VonGklugelstein Alter
Bedah Profeshinal Tekstur
Join date: 22 Dec 2007
Posts: 808
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03-19-2008 08:31
Is there any magic tricks that can be used to keep people from sinking into the ground when walking across a sim Border?
I am trying to lay out a building that spans across 2 sims.
Any input?
Thanks
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Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
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03-19-2008 09:00
Well, there was a thread a long time ago for mutli-sim bridges, where if you put it across the corner of a sim just right you wouldn't fall through it.. but the avatar doing the moonwalk into space is caused by the time it takes to switch your info into the sim, and start sending you info as well. Not everyone does do the floating thing, but most do. No real way around it on our end that I've ever heard of.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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03-19-2008 09:03
Yup.
You need to extend one prim from each side over the border.
Simple example:
Two 10m x 10 M prims, each smack against the border, so their edges touch each other and line up on the sim edge, and raised a meter or so above the terrain. Try to walk across that, from sim "A" to sim "B", and odds are you'll fall through or at least dip. This is caused by the client not having had time yet to get an update from the new server about where the prims are in it.
The solution:
Back each prim off 10 M away from the edge of the sim. Create one new prim on each side, where the first pair were. Link the pair in sim "A" to each other, making sure the one fathest from the sim edge is the root prim. Now link the pair in sim "B" to each other, again making sure the one farthest from the sim edge is the root prim.
Now, texture the two prims that are touching the sim edge with a 100% alpha texture.
Then move the two linksets 10 M closer to the sim edge.
Looks just like it did before, but uses two extra prims. On each side you now have an invisible extension that pushes into the sim from the other side. From the side you are on, the prims on the other side of the border are considered Phantom. They don't exist in your sim, except as something to look at. But as you leave Sim "A" and walk into sim "B" the client still remembers that you had a prim from sim "A" ahead of you. So you don't fall.
If you look at the Sunrise Hopes sim, there's a bridge from that sim to the Amarin sims North of Sunrise Hopes, that uses this technique. I intentionally made the invisible extensions thicker, extending below the bridge deck, so they can be seen if Highlight Transparent is on.
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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.
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VonGklugelstein Alter
Bedah Profeshinal Tekstur
Join date: 22 Dec 2007
Posts: 808
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03-19-2008 09:13
nice trick, my question in that case. Assume that the crossing is wider than 1 Prim. Do you have to do the same thing for the whole width of the crossing or will once per sim Border be enough?
Also can those invisible prims be megaprims? (!)
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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03-19-2008 09:18
The trick needs to be repeated anywhere that someone will actually try to cross on foot.
DO NOT try this with megaprims! If a megaprim crosses a sim border, even by a little, it can REALLY screw up both sims.
Also, most megaprims that are larger than the 20 x 20 M size can't be linked successfully. The distance between actual centers is too far.
_____________________
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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VonGklugelstein Alter
Bedah Profeshinal Tekstur
Join date: 22 Dec 2007
Posts: 808
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03-19-2008 09:32
Thanks for the great answer
a few extra prims are definetly worth it..
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VonGklugelstein Alter
Bedah Profeshinal Tekstur
Join date: 22 Dec 2007
Posts: 808
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03-25-2008 17:31
From: Ceera Murakami Yup.
You need to extend one prim from each side over the border.
Simple example:
Two 10m x 10 M prims, each smack against the border, so their edges touch each other and line up on the sim edge, and raised a meter or so above the terrain. Try to walk across that, from sim "A" to sim "B", and odds are you'll fall through or at least dip. This is caused by the client not having had time yet to get an update from the new server about where the prims are in it.
The solution:
Back each prim off 10 M away from the edge of the sim. Create one new prim on each side, where the first pair were. Link the pair in sim "A" to each other, making sure the one fathest from the sim edge is the root prim. Now link the pair in sim "B" to each other, again making sure the one fathest from the sim edge is the root prim.
Now, texture the two prims that are touching the sim edge with a 100% alpha texture.
Then move the two linksets 10 M closer to the sim edge.
Looks just like it did before, but uses two extra prims. On each side you now have an invisible extension that pushes into the sim from the other side. From the side you are on, the prims on the other side of the border are considered Phantom. They don't exist in your sim, except as something to look at. But as you leave Sim "A" and walk into sim "B" the client still remembers that you had a prim from sim "A" ahead of you. So you don't fall.
If you look at the Sunrise Hopes sim, there's a bridge from that sim to the Amarin sims North of Sunrise Hopes, that uses this technique. I intentionally made the invisible extensions thicker, extending below the bridge deck, so they can be seen if Highlight Transparent is on. After building a 6 story Building that employs this method, I can say that is works flawlessly (or as flawlessly as possible) to keep your cartoon character from sinking, and would like to add the following advise: After you create the 2 sets of Linked "bridges" resize the 2 Invisible Extension Prims to make them a hair thinner than the visible ones. I found that even though you are using an alpha texture there is a slight flicker because 2 surfaces are at the same exact location. For example if your floor is 1M thick, make the invisible prim 0.98. thick, the 0.1 drop is not noticed.  \m/
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