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Monkey Edge
Registered User
Join date: 23 Apr 2005
Posts: 69
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06-10-2006 15:16
well im wanting to make an object that well display the height of objects in an area, so it would be on a grid and then shaw me a scale model map, so it would be like a 1/10 model or something(probably 1/100 cause it has to be small) and also it would display avatars
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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06-10-2006 16:51
Good luck
![]() Sensors can't detect fine detail; in order to prevent easy copying, you can really only know where an object is and how much space it takes up. If you're willing to settle for a bounding-box only solution, I guess its feasable. (Another possibility, though far-fetched, would be to put a script in all the objects you want to miniturize) Avatar details are also out of LSL's domain. Other then a rough height estimate and the UUID of current running animations, we can't get at anything about how an avatar actually looks. ==Chris |
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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06-11-2006 05:03
Another problem with building a map of a sim, it takes alot of prims. And they usualy don't look very good either.
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ed44 Gupte
Explorer (Retired)
Join date: 7 Oct 2005
Posts: 638
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06-11-2006 05:32
Hi Guys
This would be so easy to do when Eddy Stryker and his boys/girls produce a client with which we can manipulate that display data, at least in the area our av is in! Ed |
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Kokiri Saarinen
Quoted for truth
Join date: 7 Jan 2006
Posts: 44
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06-12-2006 03:34
This has actually already been done, but the system for it can get rather complex. A 'scan' actually consists of rezzing small invisible balls that fly to each 1m grid spot on the sim and 'drops,' recording the height it lands and sending that data to the central HUB. The end result is a 1m fine topographical model of your sim, easily displayed visually by having several (over a thousand) recatangles aranged in a grid that change height according to the data for that pixel of resolution. Putting onto this a second standard sensor for avatars, the results are amazing.
-Kokiri |
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Trent Hedges
TrentCycle & GRAPHICA
Join date: 4 Sep 2003
Posts: 198
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06-12-2006 07:38
This sounds very cool - I'd love to see this running somewhere, though I am sure it's evil to the sim its run on. I sitll like the sound of it
Can you point us to anywhere that has an implementation?This has actually already been done, but the system for it can get rather complex. A 'scan' actually consists of rezzing small invisible balls that fly to each 1m grid spot on the sim and 'drops,' recording the height it lands and sending that data to the central HUB. The end result is a 1m fine topographical model of your sim, easily displayed visually by having several (over a thousand) recatangles aranged in a grid that change height according to the data for that pixel of resolution. Putting onto this a second standard sensor for avatars, the results are amazing. -Kokiri _____________________
TrentCycle - Own the Legend. TrentCycle Callisto
TrentVend - Callisto GRAPHICA Magazine - Designer and Editor www.slgraphica.com |
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Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
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06-12-2006 08:44
This has actually already been done, but the system for it can get rather complex. A 'scan' actually consists of rezzing small invisible balls that fly to each 1m grid spot on the sim and 'drops,' recording the height it lands and sending that data to the central HUB. The end result is a 1m fine topographical model of your sim, easily displayed visually by having several (over a thousand) recatangles aranged in a grid that change height according to the data for that pixel of resolution. Putting onto this a second standard sensor for avatars, the results are amazing. -Kokiri Unless you really need to pick up prim structures, llGround with an offset seems so much easier. _____________________
I am myself indifferent honest; but yet I could accuse me of such things that it were better my mother had not borne me: I am very proud, revengeful, ambitious, with more offenses at my beck than I have thoughts to put them in, imagination to give them shape, or time to act them in. What should such fellows as I do crawling between earth and heaven? We are arrant knaves, all; believe none of us.
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Eddy Stryker
libsecondlife Developer
Join date: 6 Jun 2004
Posts: 353
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06-12-2006 09:27
Hi Guys This would be so easy to do when Eddy Stryker and his boys/girls produce a client with which we can manipulate that display data, at least in the area our av is in! Ed Actually, it will be incredibly difficult, at least from where we are standing right now. In LSL you have features like llGround to scan for information, no such luck in the client. The client receives chunks of the sim terrain at a time, which appear to be sent over the transport protocol. So we'd first need to reverse the transport protocol, and the chunks appear to be in a mesh format, so you'd have to get in to all of the gritty 3D engine math to build a terrain height map. And as far as object height everywhere, it would require getting object information for all the objects in a sim which is doable, and then parsing their position and dimensions which is a little more difficult. Doable, but someone would need to work on it. |
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Monkey Edge
Registered User
Join date: 23 Apr 2005
Posts: 69
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06-12-2006 11:15
wouldnt that topgrapical map with the thousands of rectangles olny work on the region areas?(i forgot the prim limit on areas)
and there is no way to get an objects height so that it would rez a rectangle a scale model in size, and the avatar detection really doesnt have to be the size of the avatars, just the location, this is getting really complicated _____________________
What do today what you can put off till tommorrow
But....... What is today but yesterday's tommorrow |
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Kokiri Saarinen
Quoted for truth
Join date: 7 Jan 2006
Posts: 44
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06-12-2006 19:18
wouldnt that topgrapical map with the thousands of rectangles olny work on the region areas?(i forgot the prim limit on areas) and there is no way to get an objects height so that it would rez a rectangle a scale model in size, and the avatar detection really doesnt have to be the size of the avatars, just the location, this is getting really complicated It has no real limitations, as long as your in an area with scripting and rezzing enabled, you could rez and send objects to just about anywhere in SL, including passing sim boundries. A sim at a time seems the largest you would want to implement, already having thousands of prims at a 1m resolution. And yes, llGround would be much easier, but it would only build a map of the actual ground in the area, and would be uneffected by the presence of buildings, which was part of the project. Another thing to point out is that it is truly a topographical map and only allows you to detect the height at any grid point in the sim, so a lot of other detail is lost. Finally, there was a smaller implementation at our old land, but it was taken down due to prim contstraints. The coding for it is actually very simple. If your still interested, Ill try to find the time to put it up here as OS. -Kokiri |
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Monkey Edge
Registered User
Join date: 23 Apr 2005
Posts: 69
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06-13-2006 10:54
i tought that sims had prim limits so if you are gonna spawn thousands of rectangles wouldnt that surpass the limit?
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What do today what you can put off till tommorrow
But....... What is today but yesterday's tommorrow |
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Kokiri Saarinen
Quoted for truth
Join date: 7 Jan 2006
Posts: 44
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06-13-2006 14:02
Not if they are temp on rez, they would not count towards the prim limit. The only concern would be rezzing them too fast and crashing the sim.
-Kokiri |
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Monkey Edge
Registered User
Join date: 23 Apr 2005
Posts: 69
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06-13-2006 16:24
crashing sims is fun tough
![]() so if an object is temp on rez it doesnt count? _____________________
What do today what you can put off till tommorrow
But....... What is today but yesterday's tommorrow |
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Keknehv Psaltery
Hacker
Join date: 11 Apr 2005
Posts: 1,185
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06-13-2006 16:35
crashing sims is fun tough ![]() so if an object is temp on rez it doesnt count? Fun tough? Not tough, in my experience. Yes, temp on rez objects don't count toward prim limits. _____________________
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Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
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06-13-2006 16:39
crashing sims is fun tough ![]() so if an object is temp on rez it doesnt count? Nope, but it unrezzes after a minute. And you can't crash sims as easily by rezzing a hundred objects. There's an anti-grey goo wall now. |
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Monkey Edge
Registered User
Join date: 23 Apr 2005
Posts: 69
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06-13-2006 18:16
i can still crash em
![]() well thanks for the help guys _____________________
What do today what you can put off till tommorrow
But....... What is today but yesterday's tommorrow |
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Alondria LeFay
Registered User
Join date: 2 May 2003
Posts: 725
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06-13-2006 18:32
I have a thing that will "draw" a sim via particles, although it is a little scetchy - still neat for sims with nice topography like Kissling.
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Monkey Edge
Registered User
Join date: 23 Apr 2005
Posts: 69
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06-13-2006 18:47
can you send my a modifiable copy of it?
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What do today what you can put off till tommorrow
But....... What is today but yesterday's tommorrow |
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Monkey Edge
Registered User
Join date: 23 Apr 2005
Posts: 69
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06-15-2006 14:00
i got the copy but its no mod no nothing, i cant do anythign except try to figure it out and no matter how many times i touch it nothign happens
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What do today what you can put off till tommorrow
But....... What is today but yesterday's tommorrow |
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Monkey Edge
Registered User
Join date: 23 Apr 2005
Posts: 69
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06-15-2006 14:00
i got the copy but its no mod no nothing, i cant do anythign except try to figure it out and no matter how many times i touch it nothign happens
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What do today what you can put off till tommorrow
But....... What is today but yesterday's tommorrow |
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Sean Martin
Yesnomaybe.
Join date: 13 Sep 2005
Posts: 584
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06-16-2006 22:55
If your not in a hurry you could have a single prim go to the sim edge, offset to 1m x 1m, drop to the ground. Record data in a notecard.
Move 1m, record data, move another meter, record, etc. Until it reaches the other side. Then it moves across by 1 meter and goes in reverse. It would continue to do so until it reaches the opposite corner of the sim. You can also set its detail by how far it moves between each recording. _____________________
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Monkey Edge
Registered User
Join date: 23 Apr 2005
Posts: 69
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06-17-2006 10:10
but then how would i be able to see it?
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What do today what you can put off till tommorrow
But....... What is today but yesterday's tommorrow |
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ed44 Gupte
Explorer (Retired)
Join date: 7 Oct 2005
Posts: 638
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06-17-2006 21:25
You really need that prim to rez another prim which reports back in case of "no script" zone probs. The first prim only moves if the second prim reports that all is well.
There is a difficulty in determining the top - non physical prims tend to fall through other not physical prims without any resistance, while a physical prim may travel sideways as well as downward. You could send a physical toroid down around a non-physical stick, but it might need to be a very very long stick to guide it all the way to ground level. I would so love to see that in action! |