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Getting land borders without eyeballing it?

Barry Moody
Registered User
Join date: 17 Dec 2006
Posts: 24
02-27-2007 16:36
Just wondering if there was a way to get the border coordinates of my property other than looking at the property lines?

Not sure if this is a scripting deal, but figured I would ask here first.

Thanks!
Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
02-27-2007 16:55
Well, you can determine it via a script.

The minimum subdivision for all land is 4mx4m, so you can use essentially a border-finding algorithm to find all the corners using llGetLandOwnerAt or llOverMyLand by checking each 4x4 square starting from your current position.
Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
02-27-2007 16:58
From: Barry Moody
Just wondering if there was a way to get the border coordinates of my property other than looking at the property lines?

Not sure if this is a scripting deal, but figured I would ask here first.

Thanks!


Keep in mind that the smallest parcel size is 4m x 4m... so border's always fall on a multiple of 4. (0, 4, 8, 12, 16, .... )

You can use Control-alt-shift-P to show parcel lines... and hit 'grid snap' on the edit tool and place prims exactly at the corners of your property...

or you can test the center of each possible 'square' to see if you're the owner and figure the rest from that. llGetLandOwner( (vector) location) I think is the function you'd want for that.
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Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
02-27-2007 17:04
From: Talarus Luan
Well, you can determine it via a script.

The minimum subdivision for all land is 4mx4m, so you can use essentially a border-finding algorithm to find all the corners using llGetLandOwnerAt or llOverMyLand by checking each 4x4 square starting from your current position.


You type too fast. ;)
_____________________
* The Particle Laboratory * - One of SecondLife's Oldest Learning Resources.
Free particle, control and targetting scripts. Numerous in-depth visual demonstrations, and multiple sandbox areas.
-
Stop by and try out Jopsy's new "Porgan 1800" an advanced steampunk styled 'particle organ' and the new particle texture store!
Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
02-27-2007 19:36
*polishes claws on chest scales, grinning*

Yes, amazing, considering their length. *flashes shiny, sharp black claws* ;)
Barry Moody
Registered User
Join date: 17 Dec 2006
Posts: 24
02-28-2007 06:46
Well, I opted for the easier way out and used 4x4 prims at the corners of my lot to 'anchor' the edges of the propert (I've got a slightly 'L' shaped parcel, so rezing 6 prims was faster than coding, so now I know where my land is for sure. Thanks for all the advice!

Of course, now that I know, I will probably end up changing half the stuff I've already set up.

DOH!
Ged Larsen
thwarted by quaternions
Join date: 4 Dec 2006
Posts: 294
02-28-2007 06:51
From: Jopsy Pendragon
Keep in mind that the smallest parcel size is 4m x 4m... so border's always fall on a multiple of 4. (0, 4, 8, 12, 16, .... )

You can use Control-alt-shift-P to show parcel lines... and hit 'grid snap' on the edit tool and place prims exactly at the corners of your property...


I did something like this. For 2 of the spots, though, I had to have the prim position something like 127.99 instead of 128, to keep the prim off of the neighbor's land.

(Well, to keep the _center_ of the prim off the neighbor's land; all 4 prims overhung into the next parcel.)
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Barry Moody
Registered User
Join date: 17 Dec 2006
Posts: 24
02-28-2007 08:30
My biggest need for this information is for skyboxes, though ground-level positioning will help.

What I ended up doing was making 4m x 4m prims and snap-positioning the outer faces to the corners of my parcel, then lifted a copy of them up to the same elevation as my apartment.

The mental math is simple from there, just add 2m to the center of each prim and you've got the property line.

I'm sure in the future I'll be revisiting this post to experiment with the other functions everyone has mentioned as well. Thanks for all the responses!
Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
02-28-2007 13:01
For skyboxes, my usual lazy tactic is to put marker stones on the corners of the parcel I want to stay within... and then edit the Z location of those prims... sending them from altitude z=21m to z=500m (or whatever altitude I'm going to be building at. :) )

I've also made something like one of those magnetic 'stud sensors' a set of prims that I drag about they turn red if they cross into a different owner's or stay green otherwise. (providing my neighbor doesn't have scripts disabled).

A third tactic... is to set a music stream on your parcel. When you're walking around on your prims above the clouds, if the sound vanishes, you know you've crossed a parcel edge. :)
_____________________
* The Particle Laboratory * - One of SecondLife's Oldest Learning Resources.
Free particle, control and targetting scripts. Numerous in-depth visual demonstrations, and multiple sandbox areas.
-
Stop by and try out Jopsy's new "Porgan 1800" an advanced steampunk styled 'particle organ' and the new particle texture store!
Simstick Boram
Registered User
Join date: 3 Dec 2006
Posts: 87
02-28-2007 16:07
http://slexchange.com/modules.php?name=Marketplace&file=item&ItemID=83750

He has three different versions of this. $200 $400 and $500L.
I bought one because my property was irregular shaped and partially under water which took time to place the markers. You click this and it runs around dropping markers every few meters. Will also do temp on rez that wont consume prims on smaller parcels.