iliveisl

 

archive for the ‘textures’ tag

another multi-texture per prim example

16 comments

here is an old trick that many people use and it helps reduce load for visitors depending on how nice a quality you need your textures, placing several on one image can be a handy trick. it helps you keep your inventory under control (i am really bad at keeping textures organised both in-world and […]

written by Ener Hax

June 14th, 2013 at 5:41 am

posted in OpenSim

tagged with

using grunge maps to age textures

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this is a grunge map and you can find a variety of them on CGTextures as well as splatters grunge maps and splatters might, or might not, have an alpha channel to them. for grunge maps, it doesn’t matter much because i simply set its layer to something like 20% opacity to get the quickie […]

written by Ener Hax

December 12th, 2012 at 7:43 am

posted in OpenSim,virtual worlds

tagged with

multiple textures on one image

7 comments

i’ve been wanting to revisit an old post (april 10th, 2010) which is still as applicable today as it was then when i run into an object that needs an imported texture, i tend to think of each texture as one image, but you can place several textures on one image if it makes sense […]

written by Ener Hax

July 10th, 2012 at 7:18 am

posted in freebies,OpenSim

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changing out solar panels and saving load time

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i have been slowly redoing textures in Enclave Harbour mainly because i am a bit OCD on them. none were really bad but many of them i”m not sure of and as i replace them, i upload them to Flickr with the hope of having them better organised. as i do this, i am also […]

written by Ener Hax

June 25th, 2012 at 5:55 am

posted in OpenSim

tagged with ,

more about light-coloured textures

5 comments

several months ago i mentioned that i was trying to get better with textures. mainly by being more careful in how i organise them and about their file sizes. i’ve been diligent about uploading the originals to Flickr (post about that) and also trying to make light-coloured textures to allow for more flexibility by tinting them […]

written by Ener Hax

May 28th, 2012 at 4:36 pm

posted in OpenSim,virtual worlds

tagged with

going commando – prims versus texture intervention

9 comments

from past posts you can tell that i like “staying native” (going commando?) and like to build with minimal imported textures. it’s not so much because textures can incur a big load on the viewer because when they are properly made, they can save on prim count. it’s also a subjective thing as to their value […]

written by Ener Hax

March 13th, 2012 at 8:05 pm

posted in OpenSim,virtual worlds

tagged with

OAR size difference with texture changes

9 comments

in the last month i have had several posts about textures with the gist of it being that taking the time to create textures and optimise them to their ideal sizes is a good practice. for me that is far easier said than done when i am making something and the little light bulb in my […]

written by Ener Hax

February 22nd, 2012 at 10:47 pm

posted in OpenSim,virtual worlds

tagged with

make textures light in colour for greater flexibility

8 comments

last week i was on a texture rampage and that continues in-world. i had a sloppy collection of textures from Second Life and of textures i have made on the fly. the problem is that i typically make my textures as 512 pixel squares when a 256 or even a 128 will do. of course […]

written by Ener Hax

February 19th, 2012 at 3:57 pm

posted in OpenSim,virtual worlds

tagged with

texture compromise

7 comments

i guess this week turned into a texture themed one and i’m not sure why. when i was in Second Life i was big into using textures but when i came over to OpenSim i think two factors made me shy away from textures. first i did not have my “go to” textures that i […]

written by Ener Hax

February 9th, 2012 at 7:05 am

posted in OpenSim

tagged with

alpha textures on Flickr

4 comments

Mera asked a really good question about alpha textures and downloading them from Flickr (this is an impromptu part 2 of yesterday’s post about using Flickr to host your virtual world textures) it’s a little tricky but easy to grab the proper version that retains its alpha goodness. remember that all files uploaded to Flickr […]

written by Ener Hax

February 8th, 2012 at 3:36 pm

posted in virtual worlds

tagged with , ,

to texture or not to texture – that is the question

16 comments

i try to build with as few imported textures as possible. one reason is to lessen the viewer load and speed region rez times and the other is a “lego” approach which subQuark thinks will be fine for our educational endeavor textures can make things look better when they are well done – they elevate […]

written by Ener Hax

February 6th, 2012 at 8:45 pm

prims vs. textures continued

7 comments

the other day i explored the impact of textures on the server (specifically RAM) and this becomes critical for two reasons – the more RAM you use the more it uses up your server’s resources and the longer it takes for your work to load for visitors if you don’t run your own server you […]

written by Ener Hax

October 28th, 2011 at 11:34 pm

posted in OpenSim

tagged with ,

prim road vs. texture road

13 comments

for some reason i totally suck at making roads – that or i’m too persnickety. hmm, it’s probably a combination of both. the point of diminishing returns would have been also been a good title for this post i seem to have an issue with roads and the iliveisl estate in Second Life had city sims […]

written by Ener Hax

October 24th, 2011 at 7:46 pm

dang, a day late on a texture post

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it was the anniversary of the x-ray yesterday (thank God for Google logo changes or i’d never learn anything new) =p happy 115th b-day X-Ray! =) speaking of images, finding good ones can be tough and i leave a post listed down there on the right with some texture links. i just saw someone retweet it and figured […]

written by Ener Hax

November 9th, 2010 at 12:30 am

posted in OpenSim,second life,virtual worlds

tagged with

balancing texture size and quality

3 comments

i am ever fascinated by optimizing textures (part of being OCD i suppose) and had written about png formats and jpeg here a few weeks back well i am also obsessed with road textures. in Second Life, i redid the estate’s city’s roads several times. always searching for a better look. now that we are […]

written by Ener Hax

October 4th, 2010 at 12:05 am

posted in OpenSim,second life

tagged with