Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

cylinders larger then 10 meters?

Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
03-24-2006 07:46
Re-did the dome as 13 prims. Didn't need the second ring of flat panels.

I figured out a way to make a 20M diameter floor to fit inside my circular wall. The new floor goes right to the edges, without any prims sticking through the outside wall. It took 12 prims and becomes a 16-sided polygon, but there are no open seams, and nothing overlaps, except where the faceted outer edges meet the side walls and stick slightly into the walls, to hide the facets. And the whole floor can still be textured in a clean pattern, so you can't even tell how many prims it's made of! I think I could expand that to 24M diameter or so, and it divides neatly into halves or quarters.

Mind puzzle for you builders. Use 12 standard prims to make a roughly 20M diameter flat 16-sided polygon, aproximating a circle. All prims must meet exactly edge to edge, with no overlaps. All prims can be made from the edit dialog. No 'prim torture' scripts required.

Hint: There are three shapes used...

You can see it in Kitsune Valley, just over the wall from the merchant area, if anyone wants to get a closer look at the structure. I won't waste space here with more snapshots, unless someone wants to see my prim pattern for that 20 M circular floor layout.
_____________________
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.
Zepp Zaftig
Unregistered Abuser
Join date: 20 Mar 2005
Posts: 470
03-24-2006 08:39
You can make big single-prim cylinders from toruses as long as they are shorter than 10 in one dimension. I've made cylinder that are around 15-16 meters in radius and 3 meters in height.
_____________________
:cool: :p ;) :D
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
03-24-2006 12:13
From: Ceera Murakami
Mind puzzle for you builders. Use 12 standard prims to make a roughly 20M diameter flat 16-sided polygon, aproximating a circle. All prims must meet exactly edge to edge, with no overlaps. All prims can be made from the edit dialog. No 'prim torture' scripts required.
I think I might be able to do it with 8 or 9, exactly 20 meters diagonally across vertex-to-vertex. I'll try this evening when I get in-world.
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
03-24-2006 13:18
Argent, I'd certainly be very interested in seeing any solutions that use less than 12 prims for a 20M circular floor.

Remember, no overlaps! It has to produce a floor you could walk on, and not fall through the seams!

I'd also want to know how well it can be textured, Ideally, it should be possible to adjust the repeats and offsets just once per exposed face, and then be able to apply a standard tiled texture without having to pre-distort it.

My 12-prim solution can accept a floor tile pattern on the top faces, and a ceiling texture on the lower faces, and none of the textures distort. Each side looks like a seamless fill on a continuous surface. (Unless the lighting glitches at dawn or dusk screw up individual prim's lighting levels. :( )
_____________________
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.
Zepp Zaftig
Unregistered Abuser
Join date: 20 Mar 2005
Posts: 470
03-24-2006 14:15
You can make a single prim ~20m circular floor. Make a torus size 10 in all dimensions, twist begin 90, end 90, hole size x 0.95, y 0.05
_____________________
:cool: :p ;) :D
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
03-24-2006 15:36
From: Zepp Zaftig
You can make a single prim ~20m circular floor. Make a torus size 10 in all dimensions, twist begin 90, end 90, hole size x 0.95, y 0.05
Even with planar textures you're not going to get a clean floor out of that.
Zepp Zaftig
Unregistered Abuser
Join date: 20 Mar 2005
Posts: 470
03-24-2006 19:32
From: Argent Stonecutter
Even with planar textures you're not going to get a clean floor out of that.

Well, this is where you gotta compromise a bit. Sure, if you want a perfect stonetiled floor that may not be possible. However, that's no reason not to be creative and find a look that does look good. The thing is that those stripethingies you get out from the center of the prim can actually look good if you use the right texture.
_____________________
:cool: :p ;) :D
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
03-25-2006 12:58
OK, I checked. I got a nice clean 12-sided "circle" out of 9 pieces... but it didn't extend to 16 the way I thooought it would, and I didn't get a chance to try the 8-piece scheme.
Compulsion Overdrive
lazy ass
Join date: 10 Jul 2005
Posts: 83
03-25-2006 14:44
From: Argent Stonecutter
Even with planar textures you're not going to get a clean floor out of that.


use inner cut on it and you can planar texture it just fine, no distortion whatsoever. try an end cut of 0.50
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
03-25-2006 18:23
From: Compulsion Overdrive
use inner cut on it and you can planar texture it just fine, no distortion whatsoever. try an end cut of 0.50
Wow. That rocks.
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
03-26-2006 10:32
Compulsion sent me a 20M Torus floor in-world.

One side can be nicely textured, while on the other the texture is hugely distorted. It also has a thickess of 0.01M, and can't be thicker, or it won't texture right.

That said, one could use a pair of them, bad side to bad side, spaced the distance apart you want for the floor thickness, to get a 2-prim floor that can be textured on the bottom as well for the ceiling of the floor below. You can walk on it with no problems.

Also, the torus floor can also be cut fot a 3/4, 1/2 or 1/4 disc floor, and still works.

Kudos to the Torus solution!
_____________________
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.
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
05-27-2006 15:59
I am sad to report that the above solution from Compulsion, with the torus for a 20M diameter round floor as a single prim, no longer works.

The last set of updates changed something, and now the torus is not solid near the edges in this configuration. The center is fine, but close to the edge, you fall through it.
_____________________
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.
Candide LeMay
Registered User
Join date: 30 Dec 2004
Posts: 538
05-27-2006 16:40
Ceera,

that was happening before too. Some avatars were falling through, some weren't. I suspect it might have something to do with sim load too.
_____________________
"If Mel Gibson and other cyberspace writers are right, one day the entire internet will be like Second Life." -- geldonyetich
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
05-27-2006 21:20
Candide, it was happening to me in a sim where I was the only one there, and where the sim was at only 1/3 of it's total prim count. In a lag-free sim at 500M up...

I've dealt with parts of floors becoming phantom, when two adjacent prims ever so slightly overlapped. This was something else. In that old bug, all of one prim became phantom, until you fixed the overlap. In this one, just part of the torus becomes phantom...

Prior to this last pair of updates, the twisted torus stage that I built made a rock-solid 10M Radius quarter-circle, that was solid and stable all the way to the edges for everyone who walked on it.

Now, that same stage is intangible in the outermost 4 meters or so, no matter what I do to the torus. I even re-created it out of inventory, as just the single-prim torus part, to ensure it wasn't becoming phantom because some part overlapped another prim...

The shape is dead.

I've rebuilt the stage, using 4 cut cubes to make a close aproximation of the quarter circle. Makes 1/4 of a 16-sided polygon, but it's close enough. With 12 prims, I can make the 20 M diameter circular floor again. But that's 12 instead of just 1, before. *sigh*

Now I have to go back to an earlier build and replace it's single-prim floor with 12 prims...

At least I didn't get around to making one structure, that would have had 9 of these floor sections in it!
_____________________
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.
Candide LeMay
Registered User
Join date: 30 Dec 2004
Posts: 538
05-28-2006 01:47
Well I have a sky platform built out of tori with 20m diameter and it's still solid. Some people fall through around the edges, but I don't so it's OK :)
_____________________
"If Mel Gibson and other cyberspace writers are right, one day the entire internet will be like Second Life." -- geldonyetich
RodneyLee Jessop
Registered User
Join date: 22 Dec 2005
Posts: 6
20 meter cylinder
08-01-2006 08:24
From: Kurt Zidane
I was wondering if any one has found a low prim solution to creating cylinders larger then 10 meters. If so, how?


this is very easy to do, near to 20 meter across, height is only issue, hav eto get back on to get my notes on how i do this
Freyr Elvehjem
Registered User
Join date: 13 May 2006
Posts: 133
08-01-2006 08:58
From: RodneyLee Jessop
this is very easy to do, near to 20 meter across, height is only issue, hav eto get back on to get my notes on how i do this

I learned how to do it from this post by BamBam Sachertorte:
From: BamBam Sachertorte
Take a 10x10x10 tube prim and do the following:
1) Give it a begin and end twist of 90
2) Make it 90 or 95% hollow
3) Give it a profile cut of 0.75 to 1.0
4) Play with the hole size Y to get different radii and height, leave hole size X at 1.0.
A hole size of 1.0/0.25 results in a 17m diameter cylinder that is 2.5m tall
A hole size of 1.0/0.50 results in a 15m diameter cylinder that is 5m tall
A hole size of 1.0/0.05 results in a 19.5m diameter cylinder that is 0.5m tall

The top and bottom edge will not be flat. If you need a flat edge then set the beginning or end profile cut to 0.875. This will reduce the height by 50%.

If you need a solid cylinder then leave out steps 2 and 3. The textures will look bad on the top and bottom unless you use planar texture mapping.

<shameless plug>

If anyone wants to see them in use, dial the Garuda Stargate...or use some other means to get to the southern edge of Garuda. I just like the Gates. :)

</shameless plug>
RodneyLee Jessop
Registered User
Join date: 22 Dec 2005
Posts: 6
yep
08-02-2006 08:34
From: Freyr Elvehjem
I learned how to do it from this post by BamBam Sachertorte:

<shameless plug>

If anyone wants to see them in use, dial the Garuda Stargate...or use some other means to get to the southern edge of Garuda. I just like the Gates. :)

</shameless plug>


yep, that s what I found out also, works very well
Synthalor Mandelbrot
Synthalor Mandelbrot
Join date: 28 Apr 2006
Posts: 14
Check out Lumiere Noir's Method
08-21-2006 11:03
Go to the Ivory Tower Libarary of Primitives [Natoma(207,170,25)]. You will find a demo there, if you look hard enough, where Lumiere Noir explains how to build huge circular floors, etc., using his "one prim" methods. Simple and effective.

"Forget the math; accomplish the effect."
kalli Heart
Registered User
Join date: 8 Jan 2006
Posts: 15
hmmm
08-22-2006 09:49
From: Dianne Mechanique

Again, almost every word a personal insult based on nothing at all.
Get a grip,.. and as I said, wake up to the emotional content of your own writings.

:)

*smiles* might want to take your own advice dianne. sounds like this is way too personal for you. let's get back to helping one another on building advice, rather than getting egos involved when someone points out that your way might not be the only way.
well wishes
1 2