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Hollow to 99%

Cristiano Midnight
Evil Snapshot Baron
Join date: 17 May 2003
Posts: 8,616
12-11-2003 14:17
Please allow us to hollow objects to 99% - the edges right now are too thick for certain things, even at 95%. Thank you!
Garoad Kuroda
Prophet of Muppetry
Join date: 5 Sep 2003
Posts: 2,989
12-11-2003 14:30
Oh definitely.

500 posts w00t where's my cookie?
Kex Godel
Master Slacker
Join date: 14 Nov 2003
Posts: 869
12-11-2003 15:09
I don't see why not... if there's a reason it shouldn't be, please explain =D

Also why is attachment rotation so rough grained?
Drathor Kothari
Elder Dragon
Join date: 14 Nov 2003
Posts: 84
12-12-2003 14:17
Why not up the limit to 100% so there would be no edge at all? Opposing faces would occupy the exact same space. Should even be a tiny bit faster to build an object, and less faces to render with no edges.

Two dimentional cubes as well anyone? I bet wing makers would love that.. and so would out graphic cards. Only four faces instead of twelve. :-)
Ingie Bach
Registered User
Join date: 17 Dec 2002
Posts: 254
12-13-2003 13:12
I'll add my ditto to this feature too ;P:D
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
12-13-2003 15:13
I agree we should be able to hollow more, not sure if I understand the hollow to 100% thing. Maybe with 1.2 or when they get around to doing Havoc 2 this will be possible.
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Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
12-13-2003 17:06
I'm pretty sure it's a physics calculation issue. If I recall, there was a time when you could crash a sim by hollowing certain objects too much. The 95% cap was imposed as a stop-gap measure.
Either that or I'm full of crap. :)
Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
12-14-2003 13:59
I wouldn't be surprised if that was the case. The incredibly sharp, thin edges 99% hollowing allows can't be easy to calculate.
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Garoad Kuroda
Prophet of Muppetry
Join date: 5 Sep 2003
Posts: 2,989
12-15-2003 14:22
The thing is, if the prim itself is GAHUGIC (made that word up), then a 99% cap still leaves a pretty thick wall left (visually anyway) so it might not bad that bad. Maybe the cap should increase over 95% at a constant rate, based on how big the actual prim is....

There...suckers....try and shoot that feature suggestion down! :D
Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
12-15-2003 14:49
Easy -- if the physics engine is scale-independent, the 95% limit will be needed no matter how large the prim is.
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Julian Fate
80's Pop Star
Join date: 19 Oct 2003
Posts: 1,020
12-15-2003 15:03
And if the limit on hollow percentage depended on prim size what would happen if you made a gahugic prim, hollowed it to 99%, linked it with other prims, then scaled the linkset down? Would the hollow percentage of that one prim be dynamically adjusted with the scale of the linkset independent of the other prims? It seems unlikely.
Cory Linden
Linden Lab Employee
Join date: 19 Nov 2002
Posts: 173
12-15-2003 20:19
Correct! The various limits on hollow and cuts are linked to physical simulation issues.

Cory
Corwin Weber
Registered User
Join date: 2 Oct 2003
Posts: 390
12-15-2003 20:44
From: someone
Originally posted by Cory Linden
Correct! The various limits on hollow and cuts are linked to physical simulation issues.

Cory


Is this an inherent issue, or can it be fixed with havok 2?
Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
12-15-2003 23:34
The limits can probably be changed, but not eliminated, with Havok 2.
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Rhysling Greenacre
Registered User
Join date: 15 Nov 2003
Posts: 132
12-16-2003 00:32
Havok 3 features 101% hollow objects I heard.
Kex Godel
Master Slacker
Join date: 14 Nov 2003
Posts: 869
12-16-2003 07:51
How about allowing us to go further than 95% on non-physics objects, and not allowing the object to enable physics unless it's <= 95%?
Garoad Kuroda
Prophet of Muppetry
Join date: 5 Sep 2003
Posts: 2,989
12-16-2003 10:32
There you go...and don't allow physics to be turned on if the % is higher than 95. Come to think of it, really most things aren't physics enabled anyway.

How could an object be >=100% hollow? Wouldn't a 100% hollow object cease to exist?
Xavier VonLenard
Registered User
Join date: 21 Nov 2002
Posts: 273
12-16-2003 10:48
We experimented with the > than 100 percent hollow object in beta and mixed results. Wednesday Grimm was able to open a portal to There and a bunch of residents starting running around with text bubbles over there head. Luckily thanks to those in jesse were able to kill them all.

The other sad incident was with Nada who pushed the envelope taking an object to 125 percent hollow, and before we knew it a portal to the sims had opened and pizza delivery men were running all over. Luckily at the same time an unknown resident we believe a Linden in disguise, opened a 101 percent hollow cut tori creating a vacume closing all the other portals. That object still exists and creates a balance so no more objects can attain a hollow state greater than 95 percent.

Hope this helps
Xavier
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Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
12-16-2003 11:51
Everything except phantom objects is involved in physics. You may not be able to move a non-physics object by running into it, but the act of running into it is part of physics.
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