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High Prim Physics vehicles

Kayin Zugzwang
A Superior Grouch
Join date: 7 Jun 2004
Posts: 269
07-12-2004 18:55
I've seen vehicles that have drastically blown over the prim limit for a physics object (notably a lot of everything from Abbotts Aeroderymnwhateverhtehell). How was this achieved?
Hank Ramos
Lifetime Scripter
Join date: 15 Nov 2003
Posts: 2,328
07-12-2004 19:40
Those "over 32 prim physical vehicles" were created in a previous release of SL, where there was a bug that was exploited which allowed these vehicles to be created.

You cannot make newer vehicles with more than 31 prims (you as the pilot are counted as 1 prim) anymore.
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Kayin Zugzwang
A Superior Grouch
Join date: 7 Jun 2004
Posts: 269
07-12-2004 20:21
Bah, that sucks to know that I'll never be ablr to make models as nice as those.
Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
07-12-2004 21:16
The Lindens have stated that the limit will be raised when it's technologically feasible to do so.

Currently, they're working on finishing up the integration of Havok 2.x, the physics engine SL uses. When that is complete, there may be a performance bonus, though likely not. However, after that time, it may be possible for them to work on other solutions for increasing the prim count, by allowing us to link phantom and solid objects together, with only solid objects counting against the physics limit. Such a model could even allow the Lindens to lower the existing limit.

So will you "never be able to make models as nice as those"? Not necessarily. You just won't be able to do it anytime soon.
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Pedro Pendragon
Registered User
Join date: 15 Jan 2004
Posts: 77
07-13-2004 13:33
if you don't mind a little added complexity, you can (sort of) get around this.

i'm working on a very large vehicle with gobs of prims, so what i did was split it into pieces. the 'vehicle' portion is a basic deck with only 9 prims, and the rest of the vehicle is an attachment on the driver.

lots of people did something similar in the parade with their floats, which is where i borrowed the idea from.
Cubey Terra
Aircraft Builder
Join date: 6 Sep 2003
Posts: 1,725
07-13-2004 14:31
From: someone
Originally posted by Catherine Omega
... it may be possible for them to work on other solutions for increasing the prim count, by allowing us to link phantom and solid objects together, with only solid objects counting against the physics limit. Such a model could even allow the Lindens to lower the existing limit.


Catherine, I doubt LL would lower the limit because that would break almost all existing vehicles in which the script enables physics when the driver sits.

The ability to link phantom and non-phantom objects would be wonderful, though. If they implement that feature, I'd convert all of my vehicles immediately, if only for the performance improvement it would bring.
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Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
impossible?...
07-20-2004 11:58
well, not sure it's impossible to make high prim vehicles. making the pieces physical and then linking them (tricky) might do it, but then you can never turn it non physical, as it won't go back to physical again.
Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
Re: impossible?...
07-20-2004 13:05
From: someone
Originally posted by Rickard Roentgen
well, not sure it's impossible to make high prim vehicles. making the pieces physical and then linking them (tricky) might do it, but then you can never turn it non physical, as it won't go back to physical again.


Well the later was true even with our old high prim trick at the Aerodrome.

But you cant link physical prims like your talking about... Doesnt work :)