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Linking more than 255 prims |
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Imogen Miklos
Registered User
Join date: 19 Nov 2007
Posts: 3
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03-06-2009 11:46
Is there any way to link more than the standard 255 prims? I am making a necklace and it will be closer to 400 prims. Any help or suggestions?
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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03-06-2009 11:54
You can't beat the link limit, but you can always sell the necklace in two parts. If you're worried that a buyer might have trouble aligning the parts while she's adjusting them on herself, try designing them so the root prims of the two parts have exactly the same X:Y:Z coordinates. Then, put a simple script in one of them to detect the other one and move with it so that they always travel together.
BTW, 400 is a LOT of prims. Get ready for complaints about lag. ![]() |
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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03-06-2009 11:56
400 prims on a necklace? That's just a wee bit excessive, don't you think? There's really no reason to expend that many prims and that many polygons on something so small. Without seeing your design, I'm guessing you could probably eliminate at least 2/3 of the prims via proper use of good texturing, and the end result would look just as good, if not better, than what you've got now. Being a good creator in SL (and for 3D in general) is all about learning to do more with less.
In any case, the direct answer to your question as asked is no, you cannot link more than 256 objects together, ever. If you absolutely positively need that many prims in your necklace, then divide it into 2 pieces, and attach each half to the avatar separately. You might attach one half to the chest, and the other to the spine, for example. Move them into place after they're attached, and they'll look like one piece. ETA: Haha, Rolig, this makes two threads in the last few minutes where we've both posted essentially the same thing at the same time. Is that you hiding in my closet with the laptop in your hand? ![]() _____________________
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Imogen Miklos
Registered User
Join date: 19 Nov 2007
Posts: 3
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03-06-2009 11:59
Thanks for the info. Not really intending on selling it. More a first project on learning how to construct. But thanks for the warning and the help
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Briana Dawson
Attach to Mouth
![]() Join date: 23 Sep 2003
Posts: 5,855
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03-06-2009 12:01
BTW, 400 is a LOT of prims. Get ready for complaints about lag. ![]() Prims on avatars do not cause the same lag they used to like back in 05 or something. Back then if someone zoomed in my 500 prim face, their viewer would completely lag down and get choppy. Now my face is somewhere around 700 prims and never a complaint about lag and no viewer lag when people are camming around my head. 400 prims is A LOT for a necklace - too much in my opinion....And i cannot believe i just said that. ![]() _____________________
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Imogen Miklos
Registered User
Join date: 19 Nov 2007
Posts: 3
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03-06-2009 12:09
Thanks Chosen for the fast response. I understand that 400 prims is excessive but honestly this is just a way for me to "learn" to build. I am sure when I get it down.. I can work it with less prims as I start developing texturing skills. I know my question may have seemed basic or naive to experienced builders.. but hey we all start somewhere right? Can't learn unless you ask.
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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03-06-2009 12:53
ETA: Haha, Rolig, this makes two threads in the last few minutes where we've both posted essentially the same thing at the same time. Is that you hiding in my closet with the laptop in your hand? ![]() Scary, isn't it? Kiera and I did the same thing the other day. Too many great minds in one place... ![]() |
Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
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03-06-2009 13:34
400 prims on a necklace? That's just a wee bit excessive, don't you think? Never enough! All the prims need to be 10m lights, too!! With bling!!! These actually exist, though not, of course, with 400 prims. I'm always seeing guys walking around looking like they're about to go supernova.. ![]() |
Argent Stonecutter
Emergency Mustelid
![]() Join date: 20 Sep 2005
Posts: 20,263
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03-06-2009 13:44
Note that it's not possible for attachments to auto-align themselves that way.
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Briana Dawson
Attach to Mouth
![]() Join date: 23 Sep 2003
Posts: 5,855
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03-06-2009 13:47
Note that it's not possible for attachments to auto-align themselves that way. Can you use something like one of those vehicle scripts that do the auto attachment thing? _____________________
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Argent Stonecutter
Emergency Mustelid
![]() Join date: 20 Sep 2005
Posts: 20,263
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03-06-2009 13:59
There's no way to know where the attachment point "really" is on the avatar. As far as the sim is concerned all attachments are on the pelvis.
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Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
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03-06-2009 14:04
Though it can't auto align as an attachment, if it's two pieces you could have each have a box above the head, that lines up to the same spot, and use that with see transparent (Or script it to be able too be turned visible and invisible) and get something relatively close, with not too much difficulty.
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Argent Stonecutter
Emergency Mustelid
![]() Join date: 20 Sep 2005
Posts: 20,263
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03-06-2009 14:08
Oh, yes, there's all kinds of things you can do to make manual alignment easier. You just can't make it automatic.
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Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
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03-06-2009 14:16
Though it can't auto align as an attachment, if it's two pieces you could have each have a box above the head, that lines up to the same spot, and use that with see transparent (Or script it to be able too be turned visible and invisible) and get something relatively close, with not too much difficulty. That's exactly the sort of thing I had in mind, Keira. Not auto-aligning, but something that you could do with a simple click once you had attached both objects and wanted to do that last little edit to get them to fit together. |