Moving object with more than 32 prims
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Guilhermo Kyomoon
Registered User
Join date: 21 Apr 2009
Posts: 12
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09-22-2009 13:43
Is there anyway to move an object that contains more than 32 prims?
I made a simple submarine with 48 prims and i can´t enable Physics since it´s more than 32...is there any other way to do this?
Oh, and i don´t want the submarine to be a vehicle, what i want is to make him travel between two preset positions.
Thanks
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Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
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09-22-2009 13:46
llSetPos will do it but it won't be smooth movement..
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Guilhermo Kyomoon
Registered User
Join date: 21 Apr 2009
Posts: 12
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09-22-2009 14:03
Yeah, but smooth movement would be really nice, after all, i want avatars to be inside this submarine  .
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Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
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09-22-2009 14:07
Maybe somebody else knows a better trick but the only ways I know are: - physical objects <= (32 - number of seats) prims - llSetPos jerky movement - tricks with having the avatar wear the high-prim parts of the vehicle as an attachment
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Nexii Malthus
[Cubitar]Mothership
Join date: 24 Apr 2006
Posts: 400
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09-22-2009 15:56
Two coordinated physical objects should do the trick, but getting synchronisation resembles more of an exponential problem trying to improve it.
You could get a decent enough though movement in good conditions (good script design, lagless, based on RL time and interpolating the necessary position, one of the few critical elements I could think which would make it suitable enough) which would seal the deal good enough.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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09-22-2009 16:50
The best solution is to remove 18 prims.
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Guilhermo Kyomoon
Registered User
Join date: 21 Apr 2009
Posts: 12
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09-22-2009 17:11
yeah, it will be a minuscule submarine with no objects inside :/ .
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DoteDote Edison
Thinks Too Much
Join date: 6 Jun 2004
Posts: 790
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09-22-2009 17:33
Use sculpted prims.
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Dekka Raymaker
thinking very hard
Join date: 4 Feb 2007
Posts: 3,898
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09-22-2009 17:42
From: Guilhermo Kyomoon yeah, it will be a minuscule submarine with no objects inside :/ . a one man sub, ohhhh!
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Fillo Farber
Registered User
Join date: 6 Jun 2004
Posts: 60
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09-23-2009 17:03
Hey I had an idea on this topic as well.
I have not tried this yet but what if... Make multiple scripts, for example 6 of them, and llMessageLinked them to a control script that would send out the commands to move. Script #1 could move .01, .07, .13, #2 would do .02, .08, .16 and so on. The control script would set each off in turn one move at a time. Would this not eliminate the wait between moves? I have not tried this yet and have no idea how many script would be involved if it works.
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Krelish String
Registered User
Join date: 27 May 2009
Posts: 14
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09-23-2009 17:31
From: Fillo Farber Hey I had an idea on this topic as well.
I have not tried this yet but what if... Make multiple scripts, for example 6 of them, and llMessageLinked them to a control script that would send out the commands to move. Script #1 could move .01, .07, .13, #2 would do .02, .08, .16 and so on. The control script would set each off in turn one move at a time. Would this not eliminate the wait between moves? I have not tried this yet and have no idea how many script would be involved if it works. This is actually the way to do it. I have done the same with my hoverchair I've made, The way to create ultimately smooth hovering was to use Slave scripts that would go by using llLinkedMessage into each of the scripts in an ascending order by .01 seconds between each. Yes it does lag a bit, but the smoothness is almost completely flawless.
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Fillo Farber
Registered User
Join date: 6 Jun 2004
Posts: 60
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09-23-2009 17:41
From: Krelish String This is actually the way to do it. I have done the same with my hoverchair I've made, The way to create ultimately smooth hovering was to use Slave scripts that would go by using llLinkedMessage into each of the scripts in an ascending order by .01 seconds between each. Yes it does lag a bit, but the smoothness is almost completely flawless. Oh nice to know - thank you. How many slave scripts were required?
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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Slave scripts?
09-23-2009 18:09
Free the scripts! No blood for code! 1 2 4 8 let them go, emancipate! We will we will we will not be moved...
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Krelish String
Registered User
Join date: 27 May 2009
Posts: 14
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09-23-2009 18:21
Sorry, I was meant to say .1 Seconds, And I used 12 of them.
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Poenald Palen
Registered User
Join date: 30 May 2008
Posts: 35
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09-24-2009 03:37
From: DoteDote Edison Use sculpted prims. Yup, keeping it all benieth 32 prims is best. BUT, remember that each avatar sitting is a part of it! Megaprims and sculpts are a help, but I have not used mega-prims in a vehicle before. I am not sure what is up with them or if they will work. But sculpts do save a few prims each set of parts you replace. So 18 could add up faster than you think. BUT you also have to account for avatars! Each one counts for a prim of those 32!  at least a sub will be most likely less lag anyway, few prims underwater to lag your client at least and other avs may not see you and vise versa. I drive the sea floor for less lag sometimes! A tip for off-road fans or lagged people who don't mind hopping hills and bumps: If you turn off water and turn off the fog in the Advanced menu you can drive on the sea floor all over the place and it is pretty low lag and looks 'normal' with no fog!
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Niall Braveheart
Registered User
Join date: 5 Oct 2008
Posts: 27
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09-24-2009 04:39
not sure this would work well with your submarine, but i've seen this done somewhere by splitting the vehicle in two.
You wear one half of it , and sit on the other.
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EF Klaar
Registered User
Join date: 11 Jun 2007
Posts: 330
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09-24-2009 07:03
There is a substantial sailing community in SL, from preppies to pirates, and they all seem to use wearable boats for anything larger than a dinghy to good effect. Go mix with them and ask questions; boat owners love showing off their boats more than actually sailing them. The only real problem is that the pirates will excpect you to go along with the role play, while the preppies are not actally role playing.
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