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Temporary Textures 
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Joined: 2009-09-08 01:27:46
Posts: 172
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Emerald includes the ability to upload "temporary" textures at no cost. They get cleared when you relog or when the sim restarts (not sure which). This is an invaluable feature to builders. If any of you have uploaded a texture or sculpt map only to realize that something wasn't right and you wasted the uploading money, you'll know why this feature is so good.


2009-10-17 13:45:02
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Joined: 2009-03-17 18:42:51
Posts: 4751
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I usually test my textures and sculpties on the beta grid, or on an OpenSim grid, so that tests cost me nothing...


2009-10-17 17:47:41
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Joined: 2009-10-14 11:12:22
Posts: 8
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me too!! :)


2009-10-18 00:18:01
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Joined: 2009-09-08 01:27:46
Posts: 172
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I'd prefer to have temporary textures actually, because doing my building on opensim or the beta grid is impractical, especially when I am working with megaprims.


2009-10-25 17:24:35
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Joined: 2009-03-17 18:42:51
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Problem is: "temporary textures" is an ugly hack based on undocumented "features" of the sim servers: nothing says it will keep working with the next versions of the SL servers...
LL might also decide that it violates their TOS by circumventing (even for temporary use) the normal upload procedure (which brings them money). Given the new policy that LL will soon impose on 3rd party viewers, I'd rather wait and see for now...


2009-10-25 18:21:44
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Joined: 2010-09-04 13:58:46
Posts: 4
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Temporary Uploads feature should be implemented! :) I build all the time an I need this bad or else I'm wasting tons of L just testing :P. It's the only reason why I can't use it full right now. Can this be done?

I am currently on 1.25 Cool VL


2010-09-05 15:57:52
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Joined: 2009-03-17 18:42:51
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Ok... Seeing how LL doesn't seem to care much about this feature (which, after all, make them loose a little money), and since the capabilty it relies onto seems to be going to stay around, and by popular request, I just implemented this feature in today's releases of the Cool VL Viewer (v1.23.5.28 and v1.25.0.5).

It's based off Phoenix' (former Emerald) code, with further refinements and bug fix. In particular, the "Temporary (free)" check button in the texture upload preview and snapshot preview floaters is hidden on grids for which permanent textures uploads are already free. Also, temporary textures appear with a "[temp] " name prefix and a "Temporary asset" description" in the inventory. Note that unlike permanent textures, temporary ones are not automatically open (shown to you) once uploaded (they simply appear in your inventory), which could leave ground for further refinements later...

Please, remember that temporary textures disappear from your inventory on log off, and even when applied on prims, they will disappear after a short while too (thus why I personally always found it handier to log on the beta grid, build and texture my builds there, uploading permanent textures for free, and then, once happy with the result (which could take a few sessions or even days to obtain), to export it with the object backup feature so to re-import everything (prims and textures) on the production grid later)

Enjoy !


2010-09-09 12:50:11
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Joined: 2010-02-04 18:38:13
Posts: 17
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Thank you Henri!

You just gave me the second of the two things I envied from emerald...

removing the TP screen and now temp textures!


2010-09-09 20:48:02
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Joined: 2010-08-21 12:30:36
Posts: 89
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I am wary of anything that has been copied/based from Emerald, I hope there is no hidden code doing devious things in this cross-over? Or did you handwrite the code yourself using Emerald as a model but using only the code that made sense?
I'm not a coder, but I won't use anything that hasn't been thoroughly checked by someone outside of their group(and I include the Phoenix team as part of that group, though they Eventually turned in the baddest apples in their group).


2010-09-11 13:53:42
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Joined: 2009-03-17 18:42:51
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Lord wrote:
I am wary of anything that has been copied/based from Emerald, I hope there is no hidden code doing devious things in this cross-over? Or did you handwrite the code yourself using Emerald as a model but using only the code that made sense?
I always review the code thoroughly, and most often change it (I very often find bugs when importing features from other viewers), also adding features in many cases. This has also been the case for this feature, like for all the others.


2010-09-11 16:47:37
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