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MegaPrim size

SuezanneC Baskerville
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Join date: 22 Dec 2003
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01-24-2010 19:35
Would it be a good idea for the build editor to not allow you to change the size of a megaprim, since doing so ruins it?
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Imnotgoing Sideways
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Join date: 17 Nov 2007
Posts: 4,694
01-24-2010 19:50
I think it would be a better idea to simply lift the limitations on prim sizing and kill the name "Megaprims". (^_^)

... Or at least re-define "Megaprim" to mean a prim that uses more than 1/2 of a sim's X-Y space. (^_^)

... Or even larger, who knows? (^_^)y
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
01-24-2010 19:51
That would be a tacit approval of Megaprims existing at all, which the Lab seems unwilling to do. I would rather see them allow a reasonably larger max prim size, like up to 50 M or 100 M in any dimension. With Havok 4, it should accept that.
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Ceka Cianci
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Join date: 31 Jul 2006
Posts: 4,489
01-24-2010 20:18
the way i see it is people would use less prims..
i think part of the reason for them not wanting to expand the tools..less prim usage would affect the need to buy more land for more prims..


i would love it if we could adjust the ones we have now..that would be great :D
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Desmond Shang
Guvnah of Caledon
Join date: 14 Mar 2005
Posts: 5,250
01-24-2010 21:06
Limiting factor on megaprims, is mainland rules enforcement.

At least, that was it the last time I discussed it with Andrew.

The idea is to have some sort of intelligent "return of prims overlapping your parcel" function. Which would have to not necessarily apply to estates, as much of our critical infrastructure 'overlaps' resident parcels.

Once that's done, we can pretty much manage megaprims ourselves, or so the theory goes.

Of course, megaprims have been around, and used upon private estates since late 2006 ~ we are 36 months into using them without any serious problems.

That's not to say there aren't serious problems to be had. There are some deeply serious, rather obscure issues, but I am not stupid enough to explain them to anyone who might use them to harm others. The Linden Research technical people involved are well aware of these; it's part of the reason why we don't have direct packet injection these days, I'm sure.
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Pete Olihenge
Registered User
Join date: 9 Nov 2009
Posts: 315
01-24-2010 21:07
You can scale a megaprim, as long as the result is less than 10 x 10 x 10. I think this is only useful for making a scale display model of a megaprim build.
Pussycat Catnap
Sex Kitten
Join date: 15 Jun 2009
Posts: 1,131
01-24-2010 21:38
I wouldn't mind a removal on the size limit of prims, or a jump to 100, if it came with the caveat that you if you push part of a prim into land you are not owner/group authorized on, the auto return (and manual return) there will return it, even if you overlap by only 0.01m.

- kill 2 birds that way. Allow larger prims, and prevent pushing prims in by having a linked prim on another plot.
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Pandorah Ashdene
Registered User
Join date: 13 Oct 2008
Posts: 149
01-25-2010 01:29
From: Pussycat Catnap
... if it came with the caveat that you if you push part of a prim into land you are not owner/group authorized on, the auto return (and manual return) there will return it, even if you overlap by only 0.01m. ...

This would be a totaly different implementation to what it is now.

At the moment the centre of the prim has to stay on 'your' parcel, so the max outreach is 4.999m (orthogonal - diagonal it's a little more). For linked prims it is the root prim's centre that has to stay or your parcel (- the approach the Lindens for example used for their new Lindenhomes to give the parcels all the available prims despite the fact that there is a house on it; the root prim of the house is on 'public' Linden land.)

I think it would be quite an effort to change the 'centre approach', since that seems to be deep deep down in the core of the land/prim interaction/registration, and hold it therefore to be very unlikely.
Jenshae Werefox
T-ease
Join date: 3 Mar 2009
Posts: 376
01-25-2010 04:37
If the difference between the border and the position of the prim is less than half of the size of the prim then return it.

That can be coded fairly easily.
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Raudf Fox
(ra-ow-th)
Join date: 25 Feb 2005
Posts: 5,119
01-25-2010 04:49
I don't know enough about coding to say whether something is easily coded or not.. but I know enough about LL to say that we wouldn't likely see this implemented until we see a Grid 2.0.

Even if we were to see it before then, I'd hope to heck they'd test it so extensively that there is next to no bugs before they release something like it to the main grid. I'd rather not have all my group owned and privately owned prims returned from my parcel because of a glitch.
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Kara Spengler
Pink Cat
Join date: 11 Jun 2007
Posts: 1,227
01-25-2010 05:58
From: Ceka Cianci
the way i see it is people would use less prims..
i think part of the reason for them not wanting to expand the tools..less prim usage would affect the need to buy more land for more prims..


But, but, people do not buy more land for prims, they buy more land for space. The Lindens keep saying it over and over again so it must be so! Right? :)
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Kara Spengler
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Join date: 11 Jun 2007
Posts: 1,227
01-25-2010 06:02
From: Pussycat Catnap
I wouldn't mind a removal on the size limit of prims, or a jump to 100, if it came with the caveat that you if you push part of a prim into land you are not owner/group authorized on, the auto return (and manual return) there will return it, even if you overlap by only 0.01m.

- kill 2 birds that way. Allow larger prims, and prevent pushing prims in by having a linked prim on another plot.


Of course, how would that affect builds between 2 or more neighbors? Typically you have prims overlapping the plots, but a prim can only have 1 owner and 1 group.
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Kara Spengler
Pink Cat
Join date: 11 Jun 2007
Posts: 1,227
01-25-2010 06:06
From: Jenshae Werefox
If the difference between the border and the position of the prim is less than half of the size of the prim then return it.

That can be coded fairly easily.


Assuming that can be coded easily, it would be a support nightmare. Turn on show transparent sometime and walk around. You will see a lot of trees that are phantom and have some of the alpha bits of the prim the leaves are on not on the main plot .... but nobody fusses at a transparent alpha over the road (in fact, a lot of owners do not see it as a violation even if they know about it). Now return all of them and watch the chaos gridwide.
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Marianne Little
A hopeless fool
Join date: 14 Aug 2007
Posts: 645
01-25-2010 06:29
I wish they would allow mod on builds with megaprims. I often need to move a wall, or unlink and remove it.

Most builds I know of is copy/no transfer, so if I forget and try to resize, I just rez a new copy...
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
01-25-2010 13:17
From: Jenshae Werefox
If the difference between the border and the position of the prim is less than half of the size of the prim then return it.

That can be coded fairly easily.

that's something you definitely don't want to automate... and your calculation doesn't include cut/hollowed/skewed/sculpted prims... or the fact that builds that cross sim borders need to overlap.

a start would be checking if the collision plane is on your land, but that may have trouble with hollows, sculpts and phantom items.

but back to the OP, you can just as easily hang a 10m prim (or object link set) over your borders as you can a mega, so waiting till you can return them is more than a little dubious as a reason for not allowing higher limits.
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Imnotgoing Sideways
Can't outlaw cute! =^-^=
Join date: 17 Nov 2007
Posts: 4,694
01-25-2010 13:59
From: Jenshae Werefox
If the difference between the border and the position of the prim is less than half of the size of the prim then return it.

That can be coded fairly easily.
Don't forget cut-path items where center of the prim can be millimeters away from the parcel line and the effective border at practically 50%. (^_^)y
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