Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Hole Cutting Problem

Perre Anatine
reflect..repent..reboot
Join date: 6 Jun 2007
Posts: 714
09-19-2007 19:26
I'm building a glass Space Station ("Why..?"..why not) and am trying to join one tube length normal to another (that's at 90 degrees to each other..for the non-tekees among us). As the tubes are to form corridors obviously I need to be able to pass from one into the other..and here's where the problem comes in..you can't!! At least not without cutting a hole in the side of the tube the same diameter as the adjoining tube..but is this possible..? :cool:

Now of course it would be so much more sensible and do-able to build the corridors out of square section, but then the extraordinary forces the station will have to endure while in space make tube sections preferable..and they look nice also.

Thanks..Perre :confused:
_____________________
Nina Stepford
was lied to by LL
Join date: 26 Mar 2007
Posts: 3,373
09-19-2007 19:35
every space station ive seen with tubular walkways has made use of 'junctions' to join the walkways. this is probably the reason why.
Dekka Raymaker
thinking very hard
Join date: 4 Feb 2007
Posts: 3,898
09-19-2007 19:41
a solution: make a square from the cube and single prim walls with the required circular holes to take the tube walkways, texture the cube structure with alpha 'invisible' and surround the cube with a phantom sphere, using either transparent or a 'glass' texture alpha.

if you want me to illustrate this for you, I can make a small scale model and send it to you in game tomorrow, i'd do it now but its 3.40am and i must get some shut eye. :)

edit: yes what Nina says, this is a junction, solution.

what you want can be done using alpha and phantom and a lot of cutting and bodging but it using up a lot of prims.
Alicia Sautereau
if (!social) hide;
Join date: 20 Feb 2007
Posts: 3,125
09-19-2007 19:43
or make walls with a hole where u can slide the tubes in and add a floor/roof
Perre Anatine
reflect..repent..reboot
Join date: 6 Jun 2007
Posts: 714
09-19-2007 19:44
Square section junctions..hmmm..could make them of high polish brushed steel..that wouldn't look so bad..I could incoroprate sliding doors..this is good!!

I'll go experiment,

Thanks Nina :D
_____________________
Perre Anatine
reflect..repent..reboot
Join date: 6 Jun 2007
Posts: 714
09-19-2007 19:52
From: Dekka Raymaker
a solution: make a square from the cube and single prim walls with the required circular holes to take the tube walkways, texture the cube structure with alpha 'invisible' and surround the cube with a phantom sphere, using either transparent or a 'glass' texture alpha.

if you want me to illustrate this for you, I can make a small scale model and send it to you in game tomorrow, i'd do it now but its 3.40am and i must get some shut eye. :)

edit: yes what Nina says, this is a junction, solution.

what you want can be done using alpha and phantom and a lot of cutting and bodging but it using up a lot of prims.


Sounds interesting Dekka, but as you say it would be kind of high on prims and even higher if you knew how many corridors I've got in this thing.
_____________________
Nina Stepford
was lied to by LL
Join date: 26 Mar 2007
Posts: 3,373
09-19-2007 20:03
i was going to go in-world and fetch a slurl for you. but ive discovered i need to comply with a mandatory viewer downgrade first.
if youre in world, find the av pack home shop then fly up a few hundred meters. there is a sublime example of tubular walways with scripted junctions with sliding doors and whatnot. best yest if the walkways and junctions are self aligning.
From: Perre Anatine
Square section junctions..hmmm..could make them of high polish brushed steel..that wouldn't look so bad..I could incoroprate sliding doors..this is good!!

I'll go experiment,

Thanks Nina :D