Archive for the ‘Textures’ Category

Templar Creations on Kitely

Sunday, September 4th, 2016

Many of the Dark SF and Steampunk texture sets are now available on the Kitely Marketplace. They can be bought from there and have permissions set so that they can be exported a selection of  other OpenSim-compatible virtual worlds (the list of them can be seen from the shopping-cart on the Kitely Marketplace).

You’ll find the Templar Creations store on the Kitely website.

Dark SF Textures – Set 6

Sunday, November 9th, 2014

This new texture set is an extension to the Dark SF Textures Set 6, and adds 35 new panel textures, suitable for both interiors and exteriors, all at 512 x 512.

Here are a some previews, but check out the gallery page to see all the textures from the set.

Dark SF Textures, Set 6, Sample 1 Dark SF Textures, Set 6, Sample 2

The set is available both in Second Life and Inworldz.

Second Life
Marketplace Website: https://marketplace.secondlife.com/p/Dark-SF-Textures-Set-6/6561133
Templar Creations Main In-world Store

Inworldz
Templar Creations Main In-world Store: Steampunk Isle, 109/206/22

Templar Creations Inworldz Store has moved

Tuesday, December 17th, 2013

The main Templar Creations store in Inworldz has moved to a new and more appropriate location. You will now find it at the not-to-be-missed Steampunk Mall on Steampunk Isle. Look for it at Steampunk Isle, 109/206/22

Main Store, Steampunk Isle

 

Templar Creations in Kitely

Thursday, September 5th, 2013

For those of you who are familiar with Kitely virtual worlds, Templar Creations now has a store in their marketplace. There are only a handful of texture sets there at the moment, but more will follow before long.

Templar Creations store

European Textures, Set 1

Monday, November 26th, 2012

This set mainly consists of wall and windows textures, inspired by European buildings, and especially those of Geneva. There are 40 textures in all, most at 512 x 512, and all the window textures come in opaque and transparent versions.

Here are some previews, but check out the gallery page to see previews of all the textures in the set.

The set is available both in Second Life and Inworldz.

Second Life

Marketplace Website
Templar Creations Main In-world Store

Inworldz

InBiz Website
Templar Creations Main In-world Store: Eole, 99/253/1200

SF Textures

Monday, November 12th, 2012

Not one, but two new textures sets this time, as extensions to the existing SF textures sets.

Dark SF Set 5 is a darker and slightly cleaner set that is partly a variant of the textures from Set 4. There are 45 textures in all, mostly at 512×512 in size.

Light SF Set 1 is a collection of relatively ‘clean’ science-fiction textures, for a more Star Trek or 2001 look to your builds. In part they are inspired by the Classic Traveller role-playing game, and some of them include a red bar motif that is intended to be reminiscent of the red bar from the Traveller rule books. There are 44 textures in all, mostly at 512×512 in size.

Both texture sets have stylistic similarities, with the Dark SF intended mainly for exteriors, and the Light SF set for matching interiors.

Here are previews of both sets, but check out the Dark SF and Light SF gallery pages to see the complete sets.

Dark SF 5, Sample 1

Dark SF 5, Sample 2

Dark SF 1, Sample 3

Light SF 1, Sample 1

Light SF 1, Sample 2

Light SF 1, Sample 1
The sets are available both in Second Life and Inworldz.

Second Life

Marketplace Website

Templar Creations Main In-world Store

Inworldz

InBiz Website

Templar Creations InBiz Page

Templar Creations Main In-world Store: Eole, 99/253/1200

Steampunk Textures, Set 15

Saturday, July 7th, 2012

This new Steampunk texture set is an extension to sets 9-14, and contains a mixture of wall and girder textures in an ornate style. There are 30 distinct textures, plus transparent versions of the window textures, and most of them are 512 x 512 in size.

You can see the whole set on the Gallery page, but here is a preview of some of the textures:

Blog texpack 0027a

Blog texpack 0027b

As usual, you will find the set in-world at the Templar Creations main store, both in Second Life (see the link below), and in Inworldz at at Eole (99/253/1200), and at Vir Volantes, Bacchus (124, 47, 241), as well as on the Second Life Marketplace website:

Second Life Market-place

Templar Creations Main Store

Dark SF Textures, Set 4

Saturday, January 14th, 2012

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Dark SF Textures, Set 3

Saturday, November 12th, 2011

This new set of wall and control-panel textures is the third in the Dark SF series. There are 30 textures, all at 512 x 512 in size.

You can see the whole set on the Gallery page but here is a preview of some of the textures:

Dark SF Textures, Set 3, Sample 1

Dark SF Textures, Set 3, Sample 2
This also sees the release of Dark SF Collection 1, which consists of all the textures from Dark SF sets 1 to 3, a total of 80 textures.

As usual, you will find the sets in-world at the Templar Creations main store, both in Second Life (see the link below), and in Inworldz at at  Eole 99/253/1200, as well as on the Second Life Marketplace website:

Second Life Marketplace
Dark SF Textures, Set 3
Dark SF Textures, Collection 1

Templar Creations Main Store

Creating a Slideshow Viewer, Part 2: Reading the Inventory

Sunday, October 16th, 2011

This is the second installment in my small series about creating a slideshow viewer (based on my new texture vendors). In this one, I’ll be showing you how to add images to the viewer.

In my original texture vendors, the prim which displayed the images was responsible for creating a list of the images available, and then of moving through the images when it received a message from one of the buttons.

In the new version, all of this is handled by the Frame prim, which looks for touch events and determines which button was ‘clicked’, and which then updates the texture on the Display prim. This is made possible by another relatively new script function, llSetLinkTexture(), which allows the texture of a prim to be assigned by another (linked) prim.

There are two elements to handling the images. The simplest is assigning a specified texture to the Display prim. However, in order to do this the Frame needs to have the textures stored in it, and needs to be able to make a list of the available textures.

Let’s start by creating this list. First, edit the Frame prim. As the Frame prim and the Display prim are linked, click the ‘Edit linked’ check box on the build dialog, then click on the Frame. Now switch to the contents tab, and drop your images (textures or snapshots) into it.

Now we need to write a script that will create a list of those images. If you have been following along, you will already have a script in the Frame prim, to handle the buttons. Update this to the following code:

    // A list to hold the image keys
    list images = [];
    readImages()
    {
        // Count the number of textures
        integer count = llGetInventoryNumber(INVENTORY_TEXTURE);
        integer i;
        string name;
        images = [];
        // Look through all the texture
        for (i = 0; i < count; i++)
        {
            name = llGetInventoryName(INVENTORY_TEXTURE, i);
            // Get the key, and add it it to the list
            images += [llGetInventoryKey(name)];
        }
        // If we have at least one image, display the first one.
        if (llGetListLength(images) > 0)
        {
            llSetLinkTexture(LINK_ROOT, llList2Key(images, 0), 0);
        }
    }
    float btn_Cols = 8.0;
    float btn_Rows = 8.0;
    integer btn_Id(vector pos)
    {
        integer button = (btn_Row(pos) * (integer)btn_Cols) + btn_Col(pos);
        return button;
    }
    integer btn_Row(vector pos)
    {
        // Flip the y-axis, so that it runs from top to bottom.
        float y = 1.0 - pos.y;
        integer row = (llFloor((y * 10) * btn_Rows) / 10);
        return row;
    }
    integer btn_Col(vector pos)
    {
        integer col = (llFloor((pos.x * 10) * btn_Cols) / 10);
        return col;
    }
    default
    {
        state_entry()
        {
            readImages();
        }

        touch_end(integer count)
        {
            vector mousePos = llDetectedTouchST(0);
            integer id = btn_Id(mousePos);
            llOwnerSay("Button " + (string)id + " pressed");
        }
    }
    

This finds all the texture items in the prim’s contents, and stores their names in the Image list. Once that is done, it gets the first image from the list, and assigns it on the Display prim.

The llSetLinkTexture() function is used to display the image. The allows us to set the texture of another prim, in this case the display prim, by specifying the prim number, the UUID of the texture (which we read from our list), and the face, which is here assumed to be face 0.

One thing to be careful about here is that it assumes that the Display prim is prim 0, that is, the root prim. If you don’t already know how to do this, the trick is that when you select the prims that you want to link, the root prim should be the last prim that you select before linking. In this case there are only two prims, so select the Frame prim first, then Shift+Click the Display prim to add it to the selection. Finally link the prims (the option to link is on the Build menu in Viewer 2, and in most third-party viewers).