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3D topographic map making script?

Sly Axon
It's a feature.
Join date: 8 Nov 2005
Posts: 23
06-29-2006 23:42
I remember seeing this a while back and I was curious to know if anyone else has either made and/or seen a script that can produce a 3D topographic map of a simulator. If you have either made one or if you know where i can get one, please reply to this thread.
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Jesse Malthus
OMG HAX!
Join date: 21 Apr 2006
Posts: 649
06-30-2006 14:05
It's possible, just quite time consuming
IIRC, one method people used was to rez invisible balls in the sky every sq meter and have them be physical so they dropped and then reported their position to a central system.
This would take coordination, but it seemed to be the most feasable.
Sly Axon
It's a feature.
Join date: 8 Nov 2005
Posts: 23
06-30-2006 14:55
That sounds like a possible idea but we all know what happens when tons of little physical balls drop from the sky over a sim. :P
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Jesse Malthus
OMG HAX!
Join date: 21 Apr 2006
Posts: 649
06-30-2006 15:10
With perms from the sim owner/your neighbors and a properly implemented kill timer, it could work without much hassle.
Zepp Zaftig
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Join date: 20 Mar 2005
Posts: 470
07-01-2006 16:07
Can't you just use llGround?
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Keknehv Psaltery
Hacker
Join date: 11 Apr 2005
Posts: 1,185
07-01-2006 18:24
Yes, llGround is the only way to go for topographic maps. I could easily write a script to get the topology of an area-- the problem is, how do you want it to be displayed?
Jesse Malthus
OMG HAX!
Join date: 21 Apr 2006
Posts: 649
07-01-2006 19:45
AFAIK, llGround is only useful if you want a map where there are no buildings shown.
Sly Axon
It's a feature.
Join date: 8 Nov 2005
Posts: 23
07-01-2006 22:31
From: Keknehv Psaltery
Yes, llGround is the only way to go for topographic maps. I could easily write a script to get the topology of an area-- the problem is, how do you want it to be displayed?


I just really need the general shape of the land. I can add scale buildings my self. I basicly just want a 3D prim topographic map.
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Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
07-01-2006 23:40
llGround and a couple of loops works just fine.

I made one of these a while ago, with 32 (I think) prims per strip, for 32 strips. That worked out to be 1026 prims. That's an averaged out 8m X 8m topographical map. Going up to 4m X 4m makes it 4098 prims... If you've got that sort of primmage available (I only made the 1026 one) I can send you a copy I think (not sure if I deleted it).

The basic principle was simple... I had a 2.56 X 2.56m "base" that actually contained most of the active scripting. That gave me a 100:1 scale obviously. Rez a water prim at the appropriate height, so you can see water in the right places. Scan the strips and rez the (premade) little prims at the appropriate offsets. There's some number crunching, but it's not too bad.

I seem to remember I added something so the tops of the prims changed colours by land owner. I think I used a 6 colour map because it gave me a good enough separation of colours so I didn't get adjacent owners the same colour, although finding really divided up sims where there's a spare 1026 prims in space that lets you rez objects can be rather tricky, so it might not work 100%.
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Nargus Asturias
Registered User
Join date: 16 Sep 2005
Posts: 499
07-01-2006 23:56
Wow. that sound like a useful script.
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Sly Axon
It's a feature.
Join date: 8 Nov 2005
Posts: 23
07-02-2006 00:06
From: Eloise Pasteur
llGround and a couple of loops works just fine.

I made one of these a while ago, with 32 (I think) prims per strip, for 32 strips. That worked out to be 1026 prims. That's an averaged out 8m X 8m topographical map. Going up to 4m X 4m makes it 4098 prims... If you've got that sort of primmage available (I only made the 1026 one) I can send you a copy I think (not sure if I deleted it).

The basic principle was simple... I had a 2.56 X 2.56m "base" that actually contained most of the active scripting. That gave me a 100:1 scale obviously. Rez a water prim at the appropriate height, so you can see water in the right places. Scan the strips and rez the (premade) little prims at the appropriate offsets. There's some number crunching, but it's not too bad.

I seem to remember I added something so the tops of the prims changed colours by land owner. I think I used a 6 colour map because it gave me a good enough separation of colours so I didn't get adjacent owners the same colour, although finding really divided up sims where there's a spare 1026 prims in space that lets you rez objects can be rather tricky, so it might not work 100%.


It's not so much the prim count, it is getting an accurate 25:1 scale. I can TOR the map if need be but for the time being, it will just be rezzed when needed. But if you could send me that script and a general overview of how to use it, I would greatly appreciate it.
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Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
07-02-2006 22:48
yesterday was insane IRL, today will be too. I will try to get it to you though, although it might not be 'til Tuesday pm. If it's not appeared by then, IM me to remind me please?
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Sly Axon
It's a feature.
Join date: 8 Nov 2005
Posts: 23
07-02-2006 23:12
From: Eloise Pasteur
yesterday was insane IRL, today will be too. I will try to get it to you though, although it might not be 'til Tuesday pm. If it's not appeared by then, IM me to remind me please?


Sure thing, thanks!
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