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I want a bigger slice of the pie

Cobalt Neutra
As seen on radio
Join date: 13 Sep 2004
Posts: 48
10-05-2004 04:45
Ok - desperately wanted: a proper 10 X 10m quarter-cyllinder, and a 10 X 10m quarter sphere. This would allow for the creation of circular structures 20m across.

Currently, the only way to get these shapes is to cut and dimple a sphere or cyllinder to 50% - with the result that what you get is only 5 X 5m.

So, let's have a proper 10 X 10 piece - it should still be hollowable and slicable as per the 5 X 5 piece. It should just be limited to a quarter of the object, rather than being a full object - while staying within the 10 X 10 limitation.
Siro Mfume
XD
Join date: 5 Aug 2004
Posts: 747
10-05-2004 04:58
it would be nice if all objects that are cut/dimple-able would be scaleable to the maximum size. As it is now when you cut something the bounding box does not change. If it's changed so that the bounding box resizes when you make cuts or undo cuts (and thus scaling down your prim if it's too big), that would solve this nicely across the board.
Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
10-05-2004 06:53
So... you coulf have eight spheres cut 0.5 and dimpled 0.5, 10x10x10 in size, arrange them together and have a 20 meter sphere?

If there's a way to do that without breaking old builds, I vote for it! :D
Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
10-07-2004 03:55
From: Siro Mfume
it would be nice if all objects that are cut/dimple-able would be scaleable to the maximum size. As it is now when you cut something the bounding box does not change. If it's changed so that the bounding box resizes when you make cuts or undo cuts (and thus scaling down your prim if it's too big), that would solve this nicely across the board.


This would also totaly bork jewelry creation in SL, as well as high-detail weapons, glasses, or attachments in general, all of which take deliberate advantage of being able to cut-hollow-dimple things to change their 'visible' size but not their 'true' size.
Morgaine Dinova
Active Carbon Unit
Join date: 25 Aug 2004
Posts: 968
Add a Centre of Curvature to each curved prim type?
10-07-2004 05:55
This can probably be implemented without breaking existing uses nor exceeding current sizes by adding a Centre of Curvature point with X/Y/Z sliders on each prim that has a curved cross section.

It needs to track the value of the current (internal) radius for perfect circularity, increase to 128 for constructing a dome section to span an entire sim (within the 256m box, minus corners), and decrease to zero (or to SL's minimum of 0.010) for the tightest curvature. All such re-curved prims would get lopped off by SL's 10m chopping block, so don't expect to make a full-sim dome with one prim. :-) It merely creates tiles of low curvature.

There are several issues still unanswered by this though. I can think of three different schemes for what should happen as the Centre of Curvature is moved away from its default position, and I'm not fully satisfied with any of them.

One simple option is to just zap the portion of the circular cross section ahead of the X/Y/Z direction of travel of the CoC point, letting the portion behind it take on the desired curvature --- this is not dissimilar to the way Dimple works now, except that it would allow you to specify the dimple centre and would modify the curvature of the part not dimpled. However, some people might not like their forward section being cut out this way.

Unfortunately, all the alternatives to cutting that I can think of currently (either splitting or symmetrical recurving) create a discontinuity in the prim, and that's generally bad. Can anyone think of a way out of this?
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
10-07-2004 07:24
XyObject should be able to make a dome... Might not be as clean as you want.
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