Easy Texture Changer Pro – Manual

The most advanced and dynamic texture changer in secondlife.

License:

  • The script needs to be made either no copy or no transfer.
  • You may use these scripts (as copy – no transfer or transfer – no copy) with your creations and sell these creations.
  • It is not permitted to resell or distribute the scripts themselves.

Warning:

Before using the Easy Texture Changer Pro please make a backup of your object.

Setup instructions:

  1. If you purchased the Easy Texture Changer Pro in-world rez the box and copy its contents to your inventory.
  2. Make the scripts either no copy or no transfer.
  3. Right click the object you want to add the texture changer to and choose “edit”
  4. Go to the Content tab (If you don’t see it click on “more”)
  5. Drag and drop the scripts and notecards to the content tab (_config, _textures, Easy Texture Changer Pro and Menu Generator)
  6. Edit the _config, _textures notecards and save it (more instructions in these notecards)
  7. Done

Increase memory by approximately 70 notecard lines (Optional):

Note: without the “MEMORY ADDON” the standard script supports approximately 130 notecard lines.

  1. If you haven’t already, rez the ”Extras” box and copy its contents to your inventory.
  2. Make the “Menu Generator MEMORY ADDON” script either no copy or no transfer.
  3. Right click your object and choose “edit”
  4. Go to the Content tab (If you don’t see it click on “more”)
    (The standard Easy Texture Changer scripts and notecards already need to be in there, see setup instructions)
  5. Drag and drop the “Menu Generator MEMORY ADDON” scripts to the content tab
  6. Done

Loading the textures/buttons with a script instead of the _textures notecard (Optional):

Before you do this please make sure you know how to load the textures/buttons using the notecard.

  1. If you haven’t already, rez the ”Extras” box and copy its contents to your inventory.
  2. Make the “_textures script” script no-mod and either no copy or no transfer.
  3. Right click your object and choose “edit”
  4. Go to the Content tab (If you don’t see it click on “more”)
    (The standard Easy Texture Changer scripts and notecards already need to be in there, see setup instructions)
  5. Drag and drop the “_textures script” scripts to the content tab
  6. Edit the ”_textures script” script and save it (more instructions in the script)
  7. Edit the “_config” notecard and change ScriptLoader to On (“ScriptLoader = On”)
  8. Done (You can now remove the “_textures” notecard from your objects inventory, with right click and delete)

Using the “Click Script” (Optional):

If you want the blue dialog menu to come up only when people click a specific prim in your item you can put this script in that prim. You can also make the “Click Script” open a specific category.

For example:
If you have a chair and you want to give your customers 2 separate menus (one when they click the chair and one when they click the pillow).
You can put 1 “Click Script” anywhere in the chair (not in the root prim nor the pillow).
And one “Click Script” in the pillow.

Note: if you only want the menu to show up when a prim with a “Click Script” is clicked then set Click to off in the “_config” notecard (Click = Off)

“Link/Face/Texture Helper”  Script (Optional):

Put this script in an object and it will tell you the prim number, face, texture, color etc of the prim you click.

Detailed explanation of the lines in the _textures notecard:

LINES CONSIST OF UP TO 9 CONFIGURATION VARIABLES SEPARATED BY A COLON (:).

  • VARIABLE 1 : VARIABLE 2 : VARIABLE 3 : VARIABLE 4 : VARIABLE 5 : VARIABLE 6 : VARIABLE 7 : VARIABLE 8 : VARIABLE 9

A LINE MUST LOOK LIKE ON OF THESE 5 EXAMPLES:

  • EXAMPLE 1
    CATEGORY : SUBCATEGORY : BUTTON : PRIM/S : TEXTURE_UUID : PRIM_FACE/S
  • EXAMPLE 2
    CATEGORY : SUBCATEGORY : BUTTON : PRIM/S : COLOR_VECTOR : PRIM_FACE/S
  • EXAMPLE 3
    CATEGORY : SUBCATEGORY : BUTTON : PRIM/S : PROPERTIES : PRIM_FACE/S : TRANSPARENCY : GLOW : FULL_BRIGHT
  • EXAMPLE 4
    CATEGORY : SUBCATEGORY : BUTTON : PRIM/S : TEXTURE_UUID : PRIM_FACE/S : TEXTURE_REPEATS : TEXTURE_OFFSET : TEXTURE_ROTATION
  • EXAMPLE 5
    CATEGORY : SUBCATEGORY : BUTTON : PRIM/S : COLOR_VECTOR : PRIM_FACE/S : TRANSPARENCY

The first 3 variables are the ones that create the menu.

For example:
Pillows : Pillow1 : Blue
Creates a button in the main menu named Pillows
and when you click that button you get an other button called Pillow1
and after you click that button you get the button Blue

If you dont want a subcategory you can do for example:
Pillow1 : Blue : 0
This creates a button in the main menu named Pillow1
and when you click that button you get an other button called Blue

If you dont want a category either you can also do:
Blue : 0 : 0
This creates a button in the main menu named Blue

The 4th variable is always the prim/s number or name

When you link prims together each prim will get its own unique prim number.
Instead of using  prim numbers you can also use prim names by renaming each prim in your link-set with a unique name (make sure each prim has a different name).

Here you either type the prim name or the prim number (or a combination of both)
You can also type multiple prim numbers and/or names by putting a coma “,” after each of them

For example:

Pillows : Pillow1 : Blue : 4, 5, 6
This would change the prims with the numbers 4, 5 and 6

Pillows : Pillow1 : Blue : pillow1, 5,pillow2
This would change the prim with number 5 and the prims with the names pillow1 and pillow2

The 5th variable is either the texture uuid (or name if in contents), a color vector or the text PROPERTIES

The texture uuid you can get by right clicking on a texture and clicking “Copy Asset UUID”
The color you can get from this website: http://lslwiki.net/lslwiki/wakka.php?wakka=color
(Or you can use the “Link/Face/Texture Helper”  Script.)

Examples:
Pillows : Pillow1 : Blue : 4, 5, 6 : 4bb6f6de-f8b2-61ee-a9b4-ed32a859ed05
Pillows : Pillow1 : Blue : 4, 5, 6 : <0.0,0.0,1.0>
Pillows : Pillow1 : Blue : 4, 5, 6 : PROPERTIES

The 6th variable is always the prim/s face

You can also type multiple face numbers by putting a coma “,” after each of them
You can also change all faces by using ALL_SIDES
The face number you can find by selecting a face with the SL build tool (its shown in the build tool, above the tabs. for example: Faces: 2)
(Or you can use the “Link/Face/Texture Helper”  Script.)

Examples:
Pillows : Pillow1 : Blue : 4, 5, 6 : 4bb6f6de-f8b2-61ee-a9b4-ed32a859ed05 : 3
Pillows : Pillow1 : Blue : 4, 5, 6 : 4bb6f6de-f8b2-61ee-a9b4-ed32a859ed05 : 0, 5
Pillows : Pillow1 : Blue : 4, 5, 6 : 4bb6f6de-f8b2-61ee-a9b4-ed32a859ed05 : ALL_SIDES
Pillows : Pillow1 : Blue : 4, 5, 6 : PROPERTIES : ALL_SIDES

The 7th, 8th and 9th variable depends on the line you are using

For example if you only want to change the texture and are using the line:
Pillows : Pillow1 : Blue : 4, 5, 6 : 4bb6f6de-f8b2-61ee-a9b4-ed32a859ed05 : 3
You dont have a 7th, 8th or 9th variable.

Or if for example you only want to change the color and are using the line:
Pillows : Pillow1 : Blue : 4, 5, 6 : <0.0,0.0,0.1> : 0, 5
You dont have a 7th, 8th or 9th variable.

However if you are using example line 4 or 5 you have to fill in the remaining variables (the variables in these lines are not optional, you need to use all or none of them).

Examples:
Pillows : Pillow1 : Blue : 4, 5, 6 : 4bb6f6de-f8b2-61ee-a9b4-ed32a859ed05 : 3 : <1.0,1.0,0.0> : <0.0, 0.0, 0.0> : 0
Pillows : Pillow1 : Blue : 4, 5, 6 : <0.0,0.0,0.1> : 0, 5 : 50

If you are using example line 3 you can use DC (short for: dont change)

Examples:
Pillows : Pillow1 : Blue : 4, 5, 6 : PROPERTIES : ALL_SIDES : 50 : 0 : 1
Pillows : Pillow1 : Blue : 4, 5, 6 : PROPERTIES : ALL_SIDES : DC : 0.1 : DC
Pillows : Pillow1 : Blue : 4, 5, 6 : PROPERTIES : ALL_SIDES : 10 : DC : DC