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PrimSwim water - strange behavior - ripples past the water's edge

Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
01-30-2008 13:34
I made a nice small lake a couple of days ago, using the "PrimSwim water" that Siggy Romulus makes and sells. Terraform a hole, add several 10 m x 10 M panes of scripted water, and you have a nice lake. It's something I have done several times before, with no issues. Makes a lake that I can swim in, using a Swimmer HUD.

But with this new lake, the "ripples and splashes" that should only appear on the surface of the water prims, and that should cease being created the instant I am no longer penetrating the surface of a scripted water prim, started following me, and anyone else who got near the lake, onto the land! So without even entering the water, if anyone stood on the terrain that covered the edge of the PrimSwim water, they would develop a "puddle" under them. And after that, if they walked away, they left a series of 'splashes', and the puddle followed them, remaining at the height of the pond surface but tracking them well beyond the edge of the pond. You had to TP somewhere to get rid of the effect!

I checked my swimming pool in the same sim, that uses the exact same type of water, and it behaved properly. It only made ripples and splashes when I was partially immersed in the water plane.

I went to another lake that I created in another sim, for a client, at similar altitude (roughly 60 Meters). The only difference there was that the prims were the client's, and I merely arranged them where they needed to go for her, since they are non-transferrable. I walked along the shore and even waded in the margins, and again, the ripples and splashes only happened where they were supposed to happen.

I went back to my new pond, and completely deleted the old water prims, and made new ones. Still had the strange following puddles and splashes!

The sim this is happening in is a class 5 sim and is not yet on the Havok 4 early adopter program.

Has anyone else encountered this? I've fixed it for now by disabling all the splash and ripple effects in the pond, but I would really like to know what is going on with this silly water!

I have sent this info to Siggy, but am hoping others may have also encountered it.
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Kitty Barnett
Registered User
Join date: 10 May 2006
Posts: 5,586
01-30-2008 15:23
Nothing specific to the object you're using, but some general suggestions:

* if it's mod, reset the scripts to see if it clears up the issue

or

* "Take Copy" on an already rezzed one that's working fine (you said you had some of those out) and try rezzing that one instead (make sure you rez the new copy and not the original one you have in inventory already :))
Urah Pahute
Registered User
Join date: 29 Oct 2006
Posts: 160
01-30-2008 15:36
It happens every so often on mine too. I have no fix nor have I ever enquired about one. I just put it down to the "features" of SL. It rights itself soon after. It rarely happens to my neighbour (friend in RL) and we have discussed this but neither of us can come to any conclusion as to the cause.
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Damanios Thetan
looking in
Join date: 6 Mar 2004
Posts: 992
01-30-2008 15:41
Most splash systems use the collision events to record positions and if people enter/exit pools/ponds etc.
Collision events can be unreliable, not always triggering when somebody stops colliding, which will cause effects to keep 'trailing' after people leave...

Could be fixed (, or worse) in Havok 4.
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IsabellaRosa Capalini
That Aussie Gal
Join date: 15 Apr 2007
Posts: 129
01-30-2008 15:46
This was happening to me and friends on a friends sim a couple of nights ago, i thought she had some strange particle thing attached to her shoes.
We worked out it was a water puddle from the near by lake.
We didnt know what caused it or why it had happened either, so will be interesting to hear the replies
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Jethro Stubbs
Mainlander
Join date: 21 Jan 2007
Posts: 240
01-30-2008 16:47
I have a similar issue with some waves. Every so often they decide to go across my land (where they should stop) and into the next sim, through my neighbors house.

I even used the creators 'wave blocker', which does nothing under this circumstance.
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
01-31-2008 05:27
Glad to hear it isn't just me...

Tried resetting the scripts in the affected water planes, and had no effect on them.

I also found out yesterday that the "splash" sound was getting constantly triggered if anything was penetrating the water plane, to the point where it sounded like white noise. That would definitely concur with the idea that collisions are getting constantly triggered. I hadn't noticed the sound problem earlier, because I normally access SL with all sound muted, in deference to my RL mate and child, so they don't have to listen to all the in-world sounds when I am on-line. I finally said to heck with it and ripped ALL the scripts and sounds and objects out of those 4 water planes, leaving them as just water-textured prims that have an animated texture.

The "2-pane" and "4-pane" versions of the water both exhibited this bug when rezzed from my inventory, but the "Alpha Plate" which is intended to go over existing water prims worked fine, in terms of both the animation and the sound of swimming motions. It doesn't do ripples or splashes though - just lets you swim.

I went to the maker's store yesterday, and as far as I can tell he hasn't made any updates to the product since I bought it. So I doubt there is some major bug that needed to be fixed due to code changes at LL's end.

Next, I'll try copying a water pane from the swimming pool and moving it over by the pond, to see how that acts.

Also, I have access to both a normal sim and a Havok 4 sim elsewhere, and I'll test my water from inventory there, to see if it makes ny difference.
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Travis Lambert
White dog, red collar
Join date: 3 Jun 2004
Posts: 2,819
01-31-2008 06:57
We had the same exact problem at the Shelter, with our pool splashies. We also used/modified Siggy's prim-swim water.

As Damanios mentions - I think this is more due to the unreliability of collision events, and I'm not sure Siggy is going to be able to do much about it short of sympathizing.

We ended up just turning the splashies off. Since we're a busy sim already - turning it off actually seemed to help on lag, which was a side bonus :)
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
01-31-2008 07:08
I tried drag-copying a section of the swimming pool's water to the area near the pond, where I could have it intersect a slope of terrain. That piece, which is the original one that the pool had spawned, worked exactly as it should.

I went back to the pool and 'drained the pool', using the pool's commands, and found I had to manually delete the pane that the drag-copy had left behind. But the copy by the pond didn't go away when the pool issued the drain command (probably because it was out of range). Then I refilled the pool.

I went back to the dragged-away pool water, and it still worked. I renamed it as "pond water", and took it into inventory. But when I re-rezzed it in the same spot, it no longer had sound or splashes or ripples... :(

Still haven't taken the time to explicitly test it in another regular class 5 sim, or in a Havok 4 early adopter sim.

At this point, I think my combination of PrimSwim panes with all the contents ripped out of them, just for the look, plus the Alpha Plate to allow the Swimmer HUD to work, seems to be my best work-around.

Thanks for the input, everyone!
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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.