Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Altitude Build Limits

Cloud Bracken
Diversity is GOOD
Join date: 14 Feb 2007
Posts: 48
07-19-2007 03:27
Per a Linden post of 10-13-2006, "the build limit is 768 meters. Above that physical collisions don't have the same resolution or correctness." Is this currently the case?

Source: /139/1d/142932/1.html

It appears that my mainland neighbors have built motel rooms at every 100 meters of altitude up to that; tho the sim is low traffic, the visual impact is fairly strong. :) Please don't say "buy on a private island"; I just need the technical information or advice.
John Horner
Registered User
Join date: 27 Jun 2006
Posts: 626
07-19-2007 03:41
If it is on the mainland and in their own (owned) airspace there is nothing you can do unless Linden Labs TOS are being breeched in some other way.

Good (or bad) design and looks in isolation are not normally a breech of the TOS, with the possible exception of scripts in my own opinion
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
07-19-2007 03:46
Technically, yes, you cannot "build" above 768m. One can fly vehicles above that of course, so it's not a total void up there. One can stack builds above that, too, but you just can't set the position of anything higher than that (so, in such a build, anything you touch with the editor immediately sinks to the 768m orbit).

As for accuracy of collisions--that's not the only thing that lacks precision at that altitude. Prim drift starts to be a more noticeable problem, and just in general, rounding errors are a bit more pronounced. A similar effect obtains at the 255, 255 corner of a sim, in contrast with the 0,0 corner.

No idea if that answers the question, though.
Cloud Bracken
Diversity is GOOD
Join date: 14 Feb 2007
Posts: 48
07-19-2007 03:49
From: Qie Niangao
Technically, yes, you cannot "build" above 768m. One can fly vehicles above that of course, so it's not a total void up there. One can stack builds above that, too, but you just can't set the position of anything higher than that (so, in such a build, anything you touch with the editor immediately sinks to the 768m orbit).

As for accuracy of collisions--that's not the only thing that lacks precision at that altitude. Prim drift starts to be a more noticeable problem, and just in general, rounding errors are a bit more pronounced. A similar effect obtains at the 255, 255 corner of a sim, in contrast with the 0,0 corner.

No idea if that answers the question, though.


It does, thank you.
Cloud Bracken
Diversity is GOOD
Join date: 14 Feb 2007
Posts: 48
07-19-2007 03:53
From: John Horner
If it is on the mainland and in their own (owned) airspace there is nothing you can do unless Linden Labs TOS are being breeched in some other way.

Good (or bad) design and looks in isolation are not normally a breech of the TOS, with the possible exception of scripts in my own opinion


Yes, I am extremely aware there is nothing I can do about it; I don't want to, really, I consider diversity of style and taste a good thing; I've no desire to be fashion police :)

Just speculating about alternatives which might give me relief from a low grade irritation, other than no windows at all.
FD Spark
Prim & Texture Doodler
Join date: 30 Oct 2006
Posts: 4,697
07-19-2007 03:57
You could reduce your Draw Distance so you can't see the buildings or less of them.