Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Sculpted mega prims

LV426 Slocombe
Registered User
Join date: 9 Mar 2007
Posts: 23
08-05-2007 22:10
Anybody got any linkage to info on how to do sculpted mega prims?
Osprey Therian
I want capslocklock
Join date: 6 Jul 2004
Posts: 5,049
08-05-2007 23:35
I've used a giant sphere for a sculpty. Worked fine.
Infiniview Merit
The 100 Trillionth Cell
Join date: 27 Apr 2006
Posts: 845
08-06-2007 00:17
You do them the same way you do normal prims in terms of implementation.
However you cannot stretch a huge prim, I stopped making them as I was informed
that huge prims in general take up more sim resources and that Huge Sculpted Prims are
especially a hog on sim resources.
Warda Kawabata
Amityville Horror
Join date: 4 Nov 2005
Posts: 1,300
08-06-2007 01:09
The biggest drawback with huge prims is the collision mesh is always treated as a cube. To be fair, this is apparently, from my limited testing, the same for sculpties in general. But that cuboid collision mesh means that for ANY huge prim, the disparity between the collision and the prim you see will get very obvious very fast.

And don't even think of enabling physics on them.
_____________________
:) I rent out land on private islands. Message me in-world for details. :)
Argos Hawks
Eclectically Esoteric
Join date: 24 Jan 2007
Posts: 1,037
08-06-2007 09:41
I don't know about whether they take up extra resources or any of that other stuff, but you can rez any mega prim and change the type to Sculpted on the Edit/Object menu. I think that's the right name of the edit page, I'm not in-world now. Whether it has an impact on sim performance will probably depend a lot on how big it is and what you are doing with it. If you see a change in performance after you make it, you should get rid of it.
Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
08-06-2007 10:03
From: Infiniview Merit
I was informed
that huge prims in general take up more sim resources and that Huge Sculpted Prims are
especially a hog on sim resources.
I've never seen any evidence or Linden statements to support either of these assertions.
_____________________
-Seifert Surface
2G!tGLf 2nLt9cG
Raudf Fox
(ra-ow-th)
Join date: 25 Feb 2005
Posts: 5,119
08-06-2007 10:23
From: Warda Kawabata
The biggest drawback with huge prims is the collision mesh is always treated as a cube. To be fair, this is apparently, from my limited testing, the same for sculpties in general. But that cuboid collision mesh means that for ANY huge prim, the disparity between the collision and the prim you see will get very obvious very fast.

And don't even think of enabling physics on them.


*nods* I found that problem with all of the mega prims beyond the 20X20X.5.

If I remember the FAQ or blog correctly, I think the collision mesh on a sculpt is a half-sphere.. So this begs the question of does the collision mesh change when turned to a sculptie?
_____________________
DiamonX Studios, the place of the Victorian Times series of gowns and dresses - Located at http://slurl.com/secondlife/Fushida/224/176

Want more attachment points for your avatar's wearing pleasure? Then please vote for

https://jira.secondlife.com/browse/VWR-1065?
shiney Sprocket
Registered User
Join date: 24 Jan 2006
Posts: 254
08-06-2007 15:21
From: Seifert Surface
I've never seen any evidence or Linden statements to support either of these assertions.


When physics are on they cause major issues. Other then that they are generally ok.
Kelli May
karmakanic
Join date: 7 Oct 2006
Posts: 1,135
08-06-2007 16:33
I had giant balloons, made from the 32x32x40 megaprim, to 'support' my skybox for a few months. I expect any megaprim can turn into a sculptie, but bear in mind most of them are cuts/dimples of a few basic prims, and turning it into a sculptie will get you the size of the full starting prim. The reason I say 'I expect' is because I never tried rezzing any of the truly huge ones (although a 100x1x1 candlestick looked quite impressive, if a bit out of proportion).

Mine were kept phantom, & high up where they didn't block anyone's view. I didn't get any complaints. YMMV.

As for how you do it - rez megaprim, change the type to sculpted, select scultp texture and you're away :)
Gordon Wendt
404 - User not found
Join date: 10 May 2006
Posts: 1,024
08-06-2007 16:36
From: Warda Kawabata
The biggest drawback with huge prims is the collision mesh is always treated as a cube. To be fair, this is apparently, from my limited testing, the same for sculpties in general. But that cuboid collision mesh means that for ANY huge prim, the disparity between the collision and the prim you see will get very obvious very fast.
And don't even think of enabling physics on them.


Even with regular sized sculpties that's when it's a artistic sculpture or something I just set it to phantom.
_____________________
Twitter: http://www.twitter.com/GWendt
Plurk: http://www.plurk.com/GordonWendt

GW Designs: XStreetSL