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Ferris Alter
Registered User
Join date: 17 Nov 2008
Posts: 2
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11-17-2008 13:35
Hello All, I'm trying to make a to scale object that is very detailed, the object is a police box and I have on large Multi-Prim door (Around 30 prims all together) That I want to rotate. I've searched around and found some great scripts that do exactly what I want... but When I try to link the object with the the whole police box.. the whole darn police box rotates and not just the door. I've spend and entire night searching on google to try to fix this with no real leads. Can someone help me or point me in the right direction on some help to fix my door so only the door moves once touched and not the whole structure. The door is hinged so the script is in the hinge itself. The script I found from the internet.. but have tryed many other script the all work but don't confine the rotation to just the linked item of the door.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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11-17-2008 14:08
multi prim doors only allow for so many options...
unlink the door, and have it as a separate objects usually the best way to go, you can still take the structure and door together as a single object, so it doesn't hurt packaging, and using the free simple door script I posted on this forum, you don't have to worry about odd placement angles causing it to rotate the wrong way.
it is possible to have a linked multiprim door, but then the script has to move each piece individually (so as not to disturb the rest of the structure) and requires a script in each prim to get it to look right even half the time... the other half some pieces will move before others.
unfortunatley even using two door states, one invisible and one not won't help, since you can't make the invisible part phantom, and still have it linked to the structure
other options would be a simpler 1 prim door, possibly a sculpty to add some detail, but it's still a pain
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Ferris Alter
Registered User
Join date: 17 Nov 2008
Posts: 2
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11-17-2008 14:21
From: Void Singer unlink the door, and have it as a separate objects usually the best way to go, you can still take the structure and door together as a single object, so it doesn't hurt packaging Ok Dumb Question How do I go about doing that.. so the posistion doesn't get messed up?
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Kornscope Komachi
Transitional human
Join date: 30 Aug 2006
Posts: 1,041
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11-17-2008 15:16
Rather than have all the details of the door made as prims, create a detailed texture which gives the impression of a detailed prim door. (make the door and screenshot it. Process, square it up, reupload.)
In other words "Fake it". It's really the best option for what you want.
Also, like above post. Have the detailed prims. But when the door is clicked, the detailed parts go transparent and turn flexie. (allows phantom linking. make flexie very stiff) This would allow passing through the invisible details, makes the bits phantom a but shows that the door opens, You still need the detailed door texture but it will look 3d when closed. Sculptie is the way to go but they do load slowly. There's plenty of ways to fake it. A good builder can fake anything.(Almost anything)
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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11-17-2008 21:13
From: Ferris Alter Ok Dumb Question How do I go about doing that.. so the posistion doesn't get messed up?  build door as normal, except for a cut root prim as described, door will work regardless of it's placement angle... minor caveat is that if it's reset while open it'll treat that as the new closed state and rotate more, solution is similar, manually rotate the door back into place and it's fine. translation: edit the script with the door closed. now if you mean packaging, you can either use a box rezzor (there are several on the market) or just go into edit mode, shift click both door and the structure, then right click take... it'll take the whole thing as a single object... when you rez, make sure you have edit open, and both parts will still be selected, and you can position them together as a unit.
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Innula Zenovka
Registered User
Join date: 20 Jun 2007
Posts: 1,825
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11-18-2008 05:19
From: Void Singer unfortunatley even using two door states, one invisible and one not won't help, since you can't make the invisible part phantom, and still have it linked to the structure
Maybe have it shrink at the same time it goes invisible and then return to its original size on becoming visible again, using something like the example at http://lsl.slhomepage.com/llSetScale.htm ?
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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11-18-2008 05:48
From: Innula Zenovka Maybe have it shrink at the same time it goes invisible and then return to its original size on becoming visible again, using something like the example at http://lsl.slhomepage.com/llSetScale.htm ? still have to call each prim seperately (although it'll look cleaner, unless it's opened and closed fast) which means lots of scripts, or lots of targeted calls... easier to just have it unlinked from the larger structure. especially considering it only gets set up once, but used alot
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