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Claire Silverspar
Pokes Badgers With Spoons
Join date: 31 Oct 2007
Posts: 5,375
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01-14-2008 12:27
From: Scott Tureaud decide which few scripts I'd be make for it. if I were ever to get a decent sized plot I'll like go with a walk on the ceiling attachment that I have a feeling I could make with enough work. i have heard of a place which uses something similar. i tink it was based on Crooked House? http://www.mermaiddiaries.com/2007/01/day-113-crooked-future.htmleither it uses this script or the actual rooms move, though looking at the youtube vid, it looks more like the house is constantly moving.
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 I'll miss this damn place. I'll be over at SCII after the end has come.
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Hiro Queso
503less
Join date: 23 Feb 2005
Posts: 2,753
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01-14-2008 13:16
From: Cristalle Karami Plywood will hide overlapping textures if you build by eye. I don't let anything stay plywood for long. Even though I build by numbers and/or snap to grid, I need to see to make sure it's visually correct. Plywood just doesn't do it.
That said, you can do some texturing if you are sure of certain elements you want - like walls with molding, or tile floors. But don't go overboard. Interesting, I find it easier to see misalignment when they're all plywood. I do build by numbers, and I agree, it's still good to be able to see any miscalculations. When the prims are plywood, something that is out by <0.01 m and/or <.01 degrees sticks out like a sore thumb to me. Perhaps the important thing is that adjacent prims have the same texture (or lack of one) to be able to see any seams clearly.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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01-14-2008 14:52
Twirly, I really don't see it as making your eighth start, but rather an ongoing process of discovering what the design wants to be. ..............
I always rough-out the space with blank-textured medium gray prims, usually partially transparent. If I see textures at this stage, I'll start to "believe" them, focusing too much on the surfaces and too little on the spaces they form.
It's very rare that a prim I use at this stage survives to the final build.
What I think I'm doing here is playing around with traffic flow and spatial "feel." I'll end up spending a lot of time walking around inside the structure, long before it's textured, to see if it "works", both practically and aesthetically. For example, I'll see if I get the intended "lifting" sensation when I walk from a low-ceilinged space to an atrium or open courtyard, or if the sight-lines work properly between rooms so it doesn't end up an unnavigable, claustrophobic maze.
And more often than not, as I stumble around, something quite unexpected will emerge that that ends up being a prominent feature. .............
In the past, I've worked from RL plans, but never without dramatic changes and simplifications. RL has so much unfortunate *reality* about it--far too constraining and impractical for SL purposes. Now, though, I'd consider it kind of a cop-out if the build were recognizable as more than humorously related to any RL style or period, let alone a specific RL building. But that's just me.
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