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Baby Builder with a couple of Noob builder questions

Bella Posaner
Just say it how it is FFS
Join date: 8 May 2008
Posts: 615
01-28-2009 12:16
Good morning all

1/ How does one get a house into that rezz box thingie and where do I get the rezz box thingie from? I'm building a house, which I'll have to move and wondered how this is done?

2/ How come megaprims can't be resized?

That's it for now :)

Thank you
Dekka Raymaker
thinking very hard
Join date: 4 Feb 2007
Posts: 3,898
01-28-2009 12:27
From: Bella Posaner
Good morning all

1/ How does one get a house into that rezz box thingie and where do I get the rezz box thingie from? I'm building a house, which I'll have to move and wondered how this is done?

2/ How come megaprims can't be resized?


There are a number of rez box scripts out there, 1 or 2 are free. But do you actually need one? if you have a lot of parts that are not linked, it's possible you do. If your not going to sell it, you can just select all of it and save to inventory and just put it in a simple prim box, if your going to give it to someone, just instruct them to open the edit window first and then rez, all parts will be selected and they just have to position and rotate if necessary first.

Megaprims shouldn't really exist, that fact that they do defies the physical world of SL. Because they do revert back to 10 x 10 x 10 max when you do try to resize them is the reason there are thousands available in world, there is a HUD called the SALT HUD I think, that is free and you can use it to search to find the size of a megaprim you need, I've not used it, so not sure how it works. You can however, do anything else to a megaprim, twist it, cut it, hollow it etc.

So to get a megaprim you can use the mud method, or go to Xstreet and pick up free packs of them, or you could even IM me in world and I can send you a few thousand of them that are sorted into 4-5 boxes.
Bella Posaner
Just say it how it is FFS
Join date: 8 May 2008
Posts: 615
01-28-2009 12:45
Oh thanks Dekka

Most of the house will be linked, but probably in about 3 sections as I know there is a limit on how many prims you can link, about 32? So I guess I won't be able to take it to inventory in one go.

I must get around to getting a salt hud, I hear they are great. I have picked up quite a few boxes of megaprims, just sometimes tricky to get the exact size I want, but I believe that's what the salt hud is for :)
Dekka Raymaker
thinking very hard
Join date: 4 Feb 2007
Posts: 3,898
01-28-2009 12:54
Bella limit is 256 prims, the 32 prim limit is for vehicles.
Bella Posaner
Just say it how it is FFS
Join date: 8 May 2008
Posts: 615
01-28-2009 13:17
From: Dekka Raymaker
Bella limit is 256 prims, the 32 prim limit is for vehicles.




Oooooo lol, well then I don't need a rezz box, oh that's funny!
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
01-28-2009 13:51
A rez box is needeed, or at least handy, if the building :

* Has doors that are not linked to the structure. Some door scripts allow linking, and some do not.

* Consists of more than 256 prims.

* Is large enough that a roughly 40 M diameter sphere can't enclose the whole build.

For just starting out, Builder's Buddy is free, and available in the Script library in these forums.

Rez Foo, Rez Faux, and some of the other pay-to-obtain rezzing systems have more features, and are worthwhile for professional builders.

--

Megaprims: They were originally created at two times when server glitches plus some client hacking enabled some people to cheat and make prims that are larger than the normal 10M in any dimension limit. Both times, LL closed the loophole in the code within weeks of it being public knowledge. When you try to resize a megaprim, the corrected server code realizes that the prim is too big, and forces it back to a max of 10 M in all dimensions. As far as the server is concerned, megaprims should not exist.
_____________________
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.
Bella Posaner
Just say it how it is FFS
Join date: 8 May 2008
Posts: 615
01-28-2009 14:01
Thanks Ceera, I haven't got around to figuring out doors yet :)

I'm wondering, with so much emphasis on prims and prim limits, why SL doesn't allow mega prims. Isn't it better for SL the less prims there are?

Thanks for the scripting tips too, I'll check that out when I get to my door challenge :)
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
01-28-2009 14:34
Megaprims particularly become a problem when someone decides to make them physical. Then the physics engine has to do calculations on objects much larger than what it was designed for.

But they are also an issue with calculations for what is in your draw distance, and what you may be colliding with as you move.

Say you stand on top of a 256 x 256 x whatever megaprim, and go to one edge. Then turn your draw distance down to less than 128. The prim you are standing on won't be visible. Because you generally only see prims that have their centers within your draw distance.

Without Megaprims, the only prims that you might possibly bump into are those whose centers are within 5 M of you. But a 100 M long megaprim has its center 50 M from you, and you could still bump into it. So with it in the sim, the radius for calculations and what prims must be considered has to be increased.
_____________________
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.
Bella Posaner
Just say it how it is FFS
Join date: 8 May 2008
Posts: 615
01-28-2009 15:01
Thanks again Ceera

The more questions I ask the more I realise I have such a lot to learn, but its fun to get my brain functioning after the holidays :)