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grey square loading texture

Kyevan Thurston
Registered User
Join date: 8 Jun 2006
Posts: 41
06-11-2006 18:13
Is there a way to make my objects use the grey square texture used when loading as the actual texture? It has the perfect look for what I want to build...
Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
06-12-2006 05:33
I've dropped a full permission 'I see grey' texture into your inventory.
Kyevan Thurston
Registered User
Join date: 8 Jun 2006
Posts: 41
06-12-2006 08:31
Hey, thanks a ton Cottonteil!
Kokoro Fasching
Pixie Dust and Sugar
Join date: 23 Dec 2005
Posts: 949
06-12-2006 09:39
From: Cottonteil Muromachi
I've dropped a full permission 'I see grey' texture into your inventory.


If you wouldn't mind, could I get a copy of that also? It's strange that is not in any of the texture packs that I have seen so far. :)
Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
06-13-2006 00:57
Dropped you a copy Kokoro. I ripped mine using the texture dumping exploit. You can say, its the 'official' grey. :)
Candide LeMay
Registered User
Join date: 30 Dec 2004
Posts: 538
06-13-2006 04:03
You can also set it with a script, using null key as the texture UUID
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SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
06-13-2006 06:19
From: Candide LeMay
You can also set it with a script, using null key as the texture UUID

Cool.

--- Edit ----

I just tried it llSetTexture( NULL_KEY, ALL_SIDES ) did not change the texture displayed at all.

The wiki says this does not work. and would produce an error message.

No error message was produced, but the texture displayed did not change.
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Lobos Cranes
Registered User
Join date: 14 Jan 2006
Posts: 10
06-13-2006 07:51
Since the null ID doesn't work, could I get one?
Candide LeMay
Registered User
Join date: 30 Dec 2004
Posts: 538
06-13-2006 12:43
From: SuezanneC Baskerville
Cool.

--- Edit ----

I just tried it llSetTexture( NULL_KEY, ALL_SIDES ) did not change the texture displayed at all.

The wiki says this does not work. and would produce an error message.

No error message was produced, but the texture displayed did not change.
Right, try this

llSetPrimitiveParams([PRIM_TEXTURE, ALL_SIDES, NULL_KEY, <1,1,1>, <0,0,0>, 0.0]);
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"If Mel Gibson and other cyberspace writers are right, one day the entire internet will be like Second Life." -- geldonyetich
SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
06-13-2006 18:14
From: Candide LeMay
Right, try this

llSetPrimitiveParams([PRIM_TEXTURE, ALL_SIDES, NULL_KEY, <1,1,1>, <0,0,0>, 0.0]);

I thought that might be the case but I had to leave for work as rapidly as possible instead of continuing to play.

I'm not sure why I want to be able to make things have the gray loading texture, since I see ten thousand times more of them than I want. but it's good to know how.

It seems a bit inconsistent for set primitive params with the prim texture constanr to produce diferent results than the the llSetTexture, and likewise for the other similarly related constants and single purpose functions.

According to Torley, the gray loading "texture" is not actually a texture. Instead of an actual gray rectangle with white outline bitmap texture being displayed like textures normally are, it uses a different process, calling OpenGL functions, which I take to be more like line drawing and polygon fill commands.

Does using this on hidden faces speed rendering time?
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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them.

I can be found on the web by searching for "SuezanneC Baskerville", or go to

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http://lindenlab.tribe.net/ created on 11/19/03.

Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard,
Robin, and Ryan

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