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Suggestion: More versatility with sim land when terraforming...

Esch Snoats
Artist, Head Minion
Join date: 2 May 2006
Posts: 261
01-07-2007 14:41
We live in a 3d world in SL but the land is anything but 3D when it comes to terraforming. You can't have tunnels, caverns, overhangs or anything like that without having to waste prims to cover the tops of them up.

What I propose is a 3 (or more) level system for land terraforming.. What I mean by this is right now you have just one level that's from z1 to z whatever in height, but I think splitting this into 3 sections, let's say, z1 to the z the waterline is at, then from that z to another set distance above that, then a 3rd set above that. This way when terraforming a sim you can disable the 2nd and 3rd levels (while constructing), go down to the 1st level, terraform out the caverns and tunnels and what not, then activate the 2nd level, then terraform that, then activate the 3rd, etc etc etc. This will open up an entirely new way of building a sim and I think everyone will get into it because you'll be able to use the space more efficiently. This could be used for individual parcels of land as well.

Thanks!
E
Nargus Asturias
Registered User
Join date: 16 Sep 2005
Posts: 499
01-07-2007 18:40
What I would love to have ;p
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Nargus Asturias, aka, StreamWarrior
Blue Eastern Water Dragon
Brown-skinned Utahraptor from an Old Time
ed44 Gupte
Explorer (Retired)
Join date: 7 Oct 2005
Posts: 638
01-07-2007 21:20
I would rather see more flexible and larger prims used for augmenting terraforming to achieve the same results.
Ralph Doctorow
Registered User
Join date: 16 Oct 2005
Posts: 560
01-08-2007 07:21
I'd like to see better LSL tools for terraforming. The current ones don't go to individual grid points and don't allow direct setting of height. This is a bit silly because terrain maps are just a grid of height maps as can be seen by the controls on private sims.
Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
01-08-2007 07:51
From: Ralph Doctorow
This is a bit silly because terrain maps are just a grid of height maps as can be seen by the controls on private sims.


Which is exactly why there aren't tunnles and overhangs. There's no way to represent them with a heightmap.
I'd love to see them, but someone needs to suggest a low bandwith way to represent the land in such a way that allows for overhangs/tunnles.