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the illegal superprims |
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Ron Overdrive
Registered User
Join date: 10 Jul 2005
Posts: 1,002
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09-06-2006 10:08
supposidly these prims will not work either in this update or the next one so has anyone tried rezzing them?
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IC Fetid
Registered User
Join date: 19 Oct 2005
Posts: 145
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09-06-2006 10:34
What are illegal superprims?
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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09-06-2006 10:38
supposidly these prims will not work either in this update or the next one so has anyone tried rezzing them? seem to work last night but has changed slightly in one dimension |
Ron Overdrive
Registered User
Join date: 10 Jul 2005
Posts: 1,002
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09-06-2006 12:20
What are illegal superprims? Oversized prims created using a bug that was exploited using the SLProxy program. Examples are the sim sized cube (256x256x1) and the 40x40x40 sphere. The bug for creating these prims were fixed some time ago, but someone managed to steal the prims when they were on display using another hack and put them up for sale. People have been buying them off SLExchange for a few weeks now. Unfortunately because they were created through the use of an exploit and cause physics & asset issues they have been dubbed illegal by LL and their use can get you in trouble. |
Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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09-06-2006 14:14
Interesting. Well this need to go on the SL blog or somthing. Since I have seen people giving these out for free.
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Eddy Stryker
libsecondlife Developer
![]() Join date: 6 Jun 2004
Posts: 353
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09-06-2006 18:08
someone managed to steal the prims when they were on display using another hack and put them up for sale. You forgot to mention all of the people that created their own superprims using their own methods, dating as far back as beta and as recently as the release of programs like SecondSuite. Personally I think the 60x60x0.1 prim is a lot more useful than a sim-sized cube. _____________________
http://www.libsecondlife.org
Evidently in the future our political skirmishes will be fought with push weapons and dancing pantless men. -- Artemis Fate |
Raudf Fox
(ra-ow-th)
![]() Join date: 25 Feb 2005
Posts: 5,119
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09-06-2006 18:24
Personally I'd have liked a 20x20x20, but it seems to cause errors in the system if it crosses the sim lines?
So, they won't work anymore? Ah, well. I didn't use them or even have them. _____________________
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Argent Stonecutter
Emergency Mustelid
![]() Join date: 20 Sep 2005
Posts: 20,263
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I didn't manage to get any of these myself...
09-07-2006 05:57
I think the 9999999999x9999999999x0.1 prism is the coolest.
What I'd really like would be a 20x20 or bigger hollow cylinder. |
Feynt Mistral
Registered User
Join date: 24 Sep 2005
Posts: 551
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09-08-2006 21:08
I was talking with someone and a friend in a sim the other day and that someone was playing around with super prims to make an awesome rotating starscape that encompassed the whole sim.
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Charmande Petion
Registered User
Join date: 4 Jan 2006
Posts: 118
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09-09-2006 00:39
That *is* awesome. o.o;
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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09-09-2006 12:44
So is a Tortured Prim "illegal"?
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Ron Overdrive
Registered User
Join date: 10 Jul 2005
Posts: 1,002
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09-10-2006 05:24
So is a Tortured Prim "illegal"? Only if it exceeds the max size limitations put in by LL. |
Faril Iredell
Registered User
Join date: 10 Sep 2006
Posts: 9
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09-10-2006 09:42
why do they have size limits anway?
it seems more logical that you could reduce the number of surfaces that need to be rendered in making a wall or something by allowing you to use 1 large prim, instead of 10 smaller ones. Making these things standard could prolly help reduce lag. ahh, but you know, theres always some jerk that has to ruin the fun for everyone by making a giant goatse or something, and plastering it over furnation. |
Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
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09-10-2006 09:46
why do they have size limits anway? it seems more logical that you could reduce the number of surfaces that need to be rendered in making a wall or something by allowing you to use 1 large prim, instead of 10 smaller ones. Making these things standard could prolly help reduce lag. Mainly a limitation of current physics engine, from what little i understand. Even if the prims aren't explicitly physics enabled they still get tested for collisions vs AV and such ... though the ones set to phantom could be possibly acceptable, who knows o.O |
Ron Overdrive
Registered User
Join date: 10 Jul 2005
Posts: 1,002
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09-10-2006 10:22
Mainly a limitation of current physics engine, from what little i understand. Even if the prims aren't explicitly physics enabled they still get tested for collisions vs AV and such ... though the ones set to phantom could be possibly acceptable, who knows o.O That and issues with sim boarders. The asset server doesn't know how to handle them so if one gets stuck/rez'd on a boarder it cannot be removed without a rollback. Perfect example is the 256x256x256 super cube that spans 4 sims. Nothing short of a 4+ sim rollback can get rid of it. In the mean time the asset server will be going bonkers. |
Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
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09-10-2006 15:17
That and issues with sim boarders. The asset server doesn't know how to handle them so if one gets stuck/rez'd on a boarder it cannot be removed without a rollback. Perfect example is the 256x256x256 super cube that spans 4 sims. Nothing short of a 4+ sim rollback can get rid of it. In the mean time the asset server will be going bonkers. Holy damn. I've read some posts stating crossing borders with such prims don't seem to affect the sims too bad, but if this is how things actually work then yup, that seems bad enough on its own :< |
Eddy Stryker
libsecondlife Developer
![]() Join date: 6 Jun 2004
Posts: 353
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09-10-2006 15:34
I've rezzed a 256^3 prim before and all I had to do was delete it. The worst case was one time when I couldn't see it but it still showed up on the mini-map, I had to have a Linden come delete it. But a sim rollback was never needed.
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Evidently in the future our political skirmishes will be fought with push weapons and dancing pantless men. -- Artemis Fate |
Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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09-10-2006 15:37
Here I thought where the objects geometric center lies is what sim it is on. which is why when a normal object crosses a sim boarder and you try to collide with it.... well you can't collide with it becasue that prim does not reside on that sim so it completely ignores that prim for any physics related collisions. So normal prims should also casue problems as well.
I just think it boils down to if you want to cover a larger area use more prims equals buy more land to support more prims type thing. Also you are going to have people that are not going to be responsible. Don't Drink and Rez |
Yiffy Yaffle
Purple SpiritWolf Mystic
![]() Join date: 22 Oct 2004
Posts: 2,802
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09-11-2006 15:08
Incase anyone wants to know, my original post about these prims is here. /13/a8/135378/2.html#post1283035 It shows the GOOD uses of the super prims, while it also has arguments about its stability. I was told it was illegal to use them but i really don't care. I wish to voice my opinions and i used them to do it. If they ban me then so what... I was getting sick of SL anyway. :/
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