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Bias against artists with larger builds?

Sean Martin
Yesnomaybe.
Join date: 13 Sep 2005
Posts: 584
03-18-2006 02:19
This quote taken from here on the Wiki.

From: someone
(3) The astute may have noticed that there is a slight order-of-operations failure for collections of clumps of very small primitives where the clumps rhemselves are spaced such that they just barely link, and each clump barely links itself. For such a scenario the link will succeed or fail depending on the order in which the primitives are selected. This is a known problem, however all of these objects are sparse (mostly empty space) and barely fit into the set of objects that we wanted to support for linking.


So in other words: "We think your large builds are boring, sparcey, and not so interesting, so we could care less about it and screw you."? :p
Or am I 'reading between the lines' all wrong.

I understand the limits and why its set for limiting problems. But if thats the only reason to not fix linking issues with larger builds (cause its sparsey) then, well, I don't get it.

Large builds are just as important as smaller ones. To that artist and those buying their product anyway.
Again unless I totally misread that. :rolleyes:
Hopefully I'm reading the reasons all wrong. :o
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Adam Zaius
Deus
Join date: 9 Jan 2004
Posts: 1,483
03-18-2006 02:34
Yeah, you misread that, that's for small objects linked far away.
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Sean Martin
Yesnomaybe.
Join date: 13 Sep 2005
Posts: 584
03-18-2006 02:43
From: Adam Zaius
Yeah, you misread that, that's for small objects linked far away.

But, I like, uh, large solar system objects? :o
:p
Yeah makes sense, I can't think of any reasons but someone may need it. I dunno. :rolleyes:
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Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
03-18-2006 04:14
Use some phantom invisible prims to connect them together if you really need to I guess?

Perhaps this could be an issue if you were trying to click on the small sparse objects and the phantom thing would get in the way. And it'd need to be in a 3d context, otherwise you link to some big base thing. Maybe we could come up with a design that would be hurt by this restriction if we really tried hard?
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Maxx Monde
Registered User
Join date: 14 Nov 2003
Posts: 1,848
03-18-2006 04:19
People still link builds?


Heh.


It can be irritating, sure, but only a poor craftsman blames his tools.
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Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
03-18-2006 04:34
From: Maxx Monde
People still link builds?
Need to link stuff to use any large scale rezzer/mover type scripts. Unless you want to put a script in every one.

There is a bias against larger builds though. Damn prim limits. Oh yeah, and that 4000m limit sucks too. ;-P
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
03-18-2006 04:42
I continue to be confused by the linking distance formula. There's no easy indicator of "Wait a sec, you've almost reached the limit..."

That being said, for all the technical difficulties, there's been some really fantastic, large-scale builds by amazing artists.

The "draw a selection rectangle and Take all, even if not unlinked" trick is underrated.
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Lewis Nerd
Nerd by name and nature!
Join date: 9 Oct 2005
Posts: 3,431
03-18-2006 04:55
From: Torley Linden
The "draw a selection rectangle and Take all, even if not unlinked" trick is underrated.


Probably because it doesn't work half the time.

Lewis
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Foolish Frost
Grand Technomancer
Join date: 7 Mar 2005
Posts: 1,433
03-18-2006 05:06
From: Lewis Nerd
Probably because it doesn't work half the time.

Lewis


<raised eyebrow> It works far greater than half the time. I would know. I've built buildings and designs that would never link, and been able to take hundreds to thousands of objects in one grab.

It usually only fails when I get in a hurry and get sloppy. Waiting for all the prims to highlight before choosing 'take copy' is mandatory as well.
Merlyn Bailly
owner, AVALON GALLERIA
Join date: 7 Sep 2005
Posts: 576
03-18-2006 05:43
From: Sean Martin
This quote taken from here on the Wiki.



So in other words: "We think your large builds are boring, sparcey, and not so interesting, so we could care less about it and screw you."? :p
Or am I 'reading between the lines' all wrong.

I understand the limits and why its set for limiting problems. But if thats the only reason to not fix linking issues with larger builds (cause its sparsey) then, well, I don't get it.

Large builds are just as important as smaller ones. To that artist and those buying their product anyway.
Again unless I totally misread that. :rolleyes:
Hopefully I'm reading the reasons all wrong. :o


I'm not sure that "sparcey" is a word.

However, I got the "pieces too far apart" warning when trying to link 3 prims for a house foundation on a mountainside -- 3 prims!
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Maxx Monde
Registered User
Join date: 14 Nov 2003
Posts: 1,848
03-18-2006 06:01
Yeah, as some have said - its better to wait until you get a prim total in the general tab before taking a copy, or you're just taking incompletely updated sets.

Add a few minor 'registration' blocks for alignment, and you can build stuff as big as you really want. The trick is being used to manipulating 1,500 prims or more at a time. You have to just have a steady hand, and some patience.

I do link subassemblies, but I never bother doing larger parts - its just an exercise in 'why the hell doesn't it link *this* time?'. So, I adapted my methods to ignore linking mostly.

Works for me, so far.
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