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linking multiple prims? |
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Jack42 Meredith
Registered User
Join date: 18 Dec 2007
Posts: 418
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05-20-2009 04:23
hi . i have started building a house and i got far enough that when i go to save and link it all together. it says some prims are to far apart.. all the prims are touching and getting highlighted. so i dont know what the problem is.i made the parent prim in the middle hoping that would adjust the space. is there a way to do this or do i have to live with linking sections? and if so what is the length limit in this?
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Viktoria Dovgal
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![]() Join date: 29 Jul 2007
Posts: 3,593
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05-20-2009 04:42
If the whole house's bounding box is bigger than what would fit inside a 54 meter sphere, you are out of luck. The linking rules are actually more involved than that, but usually with something big like a house, the 54 meter absolute limit is what gets in the way.
If you want the rest of the gory details: http://wiki.secondlife.com/wiki/Linkability_Rules You can always make 2 or more link sets so that you don't have so many pieces to assemble. |
Jack42 Meredith
Registered User
Join date: 18 Dec 2007
Posts: 418
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05-20-2009 06:48
ok i have made to different links for the house. but everytime i rez it i have to carefully line in up... is there a simple and quick way to line it up?
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Viktoria Dovgal
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![]() Join date: 29 Jul 2007
Posts: 3,593
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05-20-2009 06:51
If the whole thing is under 1000 prims (lovely new limit), you can select all the pieces and take them as a coalesced object. If it's too big for that, you could set them up with a scripted deal like rez-foo or builder's buddy, or even just jot down the coordinates of each chunk in a notecard for later reference.
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Jack42 Meredith
Registered User
Join date: 18 Dec 2007
Posts: 418
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05-20-2009 07:01
ok thanx viktoria
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Viktoria Dovgal
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![]() Join date: 29 Jul 2007
Posts: 3,593
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05-20-2009 07:14
Yeah, the 1000 prim thing went in a couple of weeks ago.
To take the items together, use Ctrl-3 to open up the select tool (regular edit window). Hold down the shift key and click on all the parts so they they're highlighted. If you select something extra by accident, just shift-click on that part again to unselect. Once you have what you want to take, use Tools->Take Copy (or you can right-click and do it with the pie menu if you prefer). What you'll end up with in your inventory is something named after one of the objects you picked, and the icon will look like a pile of blocks. You can rez that later like any other object, but will have to be careful to rez it around the middle of the parcel so that it doesn't try to cross property lines and all that. |
Lear Cale
wordy bugger
![]() Join date: 22 Aug 2007
Posts: 3,569
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05-20-2009 07:19
The best way to understand globs (my shorthand for coalesced objects) is to play with them.
Rez a few objects or new boxes. Select them all, same as if you were about to link them, but instead, take into inventory (right-click -> Take). Look in inventory Recent tab; you'll see an icon that looks like a cluster of boxes -- that's the glob. Its name will be the name of whichever object you chose last. (For this reason, I often rez a new box, give it the name I want, and select that last.) Drag the glob out. You'll see that all the objects retain their original relative positions. HOWEVER: after you rez them, you probably want to be able to move them all at once. So, BEFORE rezzing them, go into build mode (e.g., click the blue Build button at bottom of screen). This way, when you drag them out, they'll be selected and you can move them all together. Try it! HTH |
Argent Stonecutter
Emergency Mustelid
![]() Join date: 20 Sep 2005
Posts: 20,263
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05-20-2009 07:25
The best way to understand globs (my shorthand for coalesced objects) is to play with them. ![]() _____________________
Argent Stonecutter - http://globalcausalityviolation.blogspot.com/
"And now I'm going to show you something really cool." Skyhook Station - http://xrl.us/skyhook23 Coonspiracy Store - http://xrl.us/coonstore |
Jack42 Meredith
Registered User
Join date: 18 Dec 2007
Posts: 418
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05-20-2009 07:25
oh thank you all for this info
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Dekka Raymaker
thinking very hard
![]() Join date: 4 Feb 2007
Posts: 3,898
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05-20-2009 09:35
remember if you have door scripts, they set to the position they are rezzed at, if you move the build left-right, up-down you then need to reset all scripts in the doors or they are likely to fly off to the original rez point when you click to open.
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Lear Cale
wordy bugger
![]() Join date: 22 Aug 2007
Posts: 3,569
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05-20-2009 10:14
Warning! Namespace collision! Globs are wildcard-style regular expressions. ![]() ![]() Short for "congomeration", it's better anyway. |
Lear Cale
wordy bugger
![]() Join date: 22 Aug 2007
Posts: 3,569
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05-20-2009 10:17
remember if you have door scripts, they set to the position they are rezzed at, if you move the build left-right, up-down you then need to reset all scripts in the doors or they are likely to fly off to the original rez point when you click to open. Also, some door scripts may assume that they're closed when rezzed or reset. I goofed up some doors this way! Took me a bit of fiddling to fix them. |
VonGklugelstein Alter
Bedah Profeshinal Tekstur
Join date: 22 Dec 2007
Posts: 808
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05-20-2009 10:35
remember if you have door scripts, they set to the position they are rezzed at, if you move the build left-right, up-down you then need to reset all scripts in the doors or they are likely to fly off to the original rez point when you click to open. I don't know where you get your door scripts but that sounds like a defective one you are working with. Most Door scripts do not care where they are rezzed and get their position on touch or open command so it is always current. hahah Edit in Stereo .. didn't see the post above while I am at it. The only way you will have problems with door positions is if you take one into inventory while its open it will be open when you rez it, and the script will think its closed. or or if you are using a rez positioning device and have hinged doors. Those will freak out if youu try to use them until the positioning script is killed by freeze or save build. The hinge is root so the positioner will fight the location back to where it thinks it should be. or if you use a junk script _____________________
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Jack42 Meredith
Registered User
Join date: 18 Dec 2007
Posts: 418
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05-20-2009 10:57
interesting i will keep it all in mind
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Dekka Raymaker
thinking very hard
![]() Join date: 4 Feb 2007
Posts: 3,898
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05-20-2009 18:39
or if you are using a rez positioning device and have hinged doors. Those will freak out if youu try to use them until the positioning script is killed by freeze or save build. The hinge is root so the positioner will fight the location back to where it thinks it should be. Yeah that one. i make art installations so my doors usually are prim built rather than just textured, anything between 4 to 25 prims for a door. If I'm using a one prim door, it's linked and doesn't cause problems at all. |
Jack42 Meredith
Registered User
Join date: 18 Dec 2007
Posts: 418
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05-21-2009 07:07
just a update
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