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Old 28th August 2007, 05:30 PM   #7
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Join Date: Mar 2005
Location: Phoenix, AZ
Posts: 917
Default Re: Second Life Sculpted Prim TGA Resolution Question

Sweet, nice bike! Does it drive yet?

I don't know how familiar your with UV mapping, but if you're new to it, here are a couple of links on texturing in AC3D in general:

As far as getting the "perfect" map, it's really the same process as any texture, just make sure you fill up the whole map and there are no holes. If you use the UV Map tool on the Tools menu, and select Spherical, that's usually a pretty good start. After you've spherical wrapped it, stretch it to fit the whole map, then hand-tweak from there.

Oh! LL added a nice new feature that makes uv mapping a little easier. Using a little LSL script, you can change the wrap type so it doesn't need to be spherical. (You still have to use the whole map, but it doesn't have to wrap in all directions.)

If you add this line of code to the state_entry in your script, you can change the wrapping type:
llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SCULPT, "texture uuid", PRIM_SCULPT_TYPE_TORUS]);

The available wrapping types are:

Texture UUID is the uuid of your sculpt map, which you can get by right-clicking on it. I think you can also use the texture name if you put the texture in the prims' inventory.

I hope this helps! If there are specific things I can give more details on, please let me know.
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