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another question about link and unlink

mona49 Andel
Registered User
Join date: 22 Aug 2008
Posts: 5
08-13-2009 03:16
hi there,
i have had lately infos from people here and i thanks them a lot, and while i know now how to link and unlink, i came to another prob, when i try to link certain object to the house, i get this error message: "link failed - cannot link no modify with no transfer" that aply to the doors and stairs, the house is "no transfer" and the doors/stairs are "no modify" how can i get around this, have some of you a clue?

thanks in advance for answering :)

mona
Dekka Raymaker
thinking very hard
Join date: 4 Feb 2007
Posts: 3,898
08-13-2009 03:18
If the door is no mod I assume it's not intended to be linked. Although some doors need to be linked, some doors shouldn't be linked.
mona49 Andel
Registered User
Join date: 22 Aug 2008
Posts: 5
08-13-2009 09:56
yes i understand, it make sense....but, i would like to link it to the house in order not to have to place the doors everytime i go in sandbox to work on it.
thank you anyway :)
Dekka Raymaker
thinking very hard
Join date: 4 Feb 2007
Posts: 3,898
08-13-2009 10:05
You should make your own doors, it's relatively simple to do. Go to the scripting tips section of the forum and search for door/s and there are a few good scripts that allow doors to be linked.
Angelique Gausman
♪ Sassy n Spunky ♪
Join date: 25 Jul 2007
Posts: 46
heeelllppp, my house refused to be linked :(
08-13-2009 10:38
err .. I have another bigger problem ... I have been trying to build here and there, and now I move onto a bigger project - a house! Well, the house looks good standing there in the platform - but I can not move it because I can not link all the pieces together. It keeps on giving error message "objects are too far to link" :( ... This is a 3.5 level beach house w/ several stairways. Can anyone gives me suggestion as to how best to link all the pieces together please? Any & all suggestions &/or advice will be highly appreciated!! :D
Dekka Raymaker
thinking very hard
Join date: 4 Feb 2007
Posts: 3,898
08-13-2009 10:44
A possible solution and the easiest if it works is to consider where your root prim is, the more central the root prim to the house and it's size, the bigger the better, the more likely it is you can link the building. But remember you can only link 256 prims together, if the position of the root prim doesn't work or you have more than 256 prims you need the tool/script that allows you to take the whole build in one go although its not linked, you can buy this, there are a couple of popular version available, or use a free version call Builders Buddy
Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
08-13-2009 10:51
If the house has too many prims or they are too far apart, you can't link them. No way around those limitations. You have two options. One option is to create linked sub-chunks of the house -- first floor/second floor or left side/right side for example -- and then select the chunks and save or move them as a coalesced but unlinked object. That's a tricky and sometimes frustrating exercise, but it's doable and it's a life-shaping experience for you. The other option is to let a packaging routine do the same job for you. There are several on the market and at least one good free one (Builder's Buddy). Any of them essentially box up your house as a coalesced unit and then let you unpack it later at your new site.
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VonGklugelstein Alter
Bedah Profeshinal Tekstur
Join date: 22 Dec 2007
Posts: 808
08-13-2009 14:34
From: mona49 Andel
yes i understand, it make sense....but, i would like to link it to the house in order not to have to place the doors everytime i go in sandbox to work on it.
thank you anyway :)



any no mod prims should go right in the trash as they are useless. If the doors are TRUly no mod (not the contents, but the prims) You need to find a better Door supplier or contact the one that supplied you and ask him her it what their malfunction is. Doors have to be mod to be installed properly
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Benson Compton
Registered User
Join date: 17 Nov 2007
Posts: 14
08-14-2009 08:05
Mona, IM me in world (I'm not there right now.) I have custom scripted doors that I use on all my builds. I've spent the last several months adding functionality to existing scripts to make them more universally useful.
Benson Compton
Registered User
Join date: 17 Nov 2007
Posts: 14
08-14-2009 08:22
From: Rolig Loon
If the house has too many prims or they are too far apart, you can't link them. No way around those limitations. You have two options. One option is to create linked sub-chunks of the house -- first floor/second floor or left side/right side for example -- and then select the chunks and save or move them as a coalesced but unlinked object. That's a tricky and sometimes frustrating exercise, but it's doable and it's a life-shaping experience for you. The other option is to let a packaging routine do the same job for you. There are several on the market and at least one good free one (Builder's Buddy). Any of them essentially box up your house as a coalesced unit and then let you unpack it later at your new site.



That's an excellent suggestion and let me augment it, if I may. When you create separate link sets for your complete house, make sure that the root prim of each of them is in the same relative location and as close to the same size as you can make it. Typically, when I have to do something like this, I make the root prim a 10x10 floor prim. On the 2nd floor, the root prim is another 10x10 floor prim in the same location as the one on the 1st floor. This allows me to rezz each piece hen use the x,y and z position values to line them up precisely. Remember that the position of the object is always the center of the root prim. Also, the most important building tool you can have is a calculator.
mona49 Andel
Registered User
Join date: 22 Aug 2008
Posts: 5
08-14-2009 11:13
thanks a lot VonG, yes i will leave such objet with "no modify" out of my way now that i know...
thanks to you also Dekka, i will have a look in the forum yes
and Benson, i will be happy to contact you in the "world", thank you to offer me the possibility to have better script :)

regards
mona
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
08-14-2009 11:38
I would suggest making the root prim a centrally located roof prim instead of a floor prim. Why? Sometimes the root prim (and only the root prim) of an object will turn phantom, for no apparent reason. This is MUCH less embarrassing if you're not standing on it.
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VonGklugelstein Alter
Bedah Profeshinal Tekstur
Join date: 22 Dec 2007
Posts: 808
08-14-2009 12:03
From: Argent Stonecutter
I would suggest making the root prim a centrally located roof prim instead of a floor prim. Why? Sometimes the root prim (and only the root prim) of an object will turn phantom, for no apparent reason. This is MUCH less embarrassing if you're not standing on it.



actually there is a better reason to make the root prim as central as possible ... any script that has a listen in it listens from the root prim .. I see it a lot where scripted items that are linked in a build are outside of chat range so that chat operated things such as menu dialogs etc will not respond because unless you are standing close to the root prim they cannot hear you.

Whats wrong with falling through the floor? Some people never get that much excitement in their life on SL.

As to moving coalesced items .. its a drag because unless you build with all perfectly even number sized prims getting a lump positioned properly is a pain.


This might help:

I put the position of the root prim of each section in the description ( or Name) of the linked set , and make sure that only prims that sit squarely on a even number location are the root. This way you can easily set up the additional linksets .. all you do is punch numbers a few times to get rid of fractions in the Position fields

the other option is to keep loading a rezzer while you work, which gets tiring
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