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Ingame modeler suggestions

Fizzl Dragonfly
Junior Member
Join date: 15 Aug 2004
Posts: 2
08-18-2004 04:21
Hello. I'm just a few days old in Secondlife.
First of all, I have to say I immensely enjoy this The-Ultimate-Geek -Toy.

I love 3D modelling, graphics, making music and coding in first life too. Second life will probably give me an audience :)

Anyway, to the point.
I found a few features I'd like to see some day:

Scripting:
llGetLandFlagsAt
- This would give you a binary flag mask in some form telling if the editing, creating and so on are allowed somewhere. If it's for sale, and so on.
(easy?)

Interrupts. It may be just because I'm new to the idea of LSL, but I'd like to have some immediate control over some script which is running. Ie. you could give some event "interrupt" flag and it would jump out of whatever context it was doing at the time, execute the event and and return to the previous context. This would ofcourse complicate the stack and require hefty rewriting so I'm not holding my breath :) As I said, I'm not yet very familiar with LSL so just ignore this suggestion if it seems completelly gibberish. :rolleyes:
(Hard)

Modelling:
Boolean operations on primitives:
Examples:
- Intersect two primitives and execute substract A from B. Result would be B with shape of A cut out of it.
- Intersect two primitives and execute "intersection" on A and B. Result would be only the intersecting part of the primitives.
No real modification or collapse to new primitive, but this would be done on the fly so only extra info in object stream would be the boolen operation flags and on which objects to do it on.
(Hard)

Mirroring:
Something to tools menu to flip an object around over one ore more axis' (sp?) of itself.
(easy)

Parameter copy:
Select object(s), tell how many to copy and give values per step to how to. transform, translate and rotate
example: You want to have a formation of boxes, spiraling from in to out, each box tilted a bit more than the previous and being a bit larger than the previous. With this you could make the formation with one command once you have calculated the values you need.
It would also be neat to be able to select if you want to use global coordinates, original prims local goordinates or previous copys local coordinates to calculate the next parameters.
(Hard)

That's all I have thought for now. Actually there's a lot more, but I try to keep the ideas atleast theoretically possible in the world.

EDIT: Changed the title afterwards as I noticed I rambled more than I thought I would :)
Wraith Jensen
I can walk thru walls....
Join date: 8 Aug 2004
Posts: 130
08-18-2004 17:03
I was going to suggest CSG myself (also known as boolean objects)

It would be very nice to be able to "cut" other objects with a prim. The cut face coulld be textured with the texture on the "cutting" prim.
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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
08-22-2004 03:41
Please read the online LSL manual or the LSL Wiki. We already have an event system that works like interrupts. The constraint on that is that events don't fire during a llSleep(). This can be overcome to a certain extent by taking advantage of the multiple-concurrent-scripts-per-object capabilities we get, if it presents a problem at all.

I support everything else you suggested, but don't expect subtractive operations anytime soon. This has been covered in previous threads.
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
08-22-2004 20:32
I support this but agree that i won't happen any time soon. The only question is how the physics engine would handle this, if at all. I don't know if havok 2 can directly.
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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
08-24-2004 05:40
The physics engine has to handle any prim that is not phantom, in whatever shape it holds.
Kensuke Leviathan
Wandering fox
Join date: 11 Dec 2002
Posts: 127
08-24-2004 10:45
Mirroring and parameter copy would be nice...Booleaning will not be happening in this version of SL, it's one of those things that requires a prim system overhaul to work, the current booleans you see(holes in cylinders and boxes, etc) are all built in and calculated into the prim mesh..now do that with an impossibly large number of positions with all the prims...and thats what you'd have to do to get it work in SL at the momment...not to mention increase lag and all that garbage..., asking for booleaning is nothing new we've been asking since 0.2.0...
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