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Looprez Question

Reno Katscher
Registered User
Join date: 2 Jun 2007
Posts: 18
04-17-2008 08:45
I had an idea to build an umbrella or parasol that opens and closes by touch. Basically just sets the textures to alpha, depending on whether open or closed.

This worked fine, then I thought, i want to some fancy fringe around the edge of the umbrella. Decided to use LoopRez and adjusted the radius and it fit perfectly. Then I had 28 prims that I didn't want to drag the open script into.

Here's the problem. I edited the object within LoopRez and added the script. The loop generates fine, but when I try to link the 28 prims together I get an error saying I cannot modify this item. I am the creator and owner of the objects and the scripts.

I did some playing around and found that if I shift clicked each of the 28 prims one by one, I would find one that had the creator and owner listed as blank. I skipped that prim and was able to link the 27 others and link the single one in.

Can anyone tell me why this is happening? Why would one of the 28 prims generated from looprez not have a creator or owner? And why can I link it in as root, but not as a child?

Thanks in advance
Reno
Johan Laurasia
Fully Rezzed
Join date: 31 Oct 2006
Posts: 1,394
04-17-2008 10:49
Sounds like the server may have 'lost track' of that particular prim, Is the object name and description fields blank as well? Sometimes, the server looses track of a prim, and when that happens, you wind up with a phantom prim, which is 'there' visually to you, but not actually in the server's list of what's in that sim. Try copying one of the prims that do work, and replace the 'broken' one. You can try deleting the offending prim, but, alas, the server won't delete a prim that it doesn't think is there in the first place. Typically, relogging will cause your viewer to be 'updated' to what the server sees, and the phantom prim will go away.
Reno Katscher
Registered User
Join date: 2 Jun 2007
Posts: 18
04-17-2008 10:53
Thanks Johan,
I tried both of your ideas... i replaced the prim with a copy of one that was ok, and could link. I also tried relogging, I have been working on this for a few days off and on, the problem still occurs after multiple re logs.

The problem is ok for me, because I seem to have found a work around. The issue is I want to teach this as a class and can't imagine 20 avi's being able to find the offending prim and get it to work right.
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
04-17-2008 16:31
I would try modding the script to add a sleep in each of the rez cycles. Right underneath the llRezObject command like so:

.............
.............
llRezObject(objectName, pos, ZERO_VECTOR, rot, 0);
llSleep(0.2);
.............
.............

Play with the llSleep duration some and see the results.


With a for loop like that and sometimes poor sim conditions you can run into problems with the simulator trying to keep up or even running into the grey goo fence if you rez enough objects.

EDIT for clarification; It isn't really a problem with the simulator running the for loop, it will run through those cycles nearly instantaneously. The problem lies with the asset server trying to keep up as the objects are created.
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Reno Katscher
Registered User
Join date: 2 Jun 2007
Posts: 18
04-17-2008 16:33
Thank Jesse
I actually figured out the problem. It seems the prims were too far apart to be linked. It didn't appear too far apart because of the torture I had done to the prims...hollow, path cut, etc.

I narrowed the ellipses in the looprez script and was able to link everything together

Thanks so much for all your help!!