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Cut increment values changed for PATH cut |
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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10-02-2006 22:23
in all prior version of SL you could do cuts at 0.125 increments. In current (1.12.1) you can cut Begin 0.125 and End 0.625 for a box. Makes a simple hinge. Now in beta 1.12.2 it wants to cut at 0.129, and 0.630. I believe this is also true for other prims, at least for Box and cylinder. Don;t know about the rest the dang attack in preview got in the way. So build value are changing for cuts between the two. which is a freaken big deal. *sigh*
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Eddy Stryker
libsecondlife Developer
![]() Join date: 6 Jun 2004
Posts: 353
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10-02-2006 22:39
Hmm, it seems like only the stuff libsecondlife touches changed
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
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10-03-2006 05:10
Have you bug reported this? It's a worse bug than what the changed LOD limits did for creating gaps, since this one is a change that affects an actual prim setting.
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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10-03-2006 06:04
Have you bug reported this? ... not as of yet I was in the middle of reporting it when preview went down after the preview grid attack. |
Ceera Murakami
Texture Artist / Builder
![]() Join date: 9 Sep 2005
Posts: 7,750
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10-03-2006 09:49
I intend to check this as soon as the build 3 version of the test grid comes back on line.
I noticed last night that a complex roof had gaps in it, caused by cut values having changed. Same roof rezzes perfectly in the main grid. If this is not fixed, then over 40 buildings in the two sims that I manage are going to have broken roof tops! {edit} What I saw last night was that a pitched roof consisting of flattened cubes that use taper and cut values to make triangles wound up screwed up along some of the edges. Bad enough that a seam going outward on a 1 meter wide hip roof opened a gap at the edge that you could have stuck your hand into. Furthermore, all the prims seemed to be slightly rotated, even though the values for rotation in the prim specs seemed unchanged. When the roof was highlighted, it looked like the whole thing had been given a slight twist, and everything slipped! I tried going in over my lunch break. I was able to download and install the (3) build of the client, but the beta grid was still down when I had to go back on duty for work. Guess I will try again when I get off work in 4 hours. This is a CRITICAL glitch, as it will destroy the roof alignments on almost every house in Second Life. The only way to make a wide range of shapes in SL is to be able to set the begin and end cuts EXACTLY to increments that are multiples of .125. Sorry, .129 doesn't work! {/edit} _____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Ceera Murakami
Texture Artist / Builder
![]() Join date: 9 Sep 2005
Posts: 7,750
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10-03-2006 18:22
I have been to the (4) build Beta grid, and they have fixed the profile cut problem. My roof prims are OK now.
They also fixed the texture glitch near cut edges on the outside of cylinders. Small cuts (0.010 begin cut) in a cylander still have no mesh on the cut ends, however. 0.012 was the smallest I can go without losing end mesh. Textures on a sphere have some odd distortions as they approach the 'poles'. Trying to document that better now. _____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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10-03-2006 18:26
in 1.12.2.2 this was bad but was repaired in 1.12.2.4 there is a build in Morris sand box if you look at the hollowed boxes inSeiferts Build you will see the problem. man if this made it to the main grid the out cries would never end. oddly the build did not go back to the way it was at cuts of 0.125 and 0.375. it stayed at 0.129 and 0.380.
![]() but all is okay now |
Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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10-03-2006 18:27
in 1.12.2.2 this was bad but was repaired in 1.12.2.4 there is a build in Morris sand box if you look at the hollowed boxes inSeiferts Build you will see the problem. man if this made it to the main grid the out cries would never end. oddly the build did not go back to the way it was at cuts of 0.125 and 0.375. it stayed at 0.129 and 0.380.
![]() but all is okay now |
Seifert Surface
Mathematician
![]() Join date: 14 Jun 2005
Posts: 912
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10-03-2006 21:04
I rerezzed that thing from inventory in Sandbox Cordova and it's fine. Note though that this preview build seems to have gone back to 24 sided circles, so it's presumably temporary.
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Michi Lumin
Sharp and Pointy
![]() Join date: 14 Oct 2003
Posts: 1,793
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10-03-2006 21:51
<sigh> No word on it either -- I REALLY Wish we'd get some documentation on this...
Seems like the circular changes were pulled -- Good, for now, since they were *NOT* ready for primetime. Does anyone know if all of the changes were backed out? We're coming down to the wire here.... I do like the idea of increasing detail (more sides per circle) but they really have to do this uniformly all over if they're not going to break LOTS of existing content. |
Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
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10-04-2006 06:58
Does anyone know if all of the changes were backed out? We're coming down to the wire here.... Apparently so, according to teh blog. http://blog.secondlife.com/2006/10/03/second-life-11224-now-on-the-beta-test-grid/ "In addition: the recent changes to torus, sphere and cylinder rendering have been reverted. Note that some regions on the preview grid may have been “damaged” by the bad code, so you may still see some broken builds (e.g. in Morris). We’ve restored Lusk to a previous state to verify that the code reversions worked." |
Ceera Murakami
Texture Artist / Builder
![]() Join date: 9 Sep 2005
Posts: 7,750
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10-04-2006 08:50
Last night, in the .5 build of Beta, I created a seamlessly merged half-sphere, cylinder, and cut torus, as a test. The faceting and texturing all matched up, and the exterior texture on the cylinder didn't screw up when cut. I left a copy in the Morris sandbox.
The only glitch was on end mesh with profile cuts less than 0.012. That tiny begin cut (0.010 or less) still has no end mesh. I also rezzed a complex roof that had problems in .2 and .3, and it worked fine in .5. The forced changes in cut values were no longer present. _____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
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10-04-2006 09:44
Looks like they just reverted back to the old way of way of creating geometry the 6, 9, 15, 24 side before all these problems arose. I am a little confused the Message of the day on the main grid said 1.12.2.2 would be realease today, when we are at 1.12.2.5.
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