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Linking 2 prims with different properties

M2life Paravane
Registered User
Join date: 29 Mar 2007
Posts: 24
03-22-2009 11:57
How can we link 2 prims with different properties?

For example a simple stair: we made a sculpty (phantom) stair and we add a invisible ramp (no phantom). But when we link the prims, the stair will be phantom or no-phantom at all, depending on the last prim we chose.

Do we need a script to link 2 prims with different properties?
Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
03-22-2009 12:24
You can't have part of a linked structure be phantom. It's all or nothing.
M2life Paravane
Registered User
Join date: 29 Mar 2007
Posts: 24
03-22-2009 12:49
From: Rolig Loon
You can't have part of a linked structure be phantom. It's all or nothing.


But in that case (and following the stairs example), why and how can we found, at Xstreet SL, 2 or 1 prim sculpty stairs that work as a stair is supposed to work, without a script?
Rolig Loon
Not as dumb as I look
Join date: 22 Mar 2007
Posts: 2,482
03-22-2009 14:06
Well, either you don't link them, or you don't make the sculpty part phantom. See .
Papalopulus Kobolowski
working mind
Join date: 11 Aug 2006
Posts: 326
03-22-2009 16:23
normally the sculpty stair is phantom (because depend on how its make it for collision detection a cube or torus is allways a cube or torus no matter if as a sculpt texture)and not linked to the real prim ramp.
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Argent Stonecutter
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Join date: 20 Sep 2005
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03-22-2009 16:26
From: M2life Paravane
But in that case (and following the stairs example), why and how can we found, at Xstreet SL, 2 or 1 prim sculpty stairs that work as a stair is supposed to work, without a script?
The collision envelope of a sculpty is a constant size, about half the visible bounding box of the sculpty, and independent of the sculpt texture.
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fghfdds
Join date: 19 Mar 2007
Posts: 220
03-22-2009 17:59
You can do this with regular prims by setting the part you want to be phantom with flexi. Just make sure it's set to be nice and ridged. You'll be able to do the same once flexi sculpties come about, but until then, no chance.
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
03-22-2009 20:43
Normal sculpty stairs need to be phantom, with a ramp under them that is not phantom. There is, however, a trick that can be applied with certain external software so that the bounding box of a sculpty staircase closely approximates the average slope and thickness of the visible sculpted surface. Where you see a "one prim" sculpty staircase that needs no hidden ramp, and that can be linked to non-phantom prims, then it uses that altered bounding box trick. But most methods and application software used for making sculpty stairs can't alter that bounding box, or at least can't do it easily, so they have to be made phantom so you don't run into the surface of the prim you would see if it wasn't sculpted.

At one point in the Building Tips forum someone tried to explain, step by step, how to use Blender or Wings3D or some similar app to do the bounding box changing trick. Most of us failed to figure out how to make it work, even with those instructions. We just didn't know enough about how those 3D apps worked to get the trick to work.

Not applicable to sculpties, but there are a few tricks for making a water plane of a textured curtain that can be phantom, even though attached to a non-phantom linkset. It uses the flexi property, setting everything really stiff. Flexi parts are phantom, you see, even when linked to solid prims.
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M2life Paravane
Registered User
Join date: 29 Mar 2007
Posts: 24
03-24-2009 04:23
Tks for all your answers.