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Discussion: Builders' Buddy - Building Positioning/Rotation Tool

Vent Sinatra
Registered User
Join date: 4 Jan 2007
Posts: 71
12-06-2007 17:42
No no, stop it. I finished the project. Its ready for sale... I dont want to hear anything!!! :)
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
12-06-2007 17:44
From: Vent Sinatra
No no, stop it. I finished the project. Its ready for sale... I dont want to hear anything!!! :)

LMAO

COOL!!!! Doesn't matter, imagine it was one heck of a learning experience and you might even have a better product. Competition is always good.
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From: someone
I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
Aaron23 DeCuir
Registered User
Join date: 21 Sep 2007
Posts: 12
12-06-2007 17:52
i was at psg III - public sandbox/mature hyboria

I'm pretty sure the script's enabled there.

aaron
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
12-06-2007 20:17
From: Aaron23 DeCuir
i was at psg III - public sandbox/mature hyboria

I'm pretty sure the script's enabled there.

aaron

very odd... trying to think of other possibilities... did you change the default click behavior to something like pay? (I know unlikely, were I inworld, I'd drop by by to help)

@Vent:
heh, on the bright side, now that you have finished it, you could compare it to multi-move, and see if they could be use to improve each other... I often find that if I've duplicated some bit of work by another person, that I approached it differently than they did, and one piece or the other can often benefit from the differences
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Aaron23 DeCuir
Registered User
Join date: 21 Sep 2007
Posts: 12
12-07-2007 08:50
i checked - scripting is enabled at the sandbox, as you would expect. And no, i didn't override the default behaviour on the script.

Also, with the base object rezzed to the ground, i look at the 'contents' and can see a little reddish box in the lower rt of the script. I think that means that it is running.

Feel free to IM me in-world.

aaron
Aaron23 DeCuir
Registered User
Join date: 21 Sep 2007
Posts: 12
12-07-2007 14:24
i recopied the scripts - this time from the wiki - and now get the menu.

aaron
Bodhisatva Paperclip
Tip: Savor pie, bald chap
Join date: 12 Jan 2007
Posts: 970
01-09-2008 06:52
I've been trying to use these scripts to save a build I don't want to lose and am having a difficulty.

I managed to get my build into seven linksets, put in the scripts, took copies, etc. Now when I go to a sandbox and rez it, it comes with the pieces in different orientations/rotations and positions. Am I correct in reading the previous posts that the root prim of each of the various linksets has to be set to zero rotations?

I want to clarify if I need to do that before I start fixing it because changing all those linksets is going to be a major pain in the buttski.

Thanks for any help you can give.
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Andromeda Quonset
Registered User
Join date: 20 May 2006
Posts: 46
01-09-2008 10:13
Bodhisatva,

I never paid any attention to the rotation of the root prim of the linkset in any of my builds, so that's a requirement I may have overlooked someplace. I don't do very much linking in my builds, though. I have had a few problems with linksets that come unlinked when I rez them.

One problem I see frequently is that if the sim I rez in is very laggy or having somekind of problem, I may have to do an additional "position" command, and see everything pop into place. If that doesn't work, I will click on the base prim and have all the pieces de-rezzed, and then do a new "build" command.
Bodhisatva Paperclip
Tip: Savor pie, bald chap
Join date: 12 Jan 2007
Posts: 970
01-09-2008 10:29
Thanks, Andromeda. I'll give the Position thing a try. Didn't really understand that command so maybe that's it. I'd put the script in all the prims rather than linksets, but I think there are around 500 of them and that just sounds like a huge, tedious task.

I'll keep trying different things and see what happens.
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BETLOG Hax
Geek
Join date: 22 May 2007
Posts: 91
01-24-2008 04:57
attached: Builder's Buddy-Base Script v1.9.1.zip

// v1.9.1 - 20080123 - BETLOG Hax
// - added iCreatorBias :
// FALSE next owner has full menu options [was the default before]
// TRUE next owner has limited [build, position] menu options. [added this]
// - added present_dialog(key target, string title, list buttons);
// - unified variable name styles to dominant existing style
// - added confirmation of 'reset' and 'done' functions
Newfie Pendragon
Crusty and proud of it
Join date: 19 Dec 2003
Posts: 1,025
02-10-2008 17:30
Hi all,

I've finally gotten together all the odds and ends of changes for the BB scripts, mashed them together, and beat them into something intelligible. Without further ado, below is version 1.10.

First, the changes. There's quite a bit, including the changes from Huney and Andromeda:
* v1.10 - February 9, 2008
o Base Script:
+ New setting creatorUUID - allows user to explicitly state creator of object, in case it differs from base prim
+ New setting deleteOnRez - Determines if script is to delete building prims from inventory as they are rezzed (setting to FALSE means building can be rezzed multiple times)
+ New setting allowClean - Determines if end user can use the 'CLEAN' menu option
+ New setting dieOnClean - Include base prim when cleaning
+ New setting recordSimLocation - when TRUE using 'RECORD' menu option, location is in exact sim coordinates instead of relative to base prim.
+ New setting bulkBuild - when set to FALSE, will rez/position each prim individually, ala Rez-Faux/etc
+ Bumped lag-wait timeout to 10 seconds (original was 3 seconds, way too short)
+ New setting SGCompatible - set to TRUE to enable ShapeGen support (see contributions by Andromeda Quonset)
+ Contributions by Huney Jewell:
# Added configurable constant to determine, which Menu Options will be displayed
# Menu Option 'Clean' now also deletes the prim which contains this script
+ Contributions by Andromeda Quonset:
# Added Channel command to dialog box
# Added second dialog box for inputting channel
# Added changing to default channel when invoking RECORD function
# Changed channel assignment on-rez, default channel, so ends with 0000
o Component Script:
+ Added logic to recognize sim-exact vs. relative position recording.
+ Added logic to aid in single prim rez/move feature


Rather than post the scripts here (and have the forums software wreck the formatting), please go to the following page to get the scripts:
***************************************
http://wiki.secondlife.com/wiki/Builders_Buddy
***************************************


In addition, I've created an inworld group named "Builders Buddy Connection", where I will be posting updates as they arise. I will be starting to request feedback for next features in the next few days, so I encourage everyone to join who would like to contribute.


- Newfie Pendragon
Andromeda Quonset
Registered User
Join date: 20 May 2006
Posts: 46
new release
02-10-2008 19:50
Cool! I'll give this new release a try soon. It looks to me like you had a lot of (contributed) code to examine. Speaking for myself, I am pleased to have my revisions included in an official release :)
Nika Talaj
now you see her ...
Join date: 2 Jan 2007
Posts: 5,449
02-16-2008 13:52
I am so lucky to need BB just after you've done a major update! Since I'll just be using this for my own builds, I won't be using it often ... so I think I'll compile a little how-to notecard as I go, and if that looks like it would be useful I'll post it here for commentary. Then, Newfie, you can just pick it up as part of the package if you think it would be useful for new users :)

A few questions before I get started.

1. In earlier parts of this thread, there was a lot of talk about putting the base script in the foundation of a building. However, now it looks like it's well set up to put the base script in a "packing box" that gets automatically deleted when done. True?

2. Link sets ... does it work to just put the component script in the root prim of each linkset, not in every prim?

3. Megaprims ... it looks like there is no issue with using megaprims as either base or components? (with normal caution as to remaining within parcel).

4. Base position ... The position of the base has to be above land level? But, I assume, the build itself can be below, true? [For example, a customer could rez my packing box as the base prim on the ground, then when he chooses Build, the house is rezzed with the foundation partially sunk into the ground.)

Thanks much, for the script and any answers!
Nika Talaj
now you see her ...
Join date: 2 Jan 2007
Posts: 5,449
02-18-2008 16:16
Anybody, answers to questions above? I'll probably start playing with it tonite, and you would save me some experimentation time ...

TIA!
milady Guillaume
Shhhh, I'm researching!
Join date: 28 Dec 2003
Posts: 696
02-18-2008 16:46
Evening Nika. A quick response from Newfie:
The answers are -> 1) "Both forms", 2) "Root prim", 3) Correct, 4) "yes" He'll do up a more detailed response if not tonight, then tomorrow morning!
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Nika Talaj
now you see her ...
Join date: 2 Jan 2007
Posts: 5,449
02-18-2008 16:53
Hi and thanks much, milady! In one sentence, you saved me the whole evening, I'm sure!

<- too methodical, I would have wasted god knows how much time nailing all that down!

*hugs*
.
Newfie Pendragon
Crusty and proud of it
Join date: 19 Dec 2003
Posts: 1,025
02-18-2008 18:43
I ever mention I hate deadlines? My apologies, just finished up one a few minutes ago, so here comes my detailed response!

From: Nika Talaj
1. In earlier parts of this thread, there was a lot of talk about putting the base script in the foundation of a building. However, now it looks like it's well set up to put the base script in a "packing box" that gets automatically deleted when done. True?


True and false. The script supports both the ability to use a sales box, or even using one of the pieces of the build itself. However, if you elect to use a piece of your build as the base component, you may want to ensure _dieOnClean_ is set to FALSE, or you risk deleting the piece during the CLEAN command.

From: someone
2. Link sets ... does it work to just put the component script in the root prim of each linkset, not in every prim?


Just the root of each linkset. You can do individual pieces, but that would be *very* laggy *very* quickly. Trying to use linksets will make it significantly more efficient.

From: someone
3. Megaprims ... it looks like there is no issue with using megaprims as either base or components? (with normal caution as to remaining within parcel).

As of version 1.10 megaprims should not be a problem. However, if a megaprim is used as your base object, you may need to set the _creatorUUID_ variable to your creator's UUID.

From: someone
4. Base position ... The position of the base has to be above land level? But, I assume, the build itself can be below, true? [For example, a customer could rez my packing box as the base prim on the ground, then when he chooses Build, the house is rezzed with the foundation partially sunk into the ground.)


The answer to that is a "definite maybe". When the linksets are moved/positioned, SL uses the coordinates of the root prim, which itself cannot go underground. However, child prims that are part of the same linkset would go underground, as long as the root prim's centerpoint is aboveground.

In other words....if the roof peak is the root prim, then yes, the basement will go underground. If your basement floor is the root prim, probably not.


Hope that helps - Newfie
Nika Talaj
now you see her ...
Join date: 2 Jan 2007
Posts: 5,449
02-18-2008 23:02
Thanks Newfie! I've tried it, and it worked really well on my little test objects.

One neat thing: when I just move the base, the whole build moves automagically, without any need for me to use the Position menu choice. So, what is Position actually used for? Do I use it to reset the position permanently? Wouldn't I just hit "record" again for that?

I also noticed that it doesn't compile under LSL-editor (of course it's fine inworld), and have logged a bug both on that thread and in the LSL-editor forum.

Thanks!
.
BETLOG Hax
Geek
Join date: 22 May 2007
Posts: 91
02-18-2008 23:52
Nika Talaj
I think it's just a logical inclusion. Typically I just move the base and then undo that move to prod any components that didnt move into pos correctly.. as they frequently dont in laggy sims, or on large builds, or if something clips underground.
But there are instances where moving it may be undesirable; sometimes group owned objects, or friends "can modify my objects" dont respond to undo...so a button/function to force this is a logical inclusion.
Similarly, it may not be the owner who is initiating the rez, and therefore they may not be able to move the base as a means of prodding the position/rotation functions.

I guess theres lots of possibilities for needing a prod method that doesnt involve physically moving the base.
Newfie Pendragon
Crusty and proud of it
Join date: 19 Dec 2003
Posts: 1,025
02-19-2008 10:35
The "position" command was originally how object were positioned way back in version 1.0, but was upgraded to active repositioning by 1.3. There are times though that an object may not get the message to move - due to lag, or no-script zones, etc. - and the "position" command can be used to force the prims to try again.

- Newfie
Pompo Bombacci
Some designer :)
Join date: 25 Jul 2006
Posts: 69
Probs with menu not showing up will all options
02-19-2008 11:53
I'm using version 1.9 and when I rezz the building evertyhing works fine for me,
If somebody else buys it tho, the building parts disappear from the base box and the menu only shows: Build, Position and Done...no other options whatsoever.

Any idea on what could be causing this? The clean button and the rest of the options should be showing up for buyers as well no?

Thanks
BETLOG Hax
Geek
Join date: 22 May 2007
Posts: 91
02-19-2008 12:52
Pompo Bombacci
It depends how you set the global variables inside the base script.
Limited button functionality is the default behavior.

The one i posted as a zip file [v1.9.1] a few posts above this one
/54/2b/96792/4.html#post1849564
makes all users have the same options by default, while making few other significant functional changes from Newfies v1.9.
So maybe that [my v1.9.1 mod] would be the easiest for you to use, 'out of the box' with no changes to make.

I never did test it *properly*, but i haven't seen any problems with it yet.
Pompo Bombacci
Some designer :)
Join date: 25 Jul 2006
Posts: 69
02-19-2008 14:03
thank you, I got the 1.9 and that fixed al my probs..wOot!
Chaz Longstaff
Registered User
Join date: 11 Oct 2006
Posts: 685
03-22-2008 09:31
From: Pompo Bombacci
thank you, I got the 1.9 and that fixed al my probs..wOot!


A query. Just to confirm in my mind, the actual, officially supported one going forward in the future is version 1.10 posted here.

http://wiki.secondlife.com/wiki/Builders_Buddy ?

As documented here:
/54/2b/96792/3.html#post1747376

and here?
/54/2b/96792/4.html#post1867884
BETLOG Hax
Geek
Join date: 22 May 2007
Posts: 91
03-22-2008 23:16
Newfies posts represent the official version.
/54/2b/96792/4.html#post1867884/54/2b/96792/4.html#post1867884
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