Question about underwater structures.....
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Dartagnan Nakajima
Registered User
Join date: 2 Feb 2008
Posts: 192
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11-28-2008 20:08
There is an underwater bar in Jiknyeo. Can anybody tell me how to get it underwater like that and not have the water inside the structure. I would like to have a house like that.
If I build 4 walls, a roof and a floor, will that work? If I just sink the building into the water?
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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11-28-2008 20:18
You can't. If you are below the water plane in a sim, then the water WILL occupy the volume of the room. No way around that. You can not exclude Linden water from a volume of space. That is impossible.
Some underwater rooms that are fairly close to the surface use lighting tricks and small room sizes to make it less obvious that the room itself is flooded. But you'll still do a swimming motion when you fly, instead of a flying motion.
If that bar made it appear otherwise, they are probably doing some trick to teleport you to an above-water place that is designed to LOOK like there is water beyond the windows. It would be an illusion.
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Dartagnan Nakajima
Registered User
Join date: 2 Feb 2008
Posts: 192
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11-28-2008 20:30
I never thought to check the elevation....I'll go there and see what it is. Thanks.
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Ralph Doctorow
Registered User
Join date: 16 Oct 2005
Posts: 560
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11-28-2008 21:36
If LL ever finishes Windlight and makes it possible to get the region's settings, there are some really spectacular effects for under water builds, but without them it's pretty dreary.
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Dartagnan Nakajima
Registered User
Join date: 2 Feb 2008
Posts: 192
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11-29-2008 11:04
I was just at the underwater bar. It sure looks like it is underwater to me. Elevation is 10m. http://slurl.com/secondlife/Jiknyeo/74/225/11Here is the slurl. Anybody know how he did it?
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
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11-29-2008 12:32
Two posts in two different forums. It has been pointed out multiple times that there is no ways to keep the water out. But you can build underwater anyway and as has also been pointed out multiple times, if you play with the settings, it can still look good. Ever thought about just starting to play with it and see what you come up with? Experiment, experiment, experiment. This is EXACTLY how he and everyone else has done it.
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I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime. From: someone I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
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Dartagnan Nakajima
Registered User
Join date: 2 Feb 2008
Posts: 192
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11-29-2008 12:48
yeah, thanks buddy
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ArchTx Edo
Mystic/Artist/Architect
Join date: 13 Feb 2005
Posts: 1,993
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11-30-2008 10:19
Yes, he simply built the structure underwater. Or lowered it in after it was built. No great mystery, he did not keep the water out, its there, the lighting is dim as it is everywhere underwater.
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Kane Tank
Registered User
Join date: 5 Dec 2005
Posts: 117
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11-30-2008 10:31
I hope someday they add a feature I mean its possible to say anything within this linked objects no water or something.. I mean not within SL but other programs out there for making games..
Maybe SL in the future will have something like that.
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Dartagnan Nakajima
Registered User
Join date: 2 Feb 2008
Posts: 192
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11-30-2008 14:20
I IM'd the owner. He pretty much said what you guys have been mentioning. Lighting tricks.
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Abraxes Binder
Registered User
Join date: 23 May 2008
Posts: 205
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12-01-2008 01:48
mm.. this is actually a more extended 'problem' than 'just' underwater It is simply not posible to exclude the global ligts from a compartment in sl. Build a hollow cube and set some local light features (lets call it lamps  then change the enviromtal light-settings and see how the lighting changes -inside- your enclosed compartment.. Bottomline; enviromentall /global lighting can not be excluded in sl, not can compartmental lights (local-light) be created. :/
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BR ab
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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12-01-2008 07:00
From: Abraxes Binder mm.. this is actually a more extended 'problem' than 'just' underwater It is simply not posible to exclude the global ligts from a compartment in sl. Build a hollow cube and set some local light features (lets call it lamps  then change the enviromtal light-settings and see how the lighting changes -inside- your enclosed compartment.. Bottomline; enviromentall /global lighting can not be excluded in sl, not can compartmental lights (local-light) be created. :/ Perhaps when we eventually get the "Shadows enabled" client, we can have prims that actually block light. But so far, that alpha client only works on extremely expensive, Windows-only graphics cards, and is slower than a slug wading in molasses. Until then, prims don't block or exclude light, and terrain doesn't, either.
_____________________
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.
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