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The Big Prim Problem

Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
11-08-2007 14:37
From: Burnman Bedlam
It's silly to expect LL to toss out a long awaited (by many) upgrade to keep something which is an intentional circumvention of a limitation set by LL in the first place.
Please don't call my opinion silly. I'm just stating that some of us truly DO NOT CARE how well the physics engine performs. In contrast, this thread represents a selective sampling of folks who do. So you all can talk amongst yourselves all you want, but that doesn't mean that everybody agrees with you, or that anybody who doesn't is "silly."

I'm not eager for the Havoc 4 roll-out to be canceled. But I don't want it to come at the price of prims up to at least 256m. 'Taint worth it, to me.
Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
11-08-2007 23:10
The main reason LL are upgrading to Havok 4 incidentally, is that a large majority of sim crashes are due to the Havok 1 physics engine locking up. Less sim crashes is something that I'd imagine you'd be hard pressed to find people against.
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Tegg Bode
FrootLoop Roo Overlord
Join date: 12 Jan 2007
Posts: 5,707
11-08-2007 23:29
Without ever upgrading our physics engine, all the gamers and RPG people will leave SL, no more gun sales, vehicle sales or cyberpunk clothing sales etc.
Hovok1 isn't going to work better when we double our population.
SL will become just a womens shopping website..................
Larger prims can be added later, to stay with Havok 1 till the year 2020 won't keep SL alive let alone keep it at the front of the pack.
I don't want to see Megaprims go but the but to keep them and the 20th century physics engine, nope they will have to go.
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Haravikk Mistral
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Join date: 8 Oct 2005
Posts: 2,482
11-09-2007 02:23
From: Detect Surface
- Residents want to have the prim limit increased, passed the 10x10x10.
I would of thought the last 64 pages would of given that away.
- People who use mega prims usually do it because the want to preserve their count.
- People want mega prims removed because people have griefed and abused them.
- Some people think that mega prims cause a lot of server problems.
- LL wants to get rid, because of Havok 4

- Your first point is too specific; what people want is a way to produce shapes larger than 10 x 10 x 10, whether this is done via an increase in raw prim sizes, or through some other alternative is irrelevant. People who specifically want a limit increase are unaware that there are alternatives, or why increasing the limit without them is a bad thing.
- Mega-prims are no more prone to griefing than any regular prim, the nature of the griefing changes very slightly, but is fundamentally the same. People want rid of mega-prims because of problems involved with other people using them (graphical glitches, selection bugs, parcel encroachment etc. etc.) which is the 3rd point.

Eliminating those what you basically have is exactly what I stated in my post:
- People want bigger shapes.
- LL want rid of mega-prims (which are currently the easiest way to make those bigger shapes).

And I was not advertising my proposal in that case; I was arguing your point that it was not a solution to the problem at hand. Yet to me it is a technically feasible solution that produces a compromise for both sides by covering both issues I just noted.
To clarify:
- I said what I'd proposed would solve that and to read it
- You didn't read it and said it wasn't a solution to the argument
- I said what the argument was and why my solution would work
- You didn't read it and said it wasn't the argument at all, when what you said is the same as what I said but less succinct.

From: Detect Surface
you even said in one of your posts that to create a torus would be around 125 prims with alterations, now its magically 8? You had no idea how much manipulating I had in mind when I suggested how you can create a torus with path cuts, twists, taper and revolutions, no specifics on size or diameter and you can safely say it'll take 125 prims max to create it.

Quote where I supposedly said this, and then go read my damned proposal, as you clearly have just ignored the whole thing, it explains quite clearly with several examples to try and make it crystal clear, I may even do an image to try and illustrate it since it's causing you such trouble.
My proposal allows you to represent a larger object using a series of 10 x 10 x 10 sub-divisions. Therefore, to work out how many you'll need; you take the dimensions of the object you want, divide each of them by ten, then multiply together:
- A 50 x 50 x 50 shape (that's right, any shape) = 5 x 5 x 5 = 125 prims.
- A 20 x 20 x 20 shape (still any shape) = 2 x 2 x 2 = 8 prims.
Those are the maximums, as any shape which has more complex adjustments will have empty space where those sub-divisions don't contain anything, and thus can be removed. Not to mention empty space inside a huge prim.
If you read the proposal you will see that the amount of cutting and twisting is irrelevant, as the new prims that would be added to represent these sub-divisions (not that hard to implement) would be able to represent those shapes.
Read the proposal, please. As you're arguing against it with points that I've already covered several times now.

From: Detect Surface
The *Ability* to create them was through 3rd party in which Gene Replacement was banned because of it. No, LL doesn't support it. No they did NOT say 'you can keep them for now' MY GOD MAN, do I have to keep going over the same constant jibber jabber?!?!

Please point me to the written agreement you signed with LL saying you can keep your mega-prims forever without them ever changing the behaviour or implementation of them, or just plain deciding they need to remove them later on.

From: Detect Surface
They knew about it a few months after they appeared and at the time, they were more concerned about the effects on surrounding sim, THUS why they allowed them on private islands.

The fact they allowed them on private islands is still ultimately irrelevant. Their reasons for doing this are obvious; it's the easiest way to ensure they don't have to worry about the grid problems due to people using mega-prims in builds all over the mainland, as they can just remove them instead of trying to solve the grid issues. It does not mean that they're happy to do it, or do not want rid of them.

From: Detect Surface
Exploiting the system is a hack. In programmers terms yes, hack and exploit are different, but only by the genres terminology and by area. Everything that is NOT part of the system is literally an exploit, eg. people took advantage of a bug they found, to further advance through exploitation. Eg. People used the temp on rez bug in 2006 to exploit their prim count.

Temp-on-rez is a very gray area, as they do not technically break any hard limitation like mega-prims do. LL allows us to have temporary prims that do not impact prim-count, these may be created by scripts.
Creating a temp-on-rez object can therefore be done happily within the rules, but you are at the mercy of the simulator's garbage collector for these objects. Using them to get around your prim count is wrought with so many problems, glitches and timing issues that it's not really worth it. Ultimately though, temp-on-rez falls more into the "hack" category rather than being an actual exploit.

From: Detect Surface
I'm sorry, but a year later? That statement is amazingly laughable.

I wasn't talking about now, I was talking about by the time they blocked the exploit and decided upon their stance on the issue. If I didn't say a year, then I didn't mean a year.

From: Detect Surface
because someone DID bring it to the Lindens attention at a townhall meeting.

By the time the townhall occurred and a decision was made, too many people had mega-prims to just take them away. LL don't really want people to have warp-pos, but they won't just take it away as it was so widely used by the time they found out about it. Thing is; warp-pos is not actually breaking any limitations put in place.
They allowed people to keep mega-prims because they knew there'd be a huge uproar if they deleted them all without offering a replacement.

From: Detect Surface
Yes, I can see the logic there - "Lets just wait a year and really screw them over" lol. I think you're just assuming/opinion to argue the point, because thats not the truth at all.

Please READ what I've been saying. I'm not proposing LL delete them, I'm proposing they replace them with a solution that removes the issues of mega-prims, and lets builders build things. LL aren't proposing to delete them either, this thread is here to ask us what we think!
I think you're just putting words/phrases in my mouth, because that's not what I'm saying at all.

From: Detect Surface
By 'gave us'... *sigh*.... I mean ALLOWED US (When you give something to someone, you're allowing them to have it, use it, do whatever)

By 'gave us' I was referring to your flawed metaphor which talks about giving someone $500,000. LL didn't "give" anything, they let us keep something. These are two completely different things.
But they let us keep them with the condition that they are unsupported, will be removed if they're considered a problem and that they really don't like having to allow them in the first-place.

From: Detect Surface
Then that makes EVERYONE that uses mega prims a leecher.

Possibly. But I know several who are using them because they've tried to make the shape they need out of regular prims, and it simply isn't possible to do it and make it look the same with regular prims. Others use them not because they want to save prims, but because of the sheer amount of time it would take to do otherwise, they do it to save time rather than cheat their prim-count.

If there are far more people out there using mega-prims because they want to pack more stuff on their land, then yes, all of them are leechers.

From: Detect Surface
I'm not re-quoting lol

Good. Because with or without a quote my statement was completely accurate. You seem to be under the misguided impression that if you quote the same phrase that my arguments regarding said phrase are somehow invalidated.

From: Detect Surface
Micheal even asks for us to give good examples of sims that use them, which in my opinion says they are atleast debating themselves over if they should be deleted.

As I've pointed out several times, what you call advertising my proposal, they don't NEED to delete them to fix them, if they're debating this then great. Maybe they'll see there are alternatives that give people who want to use mega-prims legitimately a tool to use, and remove the problems of mega-prims. There be other solutions that consider LL's technical stand-point and give builders tools they need. If so then I can't wait to hear them.

From: Detect Surface
Your logic is flawed in the fact of, LL seem to unofficially support things that are progressive to Second Life, as long as it doesn't cause major problems. If huge prims were a major problem, they would of gone the way of the dodo a long time ago.

And yet here we are in a Linden created thread which clearly indicates they are considering the implications of pulling them. Joints presumably underwent some internal discussion as well.

From: Detect Surface
No, no... that was sarcasm.

Then don't use it in your posts. You talked about applying the situation to real-life, then gave several "real-life" comparisons, none of which apply. If you're going to follow up a point with sarcasm then at least make it relevant.

From: Detect Surface
but I like how I've been upgraded from a leecher to a squatter

Not necessarily you, but to make your example of a house parallel the subject matter of mega-prims, then yes, that's what the situation would be if they were in fact accurate comparisons.


Please actually read my posts and proposals, instead of assuming that just because I'm opposed to keeping mega-prims as they are, that I am out to have them all deleted.
While I would not shed a tear if they were removed, I still want a way to more easily build bigger shapes.
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Detect Surface
Registered User
Join date: 19 Jul 2005
Posts: 34
11-09-2007 14:07
I'm just going to answer in quote from now on, because I'm sick of repeating myself... I'm sorry if anyone I use for 'Answer Quotes' didn't want to be quoted, its just if I answer him, he'll just quote me for another argument lol.

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From: Haravikk Mistral
- Your first point is too specific; what people want is a way to produce shapes larger than 10 x 10 x 10,


Answer...

From: FlipperPA Peregrine
allow bigger prims, maybe up to 40 meters a side

From: Yiffy Yaffle
raise the prim size limits to at least 50

From: Norgan Torok
lets keep mega prims up to about 100m but no bigger

From: Kriz Janus
Please do not remove them or give us the possibility to use larger prims than 10x10m.

From: cMunk Okelly
Builders aren't asking for the tools to wreck havoc. Heck, I even deleted all of the megas I received that were over 100m. And the 65,000 m prim is just scary. :-)

But, 10m is not enough.

From: Seifert Surface
As has been mentioned before, you try finding a builder who can do Greenies Home Rezzable, or Rezzable Hallucinogen without megaprims. You won't.

From: Ike Gibbs
We should not be limited to 10x10x10. maybe a 20x20x20 or a 25x25x25

From: Storm Thunders
- Let us make prims up to 256x256x256 in the editor.


I could go on, but I don't want to be accused of over quoting lol...

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From: Haravikk Mistral
- Mega-prims are no more prone to griefing than any regular prim


Answer -

http://www.secondlifeherald.com/slh/images/satyr.jpg

Try doing that with regular sized prims over Linden and resident land.

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From: Haravikk Mistral
- People want bigger shapes.


Answer -

From: Compulov Weeks
I think Mega prims should be official, up to a point. As has been pointed out in numerous responses, they are a great prim saving tool when used properly. So long as there aren't any technical reasons for restricting to 10m (and I thought there were at one point), I don't see why we can't have some sort of reasonable limit... up to 256m/side. I do think something a bit more sane like 64 or 128m would be better -- you reach a point where it becomes unwieldy to work with prims that large.

Compulov is a person, seems like Compulov wants mega prims, not bigger shapes made from smaller ones, as do others.

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From: Haravikk Mistral
- You didn't read it and said it wasn't a solution to the argument


Answer -

From: Detect Surface
I looked at the JIRA, its a nice idea, much like a construction kit


I also read this the first time I looked... Baring in mind that I read the rest...

From: Lear Cale
It simply isn't possible, in general, to construct the arbitrary megaprim (or section of a megaprim) using smaller prims. For example, you can't get a curved wall with radius greater than 5M. Things get more complicated when you use hollow, path cut, and other parameters on the megaprim. The transform simply doesn't exist: the resulting object would have different properties.


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From: Haravikk Mistral
Quote where I supposedly said this, and then go read my damned proposal, as you clearly have just ignored the whole thing


Answer -

From: Haravikk Mistral
The sub-task (http://jira.secondlife.com/browse/VWR-2859) addresses this. You'd still need to use a lot more smaller prims; but only the volume divided by 10 x 10 x 10. So in your case you'd need a maximum of 125 prims for that shape (less since with a torus there are a lot of gaps and empty areas you can omit).


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From: Haravikk Mistral
- A 50 x 50 x 50 shape (that's right, any shape) = 5 x 5 x 5 = 125 prims.
- A 20 x 20 x 20 shape (still any shape) = 2 x 2 x 2 = 8 prims.


Requote -

From: Detect Surface
you had no idea how much manipulating I had in mind when I suggested how you can create a torus with path cuts, twists, taper and revolutions, no specifics on size or diameter and you can safely say it'll take 125 prims max to create it.


Answer -

So, that would apply to a 100x100x100 shape now would it.

From: Detect Surface
... size or diameter ...


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From: Haravikk Mistral
Please point me to the written agreement you signed with LL saying you can keep your mega-prims forever without them ever changing the behaviour or implementation of them, or just plain deciding they need to remove them later on.


Answer -

Please point me to a written agreement you signed saying any official feature will be kept forever. The ToS clearly stays LL can change it when ever they want, FOR REASON OR NO REASON.

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From: Haravikk Mistral
The fact they allowed them on private islands is still ultimately irrelevant. Their reasons for doing this are obvious; it's the easiest way to ensure they don't have to worry about the grid problems due to people using mega-prims in builds all over the mainland


Answer -

http://www.secondlifeherald.com/slh/images/satyr.jpg

What? you mean mainland problems like that one? And also the griefing weapon that rezzes a huge prim in the middle of a sim, making everyone float upward?

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From: Haravikk Mistral
Temp-on-rez is a very gray area, as they do not technically break any hard limitation like mega-prims do. LL allows us to have temporary prims that do not impact prim-count, these may be created by scripts.


Answer -

You misread, I said 'the temp on rez bug in 2006' that enabled everyone to rez unlimited amount of temp on rez prims. As you should know, every plot of land has a limit to how many temp prims you can have, the bug allowed everyone to rez unlimited amounts.

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From: Haravikk Mistral
I wasn't talking about now, I was talking about by the time they blocked the exploit and decided upon their stance on the issue. If I didn't say a year, then I didn't mean a year.


Answer -

You never said you wasn't talking about 'now' either, the way the sentance is phrased, it seems like you're talking about now.

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From: Haravikk Mistral
They allowed people to keep mega-prims because they knew there'd be a huge uproar if they deleted them all without offering a replacement.


Answer -

2 months between releasing and the Lindens achknowledgement wouldn't of caused an uproar, as not many people would of had/used them in that amount of time. Considering there was no approval on if they would be eventually banned (at the time between Sept. and Dec.) It makes no consequence to Linden Labs (at the time) to offer a replacement. And relating to ToS, they would of had no obligation. They still don't according to ToS as the don't need a Reason to delete any content. But they obviously regonise that so many people now create with them.

But it does matter now, because not only do residents use them, but also corporate businesses.

Again, Joints were deleted with nothing like this thread. So, you're argument about having it down on writing or having things as an official feature is irrelavant.
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From: Haravikk Mistral
Please READ what I've been saying. I'm not proposing LL delete them, I'm proposing they replace them with a solution that removes the issues of mega-prims, and lets builders build things. LL aren't proposing to delete them either, this thread is here to ask us what we think!


I HAVE been reading, and yes your proposal is instigating the deletion of mega prims and replacing them with 'unique primitives' that still have the boundry of 10x10x10.

Haravikk Mistral - "LL aren't proposing to delete them either" -

From: Michael Linden
– Ideas: should Linden Lab remove all megaprims? Or at some particular size level?


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From: Haravikk Mistral
And yet here we are in a Linden created thread which clearly indicates they are considering the implications of pulling them.


I'm sorry, but the previous quote from you before this one states that "LL aren't proposing to delete them either" - But yet LL seem to have unofficial supported huge prims for the last year, or else, they'd be gone. Some Lindens wanted to get rid of them and others didn't or held them back for good reason.

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From: Haravikk Mistral
Then don't use it in your posts. You talked about applying the situation to real-life, then gave several "real-life" comparisons, none of which apply. If you're going to follow up a point with sarcasm then at least make it relevant.


Where is it written that I can't use Sarcasm? Most of your post are all over the place, you either say something, don't say something, state that LL say one thing, then you completely invert it. And you're lecturing me about relevance? I can take any angle I choose in my debates a little sarcasm or light humor never hurt anyone, that is, if you can't get your point across, just attack everything.

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From: Haravikk Mistral
Not necessarily you, but to make your example of a house parallel the subject matter of mega-prims, then yes, that's what the situation would be if they were in fact accurate comparisons.


Actually, I stated that I'd paid for and signed forms for the two sarcastic points, merely on the fact that its an agreement. You brought the whole squatters rights into it.

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From: Haravikk Mistral
Please actually read my posts and proposals, instead of assuming that just because I'm opposed to keeping mega-prims as they are, that I am out to have them all deleted.


Please read your own posts and try not to contradict yourself. I did read it like I said, but it does not interest me. Its something I'd never use because it does not compete with using prims that are above the limit of 10x10x10.

I couldn't care less about your current status on if you don't want mega prims in SL, I care about the countless people in SL that have used them to create something amazing, that the current prim limit would never allow.


From: Haravikk Mistral
While I would not shed a tear if they were removed, I still want a way to more easily build bigger shapes.


well then, good luck.

One last point though...

People also use mega prims with the use of sculpted maps, currently, your idea could never support it in SL. Unless there was some mass of 'new split-division prim' added to the system, involving:

New parent to child attributes.
A math system for the split-division process.
New x and y offsets allocated to the sculpt map section.
Resize offsets.
and
If people are using texture zoning, a new system has to be created for applying textures to these new division prims... If they want to stand up against Huge prims, that is.

The appartment complex I created for my wife would of been amazingly difficult to pull off with your solution, simply because it uses 8 quarter pathcut, 100x100x100 spheres with a seamless city projected on 4 outter and an overlay producing realistic city lights and reflection effects on 4 inner ones. With NO visible overlapping.

Some people will hate the idea of zoning something that consists of 100 prims, for example, people will hate the fact that you'd have to texture zone your JIRA solution. 125 prims for a manipulated torus is going to be a real pain in the backside to some people.

If you say that you can buy a script to texture align all the prims, I'll say, why in Gods name would any resident BUY something to support a supported feature? So LL would need to add a texture aligner to the list of other implications.

You really think LL would redevelope their build system, Pre-Second life 2.0? Because if you answer 'yes' I'll just come back and say - "Where have you been for the last two years?".
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
11-10-2007 03:47
Detect surface, your quotes continue to prove nothing; you're still not reading anything I write!

I'm going to pick a few at random, as pointing out the flaws with them all isn't worth my time at this point, as you'll just do the same thing all over again:

[Slew of posts about upping the prim limit]

All made by people who don't know why the prim-limit is a good thing. I've explained why several times, quote me one person who shows full understanding of this and still wants it increased who does NOT use words along the lines of "I don't care about performance". Because I guarantee you, there are a lot more people who would love greater performance, including (finally) Linden Labs.

From: Detect Surface
I also read this the first time I looked... Baring in mind that I read the rest...

From: Lear Cale

It simply isn't possible, in general, to construct the arbitrary megaprim (or section of a megaprim) using smaller prims. For example, you can't get a curved wall with radius greater than 5M. Things get more complicated when you use hollow, path cut, and other parameters on the megaprim. The transform simply doesn't exist: the resulting object would have different properties.

You clearly didn't, as you'd realise that what you quoted isn't true:
http://jira.secondlife.com/browse/VWR-2860
That is the sub-issue attached to the JIRA issue, and has been since the start. I've even re-worded it and attached a picture in the vain hopes you might actually understand it.

From: Detect Surface
2 months between releasing and the Lindens achknowledgement wouldn't of caused an uproar, as not many people would of had/used them in that amount of time.

2 months is a lot of time for builders. People can build fantastic things in Second Life in the space of a few hours or a couple of days. Give them two months of no Linden Labs position on mega-prims and you can be damn sure they were already featured in hundreds of builds by this point.

From: Detect Surface
I HAVE been reading, and yes your proposal is instigating the deletion of mega prims and replacing them

REPLACING. You said it yourself, sure, the specific case of creating a large prim known as a mega-prim would be gone, but there would be a replacement. It's completely different from JUST deleting them.

From: Detect Surface
Please read your own posts and try not to contradict yourself

Show me where I contradict myself, or more accurately; where you've misunderstood what I was trying to say.

You prove you haven't attempted to understand my proposal in this quote:
From: Detect Surface
Some people will hate the idea of zoning something that consists of 100 prims, for example, people will hate the fact that you'd have to texture zone your JIRA solution. 125 prims for a manipulated torus is going to be a real pain in the backside to some people.

Why in the hell would an editor, designed to let you produce a large prim out of several as though you were just creating one big-prim, require you to texture all the component parts? The proposal is for a big-prim editor, letting you create big prims as easily as you were creating a normal one. If I have to write precisely everything it will do in intricate detail then the proposal will triple in size, and I already write in lengthy paragraphs.
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Detect Surface
Registered User
Join date: 19 Jul 2005
Posts: 34
11-10-2007 07:28
...Whatever - and you can quote me.

How many times do I have to say I've seen the POST!?!?!

I said that your idea is basically REPLACING HUGE PRIMS WITH SMALLER "unique primtive" which still have the limit of 10x10x10, FACT:

From: Haravikk Mistral
The parent-size refers to the size of primitive that this is to be a chunk of. So for example, if you want to build a 50m x 50m x 50m sphere, then you would enter that size into the parent-size option. The regular size fields are used to determine how large of a chunk you produce, so you could create the 50m diameter sphere from 10m x 10m x 10m chunks, or smaller ones if you so wished.


FACT:

From: Haravikk Mistral
- A 60m x 60m x 60m cylinder would require: 6 x 6 x 6 = less than 216 partial primitives to construct.


I fail to see how I'm missing the point over my last posts.

From: Haravikk Mistral
[Slew of posts about upping the prim limit]

All made by people who don't know why the prim-limit is a good thing.


You said:

From: Haravikk Mistral
- Your first point is too specific; what people want is a way to produce shapes larger than 10 x 10 x 10,


Which was in relation to me stating...

From: Detect Surface
- Residents want to have the prim limit increased, passed the 10x10x10.


In which I gave you a few posts of people wanting the limit increase...

But I'm sure people like Seifert Surface will be happy to know that you think he hasn't a clue what hes on about.

And even if some people don't understand the system, that should NOT stray from the fact that EVERYONE is entitled to their opinion or suggestion.

You, yourself have shown no understanding to the issue and the fact that your solution is far too complex to implement, considering it raises other issues that LL would have figure out also, that you did NOT address when I brought them up, as you know full well I'm right. Read my last post again, at the bottom about sculpties, prove me wrong. Show me that your idea would cover all of that, and I'll tell you that Linden Labs would not redesign the creation panel that extensively, they would more than likely delete huge prims altogether than construct this feature..

From: Haravikk Mistral
You clearly didn't, as you'd realise that what you quoted isn't true:


What I quoted regarding your accusations of not being true, was posted by another resident saying that your 'solution' wouldn't be possible.

I'm personally arguing over the fact that its not what people want. They want the PRIM SIZE LIMIT raising, not the ability to create BIGGER SHAPES from smaller "Unique" primitives. - Please don't rant on about, that I've not read the JIRA page, its NO more complex than what I've explained. Yes, the primitives are "unique" because they will hold attributes different to regular primitives, But for example:

QUOTE THIS -

Considering that PEOPLE use HUGE PRIMS mainly for walls and floors, a 20 x 20 x 1 cube huge prim would translate in your solution as 4 10 x 10 x 1, WOULD IT OR WOULD IT NOT!! THERE IS NO POINT!!

From: Haravikk Mistral
2 months is a lot of time for builders. People can build fantastic things in Second Life in the space of a few hours or a couple of days.


I'm glad you mentioned this, because 1) Gene was part of a group that were branded as griefers. I not going to much into it, but the group was into some, er.... lets just say ARTWORK, that was very distasteful. The group also liked to do things to get recognised and apparently got banned for it. 2) In that 2 months, Gene would of had to of distributed it. And, in that short period of time, I VERY much doubt that it was widely used or distributed that freely, with the fact of people knew it was wrong and with Gene being banned for things surrounding huge prims and even the creation of them, people would of been a little cautious with the risk of being banned for using them. When LL announced that residents could use them in December 2006, THATS when the increase of huge prims in builds escalated.

You state that some people have no understanding of the issues at hand here? I say you have no understanding or knowledge of anything thats gone on in SL. Coming to conclusions you cannot back up.

From: Haravikk Mistral
REPLACING. You said it yourself, sure, the specific case of creating a large prim known as a mega-prim would be gone, but there would be a replacement. It's completely different from JUST deleting them.


My God, please..... PLEASE, can others pick up on this guys delusions...

The Case = The Mega Prim.
Replacement = Your JIRA Solution

What happened to the mega prim.. oh yeah, thats right, it got DELETED. How in the hell is that different than JUST deleting them, leaving smaller prims??? Again, replacing one 20 x 20 x 1 cube wall with 4 10 x 10 x 1 "special unique uber doober l33t" prims, is not a SOLUTION! You might as well just use regular prims in the first place. I know what you're saying though, just deleting them and not having them at all would be pretty saddening, but your replacement prims are just as depressing.

You'll just say "But, but, I was talking about 'bigger shapes' not walls...", which is fine, but the majority of huge prims are used for walls and floors, which renders your solution, useless.

From: Haravikk Mistral
Show me where I contradict myself, or more accurately; where you've misunderstood what I was trying to say.


Yeah, sure... I'll show you where you contradicted yourself and requote again lol

From: Haravikk Mistral
LL aren't proposing to delete them either, this thread is here to ask us what we think!


Heres the contraction...

From: Haravikk Mistral
And yet here we are in a Linden created thread which clearly indicates they are considering the implications of pulling them.


Heres another quote:

From: Haravikk Mistral
Quote where I supposedly said this, and then go read my damned proposal, as you clearly have just ignored the whole thing


That was in relation of me saying:

From: Detect Surface
you had no idea how much manipulating I had in mind when I suggested how you can create a torus with path cuts, twists, taper and revolutions, no specifics on size or diameter and you can safely say it'll take 125 prims max to create it.


And after you asked me to quote you, you said this:

From: Haravikk Mistral
- A 50 x 50 x 50 shape (that's right, any shape) = 5 x 5 x 5 = 125 prims.


- Thats right, any shape - But not size or diameter like I stated.

And the funny thing is, you keep persisting on that I haven't looked at the JIRA Page, you keep saying it over and over lol. When its no more simpler than - Special primitives that create bigger shapes through smaller ones. Yeah, the primitives are special because they're like sculpties, but more defined and work inconjunction with the parent prim. The rest of it, people don't need to know about, because its how it works. I read that and understood it day one. I dismissed it because I thought it was a waste of time, it holds complications that you did not cover. And refer back to my last post for the problems, before you rant again.

From: Haravikk Mistral
Why in the hell would an editor, designed to let you produce a large prim out of several as though you were just creating one big-prim, require you to texture all the component parts?


lol Er, for the same reason why the editor allows you to texture regular sized prims? lol One of the reasons why people love huge prims is because it allows you to texture like a regular sized prim, with the same functions of offsets and repeats. You're obviously NOT a serious builder if you're asking the question, as any builder would tell you its NOT JUST ABOUT THE BUILDING' Seperating the huge prims into smaller "Unique" prims as you solution suggests, would cause aggravation when it comes to texturing the prim, with texture resets, flicker and also vector colouring will have the same problem with resetting to the original, when you're dealing with prims in large numbers.

If you did not think of that, its your own fault. But having an idea for a larger prim and not having it supported in the texture panel is plain idiotic.

What? You just want people to make "Bigger Prims", not huge prims, and just have them half supported by the editor?? It would be like releasing Windlight that only covers half the sky - I made my metaphor smaller for you this time :) -

I know I'm not dealing with a builder now, because no builder would ever ask that question.

From: Haravikk Mistral
The proposal is for a big-prim editor, letting you create big prims as easily as you were creating a normal one. If I have to write precisely everything it will do in intricate detail then the proposal will triple in size, and I already write in lengthy paragraphs.


No. The thread is for HUGE PRIMS, don't confuse people, YOU want "Bigger Prims" made from smaller "Unique" primitives that impose the same size restrictions as Regular Prims.

Huge Prims as they stand now, are far easier to deal with, manipulate and are supported better in the Editor Panel, than your solution, period.

Remember, Michael says: should LL delete them, or at some particular size level.

This could still be resolved by deleting all huge sizes, leaving huge prims up to 50 - 100m

Or simply by forcing an object ban in all sims on the main grid. Leaving private islands to still use them. Seeing as theres no resulting effects on surrounding sims, that are owned by other people.
Tinintri Mistral
Registered User
Join date: 9 Oct 2005
Posts: 23
Mega Prims are a Life SAVER
11-14-2007 05:36
I personally don't see a problem at all with using megaprims that are up to 50-100 meters wide. A lot of my builds are massive builds that without the megaprims I would not be able to accomplish properly. For instance, I just built a giant tower in Wisconsin, approximately 160 prims for the tower itself made of .1 by 10 by 50 square prims. It doesn't lag, it doesn't hurt anything. It's only beneficial vs having FIVE TIMES that many prims to make up the tower, which is absurd.

Smaller mega prims should be allowed to exist. It's the massive ones (over 100 meters wide/tall/deep) that cause the problems. Perhaps the limit should be made to 50 or 100? Don't squash the people like me who have massive amounts of land and can't afford to use it because of the prims.
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
11-14-2007 06:54
I'm just going to remove huge chunks of this one because I don't have time to go over it all again.

From: Detect Surface
The Case = The Mega Prim.
Replacement = Your JIRA Solution

What happened to the mega prim.. oh yeah, thats right, it got DELETED.

...and replaced. Read it. Replaced, with something that solves the same legitimate problem (need to build bigger shapes more easily).
The alternative is just deleted, as in gone, no alternative, no replacement, just plain gone forever.

From: Detect Surface
Heres the contraction...

LL have NOT said "we're going to delete all the mega-prims", they want to find out how widely used they are so they can remove them if they can, or come to some other solution; "They want to know the implications of pulling them"
This is a thread created by LL considering deleting mega-prims, not saying that they will, or that that is the only solution. It's about a problem they want to solve, and our opinions, thoughts and facts on it's usage.

From: Detect Surface
Thats right, any shape - But not size or diameter like I stated.

The whole point is that the sub-division prims use the parameters of the parent shape. Worst case is that a relatively small mega-prim might need one or two extra partial primitives because you've twisted it to hell, but on larger shapes doing so will create empty gaps elsewhere on the shape, allowing the number of partial primitives to be reduced.

From: Detect Surface
One of the reasons why people love huge prims is because it allows you to texture like a regular sized prim

Partial-primtives as I proposed (as part of the JIRA proposal that you claim to have understood from day-one) are just that. PARTIAL PRIMITIVES. They represent a PART of a PRIMITIVE. If the parent they are part of has its textured aligned in a certain way, then the primitive only has as much of the texture as they represent. A "corner" taken from a sphere would only have the chunk of texture that that larger sphere would have there.
If you take an apple and cut it in half, it only has half the apple skin on it. Except that the advantage of the partial prim is that if you want to change the whole apple from green to red, you can do so, as all partial prim settings will be updated at once.

From: Detect Surface
You're obviously NOT a serious builder

A large amount of my time on SL is spent building, just as much time spent on scripting, with a little left over for events and exploring. I joined SL because of the building element, I wouldn't suggest a tool I personally would not use, just as I wouldn't suggest an LSL function that I have no use for.

From: Detect Surface
No. The thread is for HUGE PRIMS

No. The thread is for "mega-prims"; overly large primitives created by a glitch in SL around a year ago, and is for discussion about the fact that LL would like to get rid of them.
What I WANT is to see a solution that lets LL do what they want (which I support) and still allow people to build big-shapes easily (which I also support).

I recognise the problems with big-prims.
I recognise (as a builder) the advantages of allowing people to create big shapes easily.
I also recognise that the prim-limit is there to limit resources available to a person, that LL can more easily charge money for those resources (it costs them money to support them).

This is where my stance comes from, and why I believe my solution is a good alternative.
Sure it requires some work, so would increasing the prim-size limit, because it then means a lot more work is required on keeping the physics engine healthy, and finding other ways to improve performance.
It even has some added benefits, as partial prims can be used to create shapes that mega-prims do not, or are overly complicated for.
For example; to create a large curved piece of metal would require you to get a mega-prim, then cut and hollow it, resulting in the right shape, but with a centre-point that's miles away from your metal-piece. With a partial primitive you could just enter the same cylinder settings but specify only the slice of it that you want. There's likely loads more creative ones than that too.
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