Jaxiam Slate
Registered User
Join date: 22 Jan 2003
Posts: 141
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03-12-2003 20:22
While working on the idea for the group theme of atlantis I came across a couple of facts..
- The land can be lowered to absurd ranges.
- Av's can only decend to a depth of (0.0 z)
- Objects can only be placed at a range of (.5/.5/.5 1.0z, 10/10/.5 7.5z)
- Water surface level is set at 20.0z
Now this basically points to the fact that small objects can go a bit lower than large objects. And that an Av can go father than any object. (by the way - any object that goes below it's level flys off the sim and is lost).
So if you wanted to build a underwater city, you would be limited to a height of only 12.4 meters at low end (for large objects) since anything higher would poke out of the water. With very small objects you could have a distance of 18.9 meters.
This just isnt enough to build a really good city underwater.
Is there anyway to set it so that the objects can actually go down to say.. 0.1 z? Or even better if avs and objects could be placed on land that's been lowered to - z's.
This would be most helpful, thank you
_____________________
So long as we can dream, SL shall always be Beta.
Book of the (Beta) Tester Book of Jax, line 1.
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Wednesday Grimm
Ex Libris
Join date: 9 Jan 2003
Posts: 934
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03-13-2003 08:08
I wonder if the water level is settable per-sim. It probably is, but that would be a bit weird if there was not high land at the join between two sims.
Great topic title BTW, Jax
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Kerstin Taylor
Goddess
Join date: 13 Dec 2002
Posts: 353
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03-13-2003 08:27
Ya know how objects cost more the higher altitude they have? What about going below ground level? Are they same cost as ground level, more, or less? Just curious -- I'm an up in the air girl myself...  Kerstin
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Misnomer Jones
3 is the magic number
Join date: 27 Jan 2003
Posts: 1,800
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03-13-2003 08:49
The thing I wonder about under water is this... when I have been "inside" something underwater, its been full of water.
If you had ruins I dont see it as making a difference since its supposed to be submerged. When you build say, a sub, it feels really wrong to have water inside.
I really doubt anything can be done about this, but can anything be done about it?
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Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
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"indoor" spaces underwater?
03-13-2003 15:15
I have a suggestion in my "surface and content properties for primitives" thread... basically, it's just a way to tell a primitive that it's an "inside" space, basically acting as a void, but one which water and weather cannot enter. I think I explain it a little better over there, actually.  Catherine Omega
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