. The result looks like the triangular ramp, but will texture properly on all faces. (Note that the sloping surface has two texture areas.) I had a friend with the same problem... the workaround I found was to change the texture mapping from default to planar. you will have to tweak the repeats per meter until you get it squared away, but it seems to work
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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06-15-2006 15:17
From: Artemis Cain I had a friend with the same problem... the workaround I found was to change the texture mapping from default to planar.
you will have to tweak the repeats per meter until you get it squared away, but it seems to work Planar mapping is the solution alright, but I just wanted to point out that it's not a "work around"; it's the intended purpose. This is precisely what planar mapping is for. It keeps the texture square, regardless of the shape of the prim it's being projected onto. Standard mapping, on the other hand, is shape-dependant, meaning the texture changes shape as the prim surface changes shape.
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