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#1 |
Junior Member
Junior member
Join Date: Jun 2008
Posts: 4
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I am having a hell of a time getting thing exported out of AC3D and to look right in Second Life. I take a simple Cylinder take half off, export, uploaded it to SL and it's all out of wack. Can anyone tell me the steps to use, before EXPORTING for Sl upload. This is costing me $L each time. HELP.....!!!!
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#2 |
Senior Member
Professional user
Join Date: Mar 2005
Location: Phoenix, AZ
Posts: 917
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Hi Dave!
You can find a couple of different guides here: http://www.inivis.com/secondlifesculpted.html http://www.independentdeveloper.com/...rom_existing_3 The important thing is that you UV map your object first. If it's not UV mapped correctly, it won't work. To save some $L, don't forget you can preview the image in the upload window *before* you upload. When you select your image in Second Life, choose "preview as: sculpted prim" to see what it will look like before you actually upload the file. If it doesn't look right, you can click cancel without spending anything. Also, you can often preview things for free by connecting to the SL beta grid instead of the main grid. |
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#3 |
Junior Member
Junior member
Join Date: Jun 2008
Posts: 4
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Thank U for getting back to be so fast. I hate to be a pain. I read the items you suggested. I select a simple Circle hit F10 to look at the texture. It has long bar with points on each bar top. I export it and look in SL upload Sclupty view. Th ball is round and has 2 long point coming out it's side. I don't know what my major problem is in getting my arms around something that should be VERY EASY. What the heck am I doing wrong?
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#4 |
Senior Member
Professional user
Join Date: Mar 2005
Location: Phoenix, AZ
Posts: 917
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It's the points at the top that are causing you the problem. The texture map has to fill 100% of the space, with NO holes whatsoever.
There are some shapes that come with the plug-in that are pre-mapped, including a sphere. If you look at the sphere that comes with the plug-in and compare it to the default sphere, you'll see the difference. The shapes that come with the plugin are a good starting point for modelling, as they save you some time on texturing. Here are some additional base shapes to play with, you can see how these are mapped: http://www.independentdeveloper.com/...pted-prims.zip I think I still have a copy of them sitting out in-world behind the townhouses in Areumdeuli if you want to see what they look like. (Teleport routing is on, blech, so it will drop you in the center of the sim. Walk east from the pond and look in the backyard/alley between the two brownstones.) |
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#5 |
Junior Member
Junior member
Join Date: Jun 2008
Posts: 4
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THANK U..!! Those work muck better and export out fine. Is there a place for other shapes like torus, ring, or what ever? Again you have been a great help.
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#6 |
Senior Member
Professional user
Join Date: Mar 2005
Location: Phoenix, AZ
Posts: 917
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Torus attached!
![]() I know there's more base shapes floating around on the SL forums. For shapes like a torus, you'll need to change the mapping mode in SL with a script. SL's default mapping mode for sculpted prims is spherical, which means it must wrap in both directions. However, you can change it with LSL if you want other wrapping modes. SL supports sphere, torus, cylindrical and planar wrapping modes. Here's the script I used for the torus: Code:
default { state_entry() { llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SCULPT, "993093da-9f46-b62d-5360-093a50cd6bd2", PRIM_SCULPT_TYPE_TORUS]); } } |
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