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Bug(s): Creation and Manipulation

Gail Domino
Registered User
Join date: 17 Mar 2003
Posts: 37
03-21-2003 14:50
Building troubles -- My apologies if these have been reported before.

This bug isn't 100% reproducible, but it comes up more often than not for me.

When a cube is constructed and made hollow (50-70% for me, with a horizontal hole in it, IE, a windowframe; I haven't tested others), then textures can be applied to it normally, but the number of repeats per meter cannot. Clicking the 'apply' button causes the number to revert to what it was with no change to the object.

I have found that, as a workaround, I can make the cube solid, then alter the number of repeats per meter, then increment the hollow part again.

Even that is pretty buggy -- for instance, if I have a cube with five faces with the default texture, and one face (one of the faces with the hole in it, for the record) with an alternate texture, then it will return to the default texture when I increment the hollowness to 5%. However, incrementing beyond that -- 10% and up -- will return the alternate texture to where it belongs, and the inside face of the hollow part will take on the texture of that single, non-default-texture face.

Also, I've been having occasions when I click on the ground to create an object (with the centering option off), am charged for it, but no object appears. I've tried lowering the ground under the point where the object was created in the hopes of unearthing it, but it doesn't appear to be underground. It doesn't appear to be anywhere. I'm not yet sure whether I'll be taxed for such objects, but I guess I'll find out soon.

Oh, and when rotating objects, if I try to enter a value into the 'X' field, often as not when I click outside the box to apply that new value, 'x' reverts to zero and instead 'z' is affected. Again, working primarily with cubes. If I use the rotation sphere and drag it into place instead, 'x' and 'z' are altered normally. The problem doesn't appear to apply to 'y'.

Hollow objects also do not appear to behave normally when stretched or shrunk as part of a group. I built a shell of a house and then discovered that the scale was slightly off, so tried to shrink it -- all of the wall panels that didn't contain windows, and all of the floors, shrunk beautifully, remaining perfectly in place relative to the neighobring pieces. Anything that was hollow -- windows, the curved cylinder-parts, etc. -- stuck out jaggedly. Don't know if this is intentional or not, but as long as I'm writing up, I figured I'd mention it. It's also irritating the way 'cut' objects work -- I have a few small wedges of cylinder, and a few half-cylinder pieces, but when selected their center is placed at where the cylinder would be if it were whole. A nitpick, I know, but perhaps that's part of why these types of objects aren't behaving like the rest.

Thanks -- it's a great game so far, and I'm enjoying it a lot, in spite of the big mess above. :)
Ama Omega
Lost Wanderer
Join date: 11 Dec 2002
Posts: 1,770
03-21-2003 20:51
From: someone
Oh, and when rotating objects, if I try to enter a value into the 'X' field, often as not when I click outside the box to apply that new value, 'x' reverts to zero and instead 'z' is affected. Again, working primarily with cubes. If I use the rotation sphere and drag it into place instead, 'x' and 'z' are altered normally. The problem doesn't appear to apply to 'y'.


I have seen this too and my guess is that SL is trying to be smart about it .... I think it is showing "world" oriented rotation numbers, and interprets changes to those so that changing the X rotation field of an already rotated object will adjust all the numbers as if you used the rotate orb tool, without local axis checked, and rotated about X.

Well thats about as clear as mud.

Try checking the 'Local Axis' check mark before changing the rotations, and see if that helps.
Gail Domino
Registered User
Join date: 17 Mar 2003
Posts: 37
04-08-2003 00:28
Thanks, I'll have to try the local axis trick and see if that helps, though I generally stay away from it because it makes moving things around a hassle.

Still interested to know the status of the other bugs -- are they known? Have they been acknowledged? The more I come across the 'no changing the repeats-per-meter on hollow objects' bug, the more irritating it gets.

Thanks.
Phil Metalhead
Game Foundry Leaɗer
Join date: 11 Mar 2003
Posts: 291
04-10-2003 22:08
as far as the centering on cut objects, i prefer it that way. it allows me to mathematically manipulate objects to line up perfectly, without having to make more calculations. for example, to make a bullet, i make a 0.1x0.1x0.2 cylinder, and then make a 0.1m diameter sphere, and cut it in half. assuming the cylinder is at <10,10,10>, i add 0.1 to the z-axis (0.2m/2), and if i position my half-sphere at <10,10,10.1>, it caps the bullet perfectly. if it behaved the way you were suggesting, i would also have to add 0.5 x the radius of the sphere, which would be 0.025, meaning i would need to position it at <10,10,10.125>... while this is a simplistic example, there are much more complex designs, which would be made worlds more difficult by changing the center offset of the object. just look at the pagodas in the shangri-la community, and try and build one :P