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Prim masking of distant islands

Amy Stork
Way past use by date
Join date: 26 Feb 2006
Posts: 646
04-14-2008 07:54
Some time ago a friend made a prim suit that made him invisible... I have no idea how he did it and is no longer online but I was thinking ( yes i know I know )

Is it possible to put up a big prim that simply masks a neighbouring plot - I mean invisible from their side, phantom so ppl can walk though it but acts as a big filter to block out prims and junk and ideally land from your side.

I have a small island split into half that the sun sets through the middle of when you are watching it from the big island - Ideally I would like the sun to be visisble all the way down to the horizon but there is a low island just beyond my small island that prevents it from actually reaching the water line so i was wondering if this invisible prim idea might work - and indeed where I could get such a thing from if it does.

The other thing I though of was maybe putting some light steam emitters at the sim border to act as a sort of haze to hide the other island - I guess the distant island is about 250m from our sunset viewing point, but draw distance doesn't seem to make a difference anymore...

The other other thing I was considering was simply buying the distant island and sinking it underwater - but that is getting a tad obsessive
Milla Alexandre
Milla Alexandre
Join date: 22 Jan 2007
Posts: 1,759
04-14-2008 07:58
I'm not sure how you could do the prim idea....but I do know that with the latest viewer you can simply chnage where the sun sets, which might be a simpler solution.
Bubba Biberman
Registered User
Join date: 15 Oct 2005
Posts: 115
04-14-2008 08:02
Turn down your draw distance until the island disappears.
Amy Stork
Way past use by date
Join date: 26 Feb 2006
Posts: 646
04-14-2008 08:07
That works great for me but I can't override the region itself - so guests will see it as region default - thus I need to optimise for that...

Also I'm not sure if I described the problem very well... consider the following:

....Sim1.......Sim2
....[-][-].......[-][-]
w..[x][y]......[-][z]

w shows the approximate location where the sun sets
x represents the far island I want to mask somehow
y represent the island split in two that the sun sets through the middle of
z represents the optimum sunset viewing spot
Sling Trebuchet
Deleted User
Join date: 20 Jan 2007
Posts: 4,548
04-14-2008 08:23
There are system "invisibility" textures that filter out most of what's on the other side of a prim.
They are used in heeled shoes, for one application.

They can be useful to filter out junk (and ban lines)
Search the forum for "Invisibility"
You can set up phantom prims with an invisibility texture on one face and a totally clear texture on the other faces.
The results can be erratic as to which prims get filtered and what sections of the ground plane get filtered. The viewing angle and distance also cause variable results.


Unfortunately for your application, they are really consistent at filtering out transparent textures - including the water plane.
Your invisibility barrier would result in the sun setting in an empty void.
- and the island might still be visible.


I would REALLY LOVE an invisibility texture that filtered out all prims and particles.
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Amy Stork
Way past use by date
Join date: 26 Feb 2006
Posts: 646
04-14-2008 08:32
Only one way to find out I guess :)

Maybe it's a combination of an invisibility prim and a bit of low level steam - the distance is so great that it *might* just work.

/me searches forum for invisibility prims
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
04-14-2008 08:42
Amy, your friend's suit was made out of what are called invisiprims. It's basically a bug that turned out to be useful, so it became a pseudo-feature. Search the forums for the word "invisiprim", and you'll find scripts to make one.

What an invisiprim does is hides avatars, and any objects with 32-bit textures on them. You can't use one to hide an entire island.

I wouldn't recommend your fog machine idea either. You'd need an awful lot of particles to obscure the island completely, which presents three problems. First, everyone's particle limit is potentially different (there's a setting for max particles in your graphics preferences). So what might look like a thick wall of particles to one person might look like just a thin trail to someone else. Second, that limit includes your entire field of view. So, if you've got other particle systems within sight, they'll all detract from each other if the limit is reached. Third, even if you could make the "fog" thick enough to blot out that island, it would also block your sunsets, which would pretty much defeat the purpose, right?

If the presence of that neighboring island really bothers you, then you've got four options:

1. As Bubba said, turn down your draw distance so you can't see far enough for it to be visible.

2. Put up a wall. Get creative with the design, and it might look nice. Give it an excuse to be there. Maybe slap a picture of a distant tropical desert island landscape on it or something. The sun will then appear to set behind the landscape.

3. Contact your neighbor, and ask if he'd be willing to turn off public visibility of his island.

4. Pay the US$100 fee to have LL move your sim to a different location on the grid, and then just hope that no one else moves in next door in the future.
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Amy Stork
Way past use by date
Join date: 26 Feb 2006
Posts: 646
04-14-2008 09:34
Thanks for the replies :)

I can't ask my neighbour cos nobody lives there as yet - I'm just preparing for the inevitable so the wall and picture may work - with regards the fog machine i wasn't really thinking a thick fog per se... more just a light low level haze to trick the eye as the sun goes down...

Looks like a bit of experimenting is in order - I just thought I would post to see what others have tried.

added:

I never realized particle limit related to the number of particles you can see... but now i think about it it's rather obvious. I just have all my settings ramped up to full except draw distance which i like to have at 256m so I can see the whole sim from any spot