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Building a pool, need help |
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Kyle Zuidde
Registered User
Join date: 13 Dec 2009
Posts: 6
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01-23-2010 09:02
Hey... i'm building a really cool pool and it looks great and everything but when i link everything together the water becomes physical... how can i fix that?
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Melita Magic
On my own terms.
![]() Join date: 5 Jun 2008
Posts: 2,253
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01-23-2010 09:05
You can't link phantom parts, (I don't think.)
So if you need to transport it - go ahead and make it physical and link it. Put it in place on your land. Edit linked parts. Make the water phantom. Voila. (You might also be able to do a loose link i.e. just hold down shift key, click on everything but don't link it. Just pick it up while in edit mode.) _____________________
"Every time you help a newbie, an angel gets its wings." - from some movie or other...
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Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
![]() Join date: 22 Jun 2006
Posts: 2,715
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01-23-2010 09:06
Either don't link the water or you can set it to flexi and then link it.
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Pussycat Catnap
Sex Kitten
![]() Join date: 15 Jun 2009
Posts: 1,131
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01-23-2010 09:31
I took an NCI class on building with water effects a while back.
When we put together a fountain, we didn't link the water. Rather, we linked everything else, and put a script into the main prim that would rez the water when the fountain rezzes, and then disable itself. If you look at how many fountains and tubs and saunas are built in SL, the better ones do that. _____________________
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Claireschen Hesten
Registered User
Join date: 24 May 2008
Posts: 2
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01-23-2010 10:12
what i learnt when i built my pool is not to link the water to the main construction as the physical water will turn the whole pool physical no matter which way you link the water to the pool if your boxing it to sell you can include the water separately to the pool so the recipient can manually put the water in or link the pool and water so it shows as a coalesced item in inventory and then it rezzes as you want it to
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Ceera Murakami
Texture Artist / Builder
![]() Join date: 9 Sep 2005
Posts: 7,750
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01-23-2010 10:33
Actually I should hope that in NONE of the above cases is the water or any other part of the pool becoming "Physical". Rather, it is being "Non-Phantom".
"Physical" means it is affected by the physics calculations. You can knock it over, it falls if unsupported, etc.. Very few prims in SL need to actually be Physical. Normal prims, with neither Physical or Phantom checked, are still solid to the avatar's 'touch', and can be stood upon. But they are NOT calculated for gravity, wind and other physical effects. Phantom prims don't collide, and neither do flexi prims, which means you can walk through them. Another twist is that a prim with the volume-detect property is also a non-colliding, essenially Phantom prim. So, three ways to do water for a pool: 1: Don't link the water. Make the pool able to rez the water after the pool is rezzed or moved. The water itself is a separate, all-phantom object. 2: Fake it with Flexi. Make the water prims flexi, very stiff, and generally unaffected by external forces. Then you can link these flrxi prims to your pool. The success of this is limited, but it generally works for small pools. 3: Put a volume detect script into the prims to be linked, and disable the script after rez. There's a thread in the forums that describes that trick, and the way to write the script. /8/27/342887/2.html#post2634090 Add this script to the prims that you want to act as Phantom, then link them to your build AFTER they have the script in them. They will remain acting as Phantom, even though lnked, and the effect survives being rezzed, moved, script resets, etc.. default { state_entry() { llVolumeDetect(TRUE); // this makes the prim "phantom like" string me = llGetScriptName(); // here i retrieve this script's name llSetScriptState(me, FALSE); // and here i disable the script } } Gaia Clary came up with this solution in that thread, and it works brilliantly. _____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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