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 Post subject: Cancel button when texturing
PostPosted: Sat Jun 16, 2012 5:08 am 

Joined: Sat Feb 26, 2011 6:48 pm
Posts: 44
Hello All

I am curious how come when you apply a texture to a prim and then you hit cancel it doesn't cancel the last texture you put on? I mean cancel does mean you have changed your mind about it?

It's just one of those annoying things when you are texturing and apply the wrong texture and you are then stuck with it when you forget to edit link parts on a 300+prim build LOL

Any reason for this not to work?


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 Post subject: Re: Cancel button when texturing
PostPosted: Sat Jun 16, 2012 7:34 am 
OSG Elite
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Joined: Sat Jun 14, 2008 12:28 am
Posts: 360
Location: Australia
Cancel just closes the texture picker, unfortunately there is no undo for applying texture, once its done the old texture is gone, and if you dont have the old texture in your inventory, then its probably gone forever, I've accidentally changed the whole side of a building, and didnt have the original texture :(
Get into the habit of looking at your textures from the inventory, not the texture picker, open them and sort thru them in your tory, and only open the texture picker when you are sure you know what texture to use.
Cam


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 Post subject: Re: Cancel button when texturing
PostPosted: Sat Jun 16, 2012 8:42 am 
Furious Typer
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Joined: Fri Jul 16, 2010 2:53 pm
Posts: 230
At first, I used to drag a texture from my inventory to an object I was working on.

A few times, I dragged and let go on the wrong object. Oohh what fun THAT was ... lol

You learn real fast the the UNDO command does not undo THAT mistake.

But to follow Toy's question ... I've always wondered if the viewers are responsible for a few things not working right?
Ex; another really, reallllllyyyyy annoying thing with texturing is how many times you have to click on the darn texture for it to apply.
Is that a viewer thing?

Selea


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 Post subject: Re: Cancel button when texturing
PostPosted: Sat Jun 16, 2012 10:59 am 
OSG Elite
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Joined: Tue Aug 18, 2009 10:29 am
Posts: 392
Location: France
Cancel works as expected in Second Life...it might actually be an easy fix in Opensim code. If there isn't already a mantis for this you could raise one..


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 Post subject: Re: Cancel button when texturing
PostPosted: Sat Jun 16, 2012 5:12 pm 

Joined: Sat Feb 26, 2011 6:48 pm
Posts: 44
Thanks for the replies everyone, I should have put in my original post that cancel works in SL but doesn't here and was curious as to why it doesn't work the same in OS?

I agree Selea that is another annoying thing when the texture doesn't take the first time, as soon as you go out of edit mode some parts are not textured but were when you were in edit mode


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 Post subject: Re: Cancel button when texturing
PostPosted: Sat Jun 16, 2012 6:42 pm 
OSG Elite
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Joined: Sun Dec 07, 2008 4:40 am
Posts: 328
Location: variable
The trick is to know what you want, then texture before linking.
There has been a long standing intermittent issue with texturing linked objects, hard to pin down as it sometimes works fine, other times some faces get missed.

As for the difference between OpenSim and SL operation? This is OpenSim, still alpha software, and as stated in the Opensimulator wiki, this is not meant to be a clone of SL.

_________________
Greybeard.
I applied for the job as village idiot, seems they wanted someone smarter.


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 Post subject: Re: Cancel button when texturing
PostPosted: Sat Jun 16, 2012 6:52 pm 
Furious Typer

Joined: Tue Aug 18, 2009 2:42 am
Posts: 233
As someone who works with textures extensively, I simply got used to that quirk. I carefully choose a texture BEFORE applying to to any existing build (and yes, I make oopsies !) but am less careful when its a new, still unlinked build.
What I did find though, with regards to Greybeards:
Quote:
...other times some faces get missed.
is that the simulator usually catches up on missed faces if you give it enough time and DO NOT let go of the prim/linked object while its still catching up. I suspect lost packets or something, since those do get resent and that could look like what I keep seeing: randomly (maybe even by linknumber?) changing textures on a linked object with some flipping back to the old texture, then back. I have seen that same behaviour with changing the texture distribution between "Default" and "Planar" btw.
But regardless of the reason, I think it is something that for the time being we will just have to live with...


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 Post subject: Re: Cancel button when texturing
PostPosted: Sun Jun 17, 2012 5:06 pm 
OSG Elite

Joined: Tue Dec 21, 2010 8:01 pm
Posts: 349
Greybeard Thinker wrote:
As for the difference between OpenSim and SL operation? This is OpenSim, still alpha software, and as stated in the Opensimulator wiki, this is not meant to be a clone of SL.


Just cause I'm "one of those guys".... I used to agree with your statement here Greybeard, until the whole "we need to change sits to be compatible with SL" thing....... :) If it's not meant to be a clone, why did we change the sits to be compatible with SL?

;)


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 Post subject: Re: Cancel button when texturing
PostPosted: Sun Jun 17, 2012 10:15 pm 
Furious Typer

Joined: Tue Aug 18, 2009 2:42 am
Posts: 233
Quote:
...why did we change the sits to be compatible with SL?

Just my guess but... to make things easier for us builders - or those coming from SL bringing their ready made stuff over (including sit positions).


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 Post subject: Re: Cancel button when texturing
PostPosted: Mon Jun 18, 2012 2:02 am 
OSG Elite

Joined: Tue Dec 21, 2010 8:01 pm
Posts: 349
That's the point... to say it isn't meant to be a clone of SL isn't entirely accurate or else things wouldn't be developed to match SL. Below are a couple gitlog comments that specifically point out that things are done to emulate SL and/or use SL as a baseline and make an improvement. We all know this isn't SL, but let's be realistic, alot of the work is done to try to emulate SL. It's pretty clear that Opensimulator makes several strives to emulate SL. By the way, that's not really a bad thing. Alot of people like the SL environment, it's just that there is alot of room for improvement, which the Opensimulator developers strive to do. It's always seemed to me that Opensimulator was taking what was good about SL and improves on it. I agree alot of things are done so there is a smooth transition for people from SL to Opensimulator, and there isn't a thing wrong with that, but is it fair to say "this isn't intended to be SL" when so much of what is done is done to try to make the experience similar to SL?

* May make the terrain flatten brush behave like Second Life(tm)'s client expects.

* Apply http://opensimulator.org/mantis/view.php?id=3406
* Makes Second Life environment sensor ranges and maximum response number configurable

* Apply terrain flip patch from http://opensimulator.org/mantis/view.php?id=2315
* This allows terrain to be flipped on the x or y axis with the command "terrain flip x" (or y)
* See terrain help from the command prompt
* This is in anticipation of change the way around in which terrain raw files are imported to match that of Second Life (to reduce user confusion and improve useability)
* Thanks jonc!


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