Creating a Water Horse Texture: Part 2

Once you know the UUIDs of your textures, you can move on to creating the applier that sends them to the Water Horse Texture HUD.

  1. Rez an additional cube on the ground and go into edit mode. This will house the script that does the heavy lifting. Click on the Contents tab.
  2. Drag the script that was extracted to your inventory from the “texture importer example” folder into the tab. If you like, you can rename it.
  3. Double-click on the script to open it. The code is well-commented (and comes with a notecard) so it’s not too hard to understand, and includes examples and file type recommendations as well. Most of what you’ll be doing is copying & pasting the code for each horse part used, and then changing the UUIDs to the ones you got from local chat.
  4. Each horse part has 4 possible textures to display: the small square that appears in the HUD, the base (diffuse) texture, the normal map, and the specular map. Only the first 2 are required to have UUIDs entered — the normal/specular maps are optional.
  5. When working with local textures, I like to use the same UUID for both the HUD & base images. Since they’re temporary, no need to bother with more than one.
  6. You can also leave the default normal/specular map code intact, as the script functions whether or not UUIDs are specified.
  7. This is the part of the code you’ll be editing (lines 54 – 57):
  8. Once everything looks good, save the script. You’ll see a confirmation message that compiling & saving was successful. Exit edit mode.
  9. Make sure you’re wearing the Water Horse Texture HUD, and click on the box. You’ll get progress messages in local chat about the textures loading into it.
  10. In the HUD, click the corresponding “import” button for the horse part (if you’re already in that section, click into another one and come back). Then click the image you just specified, and the textures should appear on your horse!
  11. Now go back into your image editing program and continue drawing your textures. To see changes, simply save over the file that’s being used as a local texture, and it will automatically load in-world.

That’s it! Once you’re satisfied with your textures, upload the final files to your inventory. Then replace the UUIDs of the local textures with the permanent ones, save the script, and click the box again. If you haven’t already, make sure to remove any remaining local textures from your HUD.

Happy riding!

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