Prim height limit with llSetPos?
|
Damien Took
Meat Popsicle
Join date: 3 Dec 2004
Posts: 151
|
09-07-2005 10:45
Okay, I know that the Wiki says (yes, the wiki speaks to me) that you can llSetPos a prim up to 10m at a time with a max of 650m or something like that but I have a script moving a prim straight up and it seems that the prim dies at about 200m. Does this sound right? I fly up with it and it just seems to vanish at about that height. It is supposed to come back down after doing another task but it always seems to vanish at about 200m. Is this a known issue that I missed or a bug or something? Is there is another function I should be using to do this or what? Besides making my otherwise useful teleporter a paper weight, it's just bugging the heck out of me. Thanks in advance.
|
RyeDin Meiji
Reluctant Entrepeneur
Join date: 15 Mar 2005
Posts: 124
|
09-07-2005 11:16
From a different post about vanishing prims (albeit moving horizontally instead of vertically), try changing the material of the prim to light instead of the default wood.
It was something to do with something or another having to do with some other thing, but the original poster said changing the material fixed the problem.
_____________________
if (!you) { who(); }
|
Damien Took
Meat Popsicle
Join date: 3 Dec 2004
Posts: 151
|
09-07-2005 11:20
Yeah I saw that post as well. The prim is already a light, I forgot to mention that Thanks for the suggestion though.
|
a lost user
Join date: ?
Posts: ?
|
09-07-2005 15:28
From: Damien Took Okay, I know that the Wiki says (yes, the wiki speaks to me) that you can llSetPos a prim up to 10m at a time with a max of 650m or something like that but I have a script moving a prim straight up and it seems that the prim dies at about 200m. Does this sound right? I fly up with it and it just seems to vanish at about that height. It is supposed to come back down after doing another task but it always seems to vanish at about 200m. Is this a known issue that I missed or a bug or something? Is there is another function I should be using to do this or what? Besides making my otherwise useful teleporter a paper weight, it's just bugging the heck out of me. Thanks in advance. To asnwer you simply: No that does not sound right. I use this method quite a lot and I have never had an object or prim disappear simply by setting the position up to that height. You can go up to 512m in height before the object will get stuck but it doesn't disappear. May be you have something else in your script that does something once it reaches 200m that you aren't remembering. From: someone It is supposed to come back down after doing another task I would start my search in this other task you spoke of.
|
Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
|
09-07-2005 21:53
From: RyeDin Meiji From a different post about vanishing prims (albeit moving horizontally instead of vertically), try changing the material of the prim to light instead of the default wood.
It was something to do with something or another having to do with some other thing, but the original poster said changing the material fixed the problem. Could someone post a link to that thread? There is no reason that the material should affect movement (edit: or make a prim disappear). And light is a very bad material to use unless you actually want to generate light. I really need to see this.
_____________________
Prim Composer for 3dsMax -- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/
Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa
|
Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
|
09-07-2005 21:54
From: Damien Took Okay, I know that the Wiki says (yes, the wiki speaks to me) that you can llSetPos a prim up to 10m at a time with a max of 650m or something like that but I have a script moving a prim straight up and it seems that the prim dies at about 200m.
Does this sound right?
Nope. Well, I haven't done this in a while, but the limit for llSetPos is 768m.(**) This is also the maximum height that you can place an object via manual edit. You can move an object higher than this using physics. A physical object can be moved up to 4096m using llMoveToTarget() or something similar. Above 4096, an unattached object disappears without warning. It doesn't return to your inventory and there's no message. From: someone I fly up with it and it just seems to vanish at about that height. It is supposed to come back down after doing another task but it always seems to vanish at about 200m. Is this a known issue that I missed or a bug or something? Is there is another function I should be using to do this or what? Besides making my otherwise useful teleporter a paper weight, it's just bugging the heck out of me. Off hand, I can only think of three things that can remove a prim from the world: llDie(), autoreturn, and temp on rez. There are several other things that could make it invisible. One of the more interesting ones of these is if it gets too far away. A small prim can seem to disappear even if it's within your draw distance if it gets far enough away. The SL renderer clips smaller prims at a distance. llSetAlpha() can do it, too. And setting the texture to a clear texture. If you still have problems, I'd suggest posting the LSL. ------------------------ (**) llSetPos used to only work to 512m. It now appears to work to 768m, although there's some differing observations regarding this. If you observe that it works only to 512m, please bug report it.
_____________________
Prim Composer for 3dsMax -- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/
Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa
|
Damien Took
Meat Popsicle
Join date: 3 Dec 2004
Posts: 151
|
09-08-2005 09:44
Shack, why will the temp_on_rez make it vanish? I think I have that in the script so that may be my problem, but I am just curious as to why. Thanks to the posters as well. This just made a lightbulb go on so I wil check the script for temp_on_rez. 
|
Ziggy Puff
Registered User
Join date: 15 Jul 2005
Posts: 1,143
|
09-08-2005 09:47
From: someone Shack, why will the temp_on_rez make it vanish? Because that's what it does. temp_on_rez will make the object die 80 seconds after being rezzed.
|
Damien Took
Meat Popsicle
Join date: 3 Dec 2004
Posts: 151
|
09-08-2005 10:08
Ahhh, got it.
Thanks Ziggy.
|
Jackal Ennui
does not compute.
Join date: 25 May 2005
Posts: 548
|
09-08-2005 10:45
From: Shack Dougall Could someone post a link to that thread? There is no reason that the material should affect movement (edit: or make a prim disappear). And light is a very bad material to use unless you actually want to generate light.
The original poster was possibly refering to this thread, where it was suggested to change an object's material to light for higher visibility during testing, as light objects are likely to be still visible at a distance where a wood object wouldn't be drawn anymore.
|
RyeDin Meiji
Reluctant Entrepeneur
Join date: 15 Mar 2005
Posts: 124
|
09-08-2005 10:46
Yeap, that's the one  , wrong thinking though for this case. Looks like they got it figured out.
_____________________
if (!you) { who(); }
|
Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
|
09-08-2005 14:53
From: Jackal Ennui The original poster was possibly refering to this thread, where it was suggested to change an object's material to light for higher visibility during testing, as light objects are likely to be still visible at a distance where a wood object wouldn't be drawn anymore. Okay, makes sense. thanks! For testing, yep I can see using light. And for a bullet, light might be the right material for the final product, since a bullet is often viewed from a distance and it's small. The amount of light emitted is propotional to the size of the object. A small object would cast a small amount of light, but would be much more visible and more resistent to clipping. But light is generally a bad thing for people who don't have local lighting turned on. You can't see what it's really doing. It's tempting to use light because you can see it at night, but colored light objects can look *really* bad. For example, I saw a river whose prims were made of light and it was casting horrible blue light on the surrounding terrain and builds. The builder had local lighting turned off and therefore had no idea how bad it looked. 1.7 has a new feature related to this that lets you get some benefits of light without using light material. * Full Bright Objects o Objects now have the ability to be lit with a full brightness lighting effect. It makes the faces (textures) appear as if the sun is shining directly on them, regardless of the time of day. o This effect can be applied to all faces or individual faces of an object.
_____________________
Prim Composer for 3dsMax -- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/
Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa
|
Keknehv Psaltery
Hacker
Join date: 11 Apr 2005
Posts: 1,185
|
09-08-2005 15:05
Shack, llSetPos is maxed out at 512m. You can manually move builds up to 768m.
|
Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
|
09-08-2005 15:10
From: Keknehv Psaltery Shack, llSetPos is maxed out at 512m. You can manually move builds up to 768m. Right, thanks for the correction. LOL I never actually used llSetPos to that height. After your message I remember reading that. One more thing that makes no sense, I guess. 
_____________________
Prim Composer for 3dsMax -- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/
Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa
|
Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
|
09-08-2005 16:35
From: Shack Dougall Right, thanks for the correction. LOL I never actually used llSetPos to that height. After your message I remember reading that. One more thing that makes no sense, I guess.  That isn't true anymore. The building tools, llSetPos and llSetPrimitiveParams all go up to 768 now.
|
a lost user
Join date: ?
Posts: ?
|
09-08-2005 17:09
I can't get llSetPos() to go over 512m but I can get llSetPrimitiveParams() to go up to 768m. When I try to go higher than 512m with llSetPos(), the prim just stops.
I have a little elevator thing I use that listens to owner for the altitude to move to. And when it tries to go over 512m the script no longer listens to me, so I can't even go back down. I need to reset the script. Which basically means it is stuck inside the while(llGetPos() != targetpos) loop that I use to set the position till it is at the desired height/position.
So unless they changed lLSetPos() in the last week ro so, it's still limited to 512m.
|
Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
|
09-08-2005 17:49
From: Gaz Hornpipe I can't get llSetPos() to go over 512m but I can get llSetPrimitiveParams() to go up to 768m. When I try to go higher than 512m with llSetPos(), the prim just stops.
Something else must be going on. I just rode a prim up to 768m using llSetPos(). I put the following code in touch_start, sat on it, and touched the prim. It took me to 768m. integer i; vector pos = llGetPos(); for (i = 0; i < 1000; i++) { llSetPos( <pos.x, pos.y, 1000> ); llSay(0, (string) llGetPos() ); }
_____________________
Prim Composer for 3dsMax -- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/
Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa
|
Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
|
09-08-2005 17:59
From: Gaz Hornpipe I can't get llSetPos() to go over 512m but I can get llSetPrimitiveParams() to go up to 768m. When I try to go higher than 512m with llSetPos(), the prim just stops. I have a little elevator thing I use that listens to owner for the altitude to move to. And when it tries to go over 512m the script no longer listens to me, so I can't even go back down. I need to reset the script. Which basically means it is stuck inside the while(llGetPos() != targetpos) loop that I use to set the position till it is at the desired height/position. So unless they changed lLSetPos() in the last week ro so, it's still limited to 512m. Wierd. I have a couple of doors on my building area skybox that uses llSetPos, and it's at 650+ meters. I remember something said about this in the hotline... *looks* Ah Ha! - /invalid_link.html and - /invalid_link.html If it's reverted behavior, best to bug report it.
|
Davan Camus
Registered User
Join date: 13 Sep 2005
Posts: 67
|
400m, 768m, 4096m...
09-22-2005 13:44
This thread has been quite informative so far, and partly explains some mysteries. But, I have a flying platform which uses llMoveToTarget(), and it won't take me higher than about 400m. Is there some trick or optimal settings to get things to their maximum height? My object isn't especially large, 10 prims forming a chair and platform. Any advice on high-flying appreciated! (I used to think that 768m was the top of Space, from sitting my av on a prim and manually editing its height... but then a skydiver wandered by and took me up to 4000 and I was thus enlightened.  )
_____________________
Visit Cubes at Alice 100,18. -------------------------------------------------- Davan Camus, born: 2005 September 8 Out-world location: Santa Cruz, CA UI Proposal: http://davancamus.hexaflexagon.com/blog/?p=39
|
Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
|
09-22-2005 13:50
From: Davan Camus This thread has been quite informative so far, and partly explains some mysteries. But, I have a flying platform which uses llMoveToTarget(), and it won't take me higher than about 400m. Is there some trick or optimal settings to get things to their maximum height? My object isn't especially large, 10 prims forming a chair and platform. Any advice on high-flying appreciated! (I used to think that 768m was the top of Space, from sitting my av on a prim and manually editing its height... but then a skydiver wandered by and took me up to 4000 and I was thus enlightened.  ) Use llSetPos if it's non-physical, and remember llMoveToTarget onlymoves you if the target is within 60 meters or so... hmm. I'll have to experiment later to see if llMoveToTarget has a Z axis limitation. Wiki desn't mention anything, though.
|
Davan Camus
Registered User
Join date: 13 Sep 2005
Posts: 67
|
09-22-2005 14:24
Thanks!
Yuppa, I'm using llMoveToTarget() on a timer, never asking for more than 60m.
I thought maybe it had something to do with the physics "Energy" that is alluded to in the WIKI; More testing is needed.
I could switch to non-physical... but if physical motions can go up to 4000m...
_____________________
Visit Cubes at Alice 100,18. -------------------------------------------------- Davan Camus, born: 2005 September 8 Out-world location: Santa Cruz, CA UI Proposal: http://davancamus.hexaflexagon.com/blog/?p=39
|