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MegaPrims dissabled in Havok4 Sims

Chaos Markstein
Registered User
Join date: 22 Nov 2007
Posts: 235
01-25-2008 11:45
Well not all of them, but my skydone shrank when my sim got updated yesterday and when i tried to re-rez a 1024x1024x100 sphere, it was inconveniently 256x256x100, and it won't get any bigger, regardless of what i rez

so 256x256x256 is the new maximum size for megaprims
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
01-25-2008 11:50
Yes, I believe they have made sure no megaprim in excess of 256 M in any direction can exist in Havok 4. Smaller ones should be fine.
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Isablan Neva
Mystic
Join date: 27 Nov 2004
Posts: 2,907
01-25-2008 12:01
Havok 4 blog entry specifically mentions that all megaprims over 256 will automatically be resized back down. I'd expect that to be a permanent change so best to plan around it now.
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Raudf Fox
(ra-ow-th)
Join date: 25 Feb 2005
Posts: 5,119
01-25-2008 12:03
http://blog.secondlife.com/2007/11/29/second-life-havok4-beta-preview-refresh-with-new-fixes-2007-11-29/

From the sounds of it, they were going to get rid of the things in the first place, but decided to keep them because of so many people actually using them in non-griefing ways. You know, I do wish we could make the silly things and get it over with.

If they can't allow us to make the 256x256x256, they could allow us to make the 20x20x20, which would be a big boon to content creators.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
01-25-2008 12:13
I have found a few valid uses for the 50 x 50 x 1 megaprim, and the one that is 50 x 1 x 0.5. But where possible, I avoid using them.

One of the sims that I do work in switched over to the Havok 4 early adoption. It had three sky platforms in it, at 400, 550 and 700 Meters, each made of two 50 x 50 x 1 megaprims. A thousand prim build on the ground below them blew apart (random groups of prims going off-world and being returned to the creator's Lost and Found), on conversion to Havok 4 Early Adoption, in spite of all the prims being non-physical and locked. It hasn't been determined yet if the presence of those megaprims was a factor or not in the disruption. They had to revert the sim back to the old-style server to repair the sim.
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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.
Chaos Markstein
Registered User
Join date: 22 Nov 2007
Posts: 235
01-25-2008 12:20
well its well annoying, because now my skycube looks more like a large enclosed prison now, and theres no way around it (unless i use only cubes)
poopmaster Oh
The Best Person On Earth
Join date: 9 Mar 2007
Posts: 917
01-25-2008 12:38
From: Chaos Markstein
Well not all of them, but my skydone shrank when my sim got updated yesterday and when i tried to re-rez a 1024x1024x100 sphere, it was inconveniently 256x256x100, and it won't get any bigger, regardless of what i rez

so 256x256x256 is the new maximum size for megaprims



isnt a sim only 256x256 big anyway? why would your house use prims bigger then a whole sim?
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
01-25-2008 13:29
Chaos was doing a skydome. He was ignoring the LL-provided sky and using a textured hollow, phantom megaprim dome to put his own sky over his island. The thing is, unless he had two grid squares of empty space in every direction from his sim, then his 1024 M diameter skydome would be overlapping the next several sims over, and likely causing all sorts of problems in those neighboring sims. Which is *precicely* why the biggest megaprims are getting nuked.
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Chaos Markstein
Registered User
Join date: 22 Nov 2007
Posts: 235
01-25-2008 13:34
From: Ceera Murakami
Chaos was doing a skydome. He was ignoring the LL-provided sky and using a textured hollow, phantom megaprim dome to put his own sky over his island. The thing is, unless he had two grid squares of empty space in every direction from his sim, then his 1024 M diameter skydome would be overlapping the next several sims over, and likely causing all sorts of problems in those neighboring sims. Which is *precicely* why the biggest megaprims are getting nuked.


That is wrong, if a megaprim (phanton or not) is made on my island, even if there is an island diagonlly next to mine it is invisible and not rendered/physics also only work on a per region bases
Lindal Kidd
Dances With Noobs
Join date: 26 Jun 2007
Posts: 8,371
01-25-2008 13:40
From: Chaos Markstein
That is wrong, if a megaprim (phanton or not) is made on my island, even if there is an island diagonlly next to mine it is invisible and not rendered/physics also only work on a per region bases


Obviously NOT wrong, Chaos, as your results demonstrate.

I love it when people think that breaking the laws of physics is like running a red light.
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Lindal Kidd
Chaos Markstein
Registered User
Join date: 22 Nov 2007
Posts: 235
01-25-2008 13:43
From: Lindal Kidd
Obviously NOT wrong, Chaos, as your results demonstrate.

I love it when people think that breaking the laws of physics is like running a red light.


i tested this theory (this does NOT apply to connecting islands) and wacked my draw distance up max, and TP'd to all of the islands around me before, and it was fine, no problems i even set the prims to none phantom and there was no sign of it on any other islands
Cherry Czervik
Came To Her Senses
Join date: 18 Feb 2006
Posts: 3,680
01-25-2008 13:57
So my 20x20 dance floor is safe. WOOT!
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Isablan Neva
Mystic
Join date: 27 Nov 2004
Posts: 2,907
01-25-2008 15:42
From: Cherry Czervik
So my 20x20 dance floor is safe. WOOT!


Heh..Nothing - and I mean NOTHING - is ever "safe" in Second Life :D
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