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We want new prim capabilities! (Vote 1952)

Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
09-11-2006 09:25
1. An additional prim type...

A "pie slice" prim, that's an up-to-60-degree (PI/3) slice of a cylinder, with the "center" for the purpose of cutting and hollowing being the corner of the tw straight sides.

This would let you build up to 20-meter perfectly round floors and walls, without any prim passing the 10 meter limit.

2. An additional "twist" option...

This would turn the positive and negative "twists" around the Z axis into "bends" of the Z axis in the X or Y direction. This would let you create slightly curved walls that could again be used to create large perfectly-round buildings. It would also, when used with cones, allow people to use bent cones instead of truncated tapered toruses to create many "horn" or "hair" or "curved branch" objects... reducing the load on the rendering and physics engines from the deadly lag prim. It would also let you make permanently and consistently bent flexible prims for hair and clothing.


THe above two options are entered as Vote 1952

3. An additional "flex" option...

An option to have the "force" vector applied locally to the prim rather than globally, so flexy prims in attachments or moving objects would keep a local bend.

4. An additional "light" option...

Angle of effect, allowing a light to be "aimed". The angle could act like PATTERN_ANGLE or PATTERN_ANGLE_CONE in a particle emitter.
Bill Friis
Registered User
Join date: 9 Aug 2006
Posts: 1
10 m Limit
09-11-2006 10:40
New prims which would allow one to work around the 10m limit are a possible idea. Even better would be a larger limit. It seems to me that if you want a 20m round object with few prims, the obvious solution would be a 20m limit on prim size. Of course, I am new to this discussion, so may be going over things that everyone else already knows are impossible.
Andrew MacKay
Hello Avatar!
Join date: 24 Jun 2006
Posts: 11
09-11-2006 10:52
This is a great idea, I'd like to further add the ability to create holes in more prim types, have multiple numbers of holes and be able to move where the hole is placed like textures.

Think about the times you've been building your prim-dream house with those rounded towers on to find you practically have to use your land prim limit to be able to stick in a window into the towers the way you want.
Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
09-11-2006 11:10
You can make a disc that's at most about 19m in diameter (and very thin) using a tube. Set the twist to 90 and 90.

I realized the other day that torus (and tube and ring) prims can only spiral in one direction through the use of the "revolutions" box. You can get a clockwise spiral, but not a counter-clockwise spiral. I tried messing with the other settings, but I couldn't find a way to reverse the spiral. A method to do that (negative revolutions?) would be nifty.
Llauren Mandelbrot
Twenty-Four Weeks Old.
Join date: 26 Apr 2006
Posts: 665
Reverse Spiral?
09-11-2006 11:54
From: Lex Neva
I realized the other day that torus (and tube and ring) prims can only spiral in one direction through the use of the "revolutions" box. You can get a clockwise spiral, but not a counter-clockwise spiral. I tried messing with the other settings, but I couldn't find a way to reverse the spiral. A method to do that (negative revolutions?) would be nifty.
I`m pretty sure that i`ve done it at least once, by making one of the OTHER parameters negative, the one that controls how far the vertical offset of the "ends" is. Unfortunately, this brought on other problems with the prim for what I wanted to use it for.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
09-11-2006 12:06
From: Bill Friis
New prims which would allow one to work around the 10m limit are a possible idea. Even better would be a larger limit. It seems to me that if you want a 20m round object with few prims, the obvious solution would be a 20m limit on prim size. Of course, I am new to this discussion, so may be going over things that everyone else already knows are impossible.
Indeed. There are good reasons for the limit on prim size. Increasing it would increase the amount of communication that sims have to do with each other to make sure that large prims that overlap sim boundaries are accounted for. This would make sim handoff problems... like the way you find yourself sinking into the ground when you walk from one sim to another... even worse.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
09-11-2006 12:10
From: Lex Neva
You can make a disc that's at most about 19m in diameter (and very thin) using a tube. Set the twist to 90 and 90.
Yes, or a torus. And you can make a 14m x10m flat prim like the ones making up the road 700m above the SW corner of Noonkkot. But these prims all misbehave, one way or another, particularly near sim boundaries.

My second proposal would allow you to make a counterclockwise or clockwise flat spiral from a ring or torus.
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
09-11-2006 14:05
From: Argent Stonecutter
Indeed. There are good reasons for the limit on prim size. Increasing it would increase the amount of communication that sims have to do with each other to make sure that large prims that overlap sim boundaries are accounted for. This would make sim handoff problems... like the way you find yourself sinking into the ground when you walk from one sim to another... even worse.

Not to mention all the work put into occlusion culling would be thrown out the window when the safe culling distance has to become 30m at which point the stuff removed is unlikely to be worth the work at all since an even bigger area (9 times for a 3-fold increase) needs to be blocked before it gets removed, meaning many areas wouldn't be.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
09-11-2006 16:09
From: Haravikk Mistral
Not to mention all the work put into occlusion culling would be thrown out the window when the safe culling distance has to become 30m at which point the stuff removed is unlikely to be worth the work at all since an even bigger area (9 times for a 3-fold increase) needs to be blocked before it gets removed, meaning many areas wouldn't be.
Oooh, that's a great point and one I hadn't thought of.
Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
09-12-2006 04:43
From: Lex Neva

I realized the other day that torus (and tube and ring) prims can only spiral in one direction through the use of the "revolutions" box. You can get a clockwise spiral, but not a counter-clockwise spiral. I tried messing with the other settings, but I couldn't find a way to reverse the spiral. A method to do that (negative revolutions?) would be nifty.


make your skew negative first then change your revolutions.
Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
09-12-2006 10:22
From: Gearsawe Stonecutter
make your skew negative first then change your revolutions.


Aha! Thanks, I'll try that.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
01-06-2007 09:55
Bumping thread as mentioned in the lo-rez thread. If something like options 3 and 4 have votes up, link them here.
TigroSpottystripes Katsu
Join date: 24 Jun 2006
Posts: 556
01-12-2007 15:22
if I had a vote avaiable I woudl vote for this
Vuldalack Newall
Registered User
Join date: 8 Dec 2006
Posts: 10
01-15-2007 15:48
What about body parts?

Why the 3 basic shapes to compose a body (Upper, Lower and Head) aren't avaliable in prim types?

It would help any Clothe, Skin, Hair, Animation or any other designer.

I dont know if it was proposed before, but i think it is a simple thing to be done.

If someone know something about it, pls let me know.

Anyway i just vote, and agree with the considerations

Hugs
Scalar Tardis
SL Scientist/Engineer
Join date: 5 Nov 2005
Posts: 249
01-16-2007 02:22
Another simple but powerful prim type:

- Extrude/Revolve. Lay out connected 2D points on a flat drawing sheet, and revolve them around an axis to make one-piece fancy table lamps, glasses, bowls, cups, light fixtures, door knobs, etc.

Actually a slider could choose from an "inside curvature" (flat outside, detail inside) to flat extruson, to an "outside curvature" (flat inside, detail outside). So you could do an extruded object and a revolved object all in a single slider control.

To keep data usage down, restrict it to have no more data entry choices than your typical torus.

Position: X, Y, Z
Size: U, V, W
Rotation: a, b, c, d
Cut begin: 0.0 - 1.0 Cut end: 0.0 - 1.0
Curvature around Z: -10 to +10 (0 is flat extrusion)
Hollow: 0-100 Skew: -1.0 to 1.0
2D Profile Points: (-5m to + 5m)
x1,y1
x2,y2
x3,y3
x4,y4
x5,y5
x6,y6
Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
01-16-2007 06:54
As a general principle it would be nice to alter the size limits so that only the non-cut-away part of a prim needs to be max 10m by 10m, instead of the empty space where the cutaway section used to be counting towards the maximum size. After all there is no way anything could collide with the cutaway section of a prim :)
Thygrrr Talaj
Registered User
Join date: 2 Jan 2007
Posts: 46
01-16-2007 08:18
From: Lex Neva
You can make a disc that's at most about 19m in diameter (and very thin) using a tube. Set the twist to 90 and 90.

I realized the other day that torus (and tube and ring) prims can only spiral in one direction through the use of the "revolutions" box. You can get a clockwise spiral, but not a counter-clockwise spiral. I tried messing with the other settings, but I couldn't find a way to reverse the spiral. A method to do that (negative revolutions?) would be nifty.


I have clockwise and counterclockwise Spiral prims in my home (though only 1/2 to 3/4 circles - I think increasing revolutions will work fine, though, didn't need to tweak that as much).

Come to Otter Valley, and travel south from the teleport hub to take a look. It's the big white house on the hill with the construction signs around. If Jar or myself are around, you can ask for the parameters on the prims, otherwise, just see to believe :)

It also makes use of two oversize prims (for the Salon part with the bar & the Sunroof).



What's missing for me in Prims is actually a "Plane Cut" and "Plane Offset" option that allows you to intersect the prim with an arbitrary plane. And a means to glom Prims together face-to-face and reducing T-junctions (the little gaps you get DESPITE it all mathematically matching up just fine).

Oh yeah, and can you say "Constructive Solid Geometry". I'm pretty sure that's what's the next step in Prim evolution for SL, and I'm sure it'll come one day. And boy will it rock the world. It's not a feature I'd request because it's what inevitably has to happen for SL sooner or later. :)
TigroSpottystripes Katsu
Join date: 24 Jun 2006
Posts: 556
01-16-2007 10:01
From: Yumi Murakami
As a general principle it would be nice to alter the size limits so that only the non-cut-away part of a prim needs to be max 10m by 10m, instead of the empty space where the cutaway section used to be counting towards the maximum size. After all there is no way anything could collide with the cutaway section of a prim :)


that coudl result on tortured prims with more than 10 meters in at least one dimension becomming invalid, either borderline ilegal rarities like the mega-prims or worse, they might be snapped back to dimensions where they would be 10 meters or less...
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
01-16-2007 21:41
From: Scalar Tardis
Extrude/Revolve. Lay out connected 2D points on a flat drawing sheet, and revolve them around an axis to make one-piece fancy table lamps, glasses, bowls, cups, light fixtures, door knobs, etc.
All prims are created this way already.
Cortex Draper
Registered User
Join date: 23 Aug 2005
Posts: 406
01-18-2007 06:50
A SPRITE prim or option for prims would be very useful.

This would make one face of the prim always point towards all viewers making it a 2-dimensional object
You can achieve something similar using a long lasting particle, but a prim is much more versitile than a particle as for example you could use animations and all the texture options.
TigroSpottystripes Katsu
Join date: 24 Jun 2006
Posts: 556
01-18-2007 14:33
From: Argent Stonecutter
All prims are created this way already.

how so?
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
01-21-2007 11:49
All prims are implemented by extruding a closed curve along a path. Play with the prim parameters for a while and you'll see whet I mean.
Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
01-21-2007 20:35
From: Argent Stonecutter
All prims are implemented by extruding a closed curve along a path. Play with the prim parameters for a while and you'll see whet I mean.


Yea, it took me far too long to work out that a Torus is a cylinder spun in a circle, a Tube is a Box spun in a circle and a Ring is a Prism spun in a circle. :)
Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
01-22-2007 08:28
/me thinks there are too many sharp edges in SL.. A way to round one edge of a cube would be great.