Problem with tall bulidings in a SIM is ?
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Zed Kiergarten
Registered User
Join date: 19 Jan 2008
Posts: 138
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03-16-2008 18:46
I'm curious. Often it is stated in covenants that tall buildings create lag. Why? Ok, second question. If a covenant says "keep buildings no taller than 40 meters above ground level" what exactly is this saying. Ground level for an island seems to be around 21... does this mean I can put something like a lighthouse that reaches to 61? That seems tall. I don't want to put something that bugs my neighbors or creates lag, I just want to understand I guess. Thx.
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Ollj Oh
Registered User
Join date: 28 Aug 2007
Posts: 522
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03-16-2008 19:01
they just dont want that gotham city skyline.
tall buildings create no more lag, maybe a tinly little by prims being larger and displaying more different textures to be seen further, more than smaller prims as furniture.
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Weston Graves
Werebeagle
Join date: 24 Mar 2007
Posts: 2,059
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03-16-2008 19:05
I didn't know they created lag. I thought they just block the view. Otherwise, why would it be less laggy in a skybox?
You must have one of those landlords who's never around or on line to ask. That's a shame. I'd bet a lot of neighbors would enjoy a lighthouse if it's on the coast and tastefully done. They won't like those phantom prim searchlights that spin around though, so you might want to be careful if it has them.
I feel so much freer on the mainland to be creative while still trying to be courteous to the neighbors.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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03-16-2008 19:05
"Above ground level" means just what you think it means: if the ground is set at 21m, 40m above ground level is 61m. This "above ground level" business shows up elsewhere, too, such as the height of whitelist access restrictions, which extend 50m AGL.
As for tall buildings causing lag... news to me. Sounds like superstition.
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Alicia Sautereau
if (!social) hide;
Join date: 20 Feb 2007
Posts: 3,125
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03-16-2008 20:38
it`s a simple answer to alot of problems put in simple terms:
no sky scrapers no huge walls no super sized boxes no mega prims make a normal building
usually goes along with: hight distance = border distance - 20m hight = 20 meters from any border
it`s the "commen sense" clause, to bad it isn`t 30 meters as there are idiots out there who insist on having a 40x40x40 stupid club you have to watch befor they realise they just wasted a couple dozen K`s no no visitors.... and then the next idiot comes after them thinking clubs make money for another month ruined view... /end rant...
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Dekka Raymaker
thinking very hard
Join date: 4 Feb 2007
Posts: 3,898
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03-17-2008 02:43
From: Alicia Sautereau usually goes along with: hight distance = border distance - 20m hight = 20 meters from any border Actually couldn't it be 10 meters from any border for each individual, 2 x 10 gives the required 20 meters?
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Zed Kiergarten
Registered User
Join date: 19 Jan 2008
Posts: 138
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03-17-2008 06:20
From: Alicia Sautereau it`s a simple answer to alot of problems put in simple terms: no sky scrapers no huge walls no super sized boxes no mega prims make a normal building usually goes along with: hight distance = border distance - 20m hight = 20 meters from any border I really do understand the desire to not want overly huge and ugly buildings on a SIM. When I'm looking for land to buy or rent and I tp into a SIM that features neighbors putting a huge home that almost doesn't fit on their land, I typically leave - especially if there aren't public waterways (or zones) between the plots. I do like the looks of a lighthouse or some thinner lookout-type towers. I want to have one on my land, which is why I typically pay attention to this part of the covenant. It drives me crazy when I'm faced with a formula, however. Now I can do math but even I don't want to have to sit and figure all that out just to be sure I can put what I want on my land. its so much easier when its the standard "no builds within 4m of land boarder". I would say a good amount mention height and lag in the same sentence. This is what got me wondering initially.
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Dekka Raymaker
thinking very hard
Join date: 4 Feb 2007
Posts: 3,898
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03-17-2008 06:29
when I managed a SIM we had similar restrictions, however I allowed interesting towers to be built and a lighthouse too, just ask, stating exactly what you want to do, they may say yes.
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Snark Serpentine
Fractious User
Join date: 12 Aug 2003
Posts: 379
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03-17-2008 06:37
From: Qie Niangao As for tall buildings causing lag... news to me. Sounds like superstition. It's guilt by association, not anything to do with height in particular. For example. In the last version of Nexus Prime, the build was densest at ground level, but the corporate floor was at ~110m and towers extended above that. Old Town and the tunnels had a fair distribution of small-prim builds and tons of textures at ground level, plus spot builds all the way up. Visitors would teleport in to Gibson and spend a long time loading. Not only that, but with any more than a couple of avs in the build, anyone porting in with a 100m+ draw distance would spike texture time, regularly causing enough load to drop time dilation to single digits. Obviously towers alone won't cause this problem, but dedicated builders (*cough*) LOVE to fill in the details with cleverly cut prims and large textures. A cooperative build or shared space like close-cut plots will experience the same problem many times over. In Nexus Prime, what started as a collection of 10m^3 cubes covered in ten "urban" textures became quite nice and detailed...and asset-dense. The current build is covered in a working texture and relatively low detail in its skeletal state, but it'll go the same way eventually. And people still wonder why the place is regularly swept. I don't blame landlords at all for wanting to proactively reduce sim load by their (heavily scripted) tenants.
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