Away around the 32 prim vehicle limit?
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Eiji Mayo
Registered User
Join date: 5 Jun 2007
Posts: 79
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07-14-2007 18:48
Hi, I have a problem with this air-based vehicle I am building.... The problem is it is 74+prims... I've only seen vehicle scripts that have a max of 32 or something like that prims... I know there has to be way around this, like simply making the vehicle shift position slowly when a control key is pushed. Can anyone pleeeeaaase help me with a way around this stupid limitation?
any and all help would be most oppriciated, Eiji mayo
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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07-14-2007 20:04
Well, it's not really a stupid limitation: Physical vehicles are very special, and get real intimate with Havoc in ways other physical objects can't. So, it either needs to be non-physical "vehicle", a physical non-vehicle, or fit in the vehicle prim limit.
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Eiji Mayo
Registered User
Join date: 5 Jun 2007
Posts: 79
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07-14-2007 20:54
ow, sorry.... How would I go about. It is going to have other people on it too though. don't need someone standing up and falling through it :/ so there must be a way to make it as a pysical-object, but allow me to control it.
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Senuka Harbinger
A-Life, one bit at a time
Join date: 24 Oct 2005
Posts: 491
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07-14-2007 20:59
From: Eiji Mayo ow, sorry.... How would I go about. It is going to have other people on it too though. don't need someone standing up and falling through it :/ so there must be a way to make it as a pysical-object, but allow me to control it. a common trick is to make the base of your build the actual vehicle, and have all the rest as attachments. this is a fairly easy trick to accomplish. There's some very well done vehicles (There's a polished pirate ship I'm thinking of) that utilize attachpermissions, and rez/die() tricks to make the vehicle completely "solid" when it's parked, and smoothly attaches to the owner as they sit down so that there is no transition period and gives the illusion of the ship being 200+ prims yet using a physical vehicle code. This is obviously a fairly advanced scripting job, but it illustrates just what can be accomplished.
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Tegg Bode
FrootLoop Roo Overlord
Join date: 12 Jan 2007
Posts: 5,707
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07-15-2007 01:33
So is this just a limit of Havok1, will it ever be raised or improved somehow, seems like a pain, even if we were able to attach phantom prims ovcer the 31 base shape prims
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Lee Ponzu
What Would Steve Do?
Join date: 28 Jun 2006
Posts: 1,770
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07-15-2007 07:01
Sculted prims might help. Maybe you can replace two or three prims with one sculpty. Another trick I have not tried  would be to have some of the parts be followers. That is, not attached, but have them track the rest of the vehicle and move along with it.
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Hoax Zabelin
Registered User
Join date: 5 Jul 2007
Posts: 31
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07-15-2007 09:13
From: Lee Ponzu Sculted prims might help. Maybe you can replace two or three prims with one sculpty. from what i have heard, sculpted prims have completely nonsensical physics. It basically behaves as a jumble of spheres, making entry impossible.
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Johan Laurasia
Fully Rezzed
Join date: 31 Oct 2006
Posts: 1,394
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07-15-2007 10:46
Sculpted prims have an "egg shape" when it comes to physical properties, future plans will include improving the phyical aspect of sculpted prims.
Does your vehicle HAVE to be 74+ prims? I once built a store that was ~ 50 prims, and down the road I remade it and dropped the prim count to 23. Both buildings side by side appeared identical. Perhaps you're still to new at building (like I was when I made my 50 prim building). Try to think of ways to eliminate some prims without giving up the appearance of your vehicle. Proper texturing adds alot of detail and can greatly reduce prim count.
Also, does your vehicle HAVE to be a physical vehicle? You dont say if this is a plane, train, or automobile, or boat, or whatever, but it may be possible for you to do what you want without it being a physical vehicle. A train for example can be non-physical, and pushed around. Since your vehicle is so big, I'm assuming it's some sort of transport that is carrying alot of people from point A to point B. If that's the case, you can accomplish what you want without using a physical vehicle, thereby giving you a prim limit of what you have free on your lot....
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Gaynor Gritzi
Registered User
Join date: 16 Aug 2006
Posts: 48
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07-15-2007 11:11
Haven't tried it but.... /54/7c/94178/1.html
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Justin Slade
Registered User
Join date: 6 Feb 2007
Posts: 132
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Sculpted
07-15-2007 14:27
I'm a Sculpted Modeler, f you send me a pic..BMP..I'll see what I can do to reduce your counts.
Justin
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Eiji Mayo
Registered User
Join date: 5 Jun 2007
Posts: 79
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07-15-2007 19:20
Sorry. I mean no offence to anyone but I don't wish to make it's design/looks public until the SAME day it goes on sale. I can tell you though... It does require a high prim count... it is at 130 prims now. that is after I reduced them as much as I could afford. I found a script set that lets me get around the mess of 32 prim limit... It is called the Non Phys V3 vehicle script set. The only trouble I am having now is the fact that once I add the script... The vehicle in question remains phantom :/....
(^W^) It is good to see all these responses. These will, if not help me, help alot of other people out there that are having similer trouble (^W^). thank you so much.
Using sculpties will not help me with this project alot unfortunately
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Justin Slade
Registered User
Join date: 6 Feb 2007
Posts: 132
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hmmm
07-16-2007 03:46
Heya dude, no offense taken. Just trying to help. I have enough of my own products out there that I don't need to steal anyone else's.
But I guess you never ran up against people in groups that help each other.
I hope you plan on selling that thing to Islanders... high prims won't sell on mainland
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Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
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07-16-2007 08:44
Short answer: No, there isn't.
Long answer: No, there isn't.
A physical vehicle maxes out at 31 prims. Period.
This cannot be changed in any way. Long, long ago there was a bug where you could make higher prim physical vehicles, but its been closed for ages, and even then there were problems with using the bug, such as if the vehicle *ever* lost physics, it was ruined, because you couldn't actually start physics on an object with more than 31 prims.
You can make a non-physical vehicle. Thats one option. There are scripts that are halfway decent for non-physical vehicles, but it will never be in the same realm as a physical vehicle in terms of smooth movement and performance. Even the best non-physical scripts, which tend to use rapid multi threading to get around the inherent delay in nonphysical movement, tend to look jerky at times. Plus, there are other problems with non-physical movement, mostly that its non-physical. You cant really make a ground vehicle that way, because it wont respond to any roads, you cant make an air vehicle that will land on runways or helipads, the vehicle will fly through any and all buildings, etc. If a person stands up while the vehicle is in motion, they will probably fall through it as it keeps going without them.
Two, you can make a vehicle as attachments. You can make a simple "shell" of the vehicle, and do the actual details as an attachment that attaches to your avatar. This has problems too. Furries hate it, because it rips their tail off, women with prim skirts dislike it for the same reason. The attachment part of the vehicle is "phantom", so the only bounding box is the 30 prims you made the shell out of. Attachment vehicles kinda suck for people to sit on that aren't you. If you stand up, the vehicle basically disappears, unless you are over rez-capable land and the vehicle re-rezzes the detail prims.
At the Aerodrome, we've spent a lot of time fighting with the vehicle limit. Its just a fact of life, it isn't going anywhere.
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I am myself indifferent honest; but yet I could accuse me of such things that it were better my mother had not borne me: I am very proud, revengeful, ambitious, with more offenses at my beck than I have thoughts to put them in, imagination to give them shape, or time to act them in. What should such fellows as I do crawling between earth and heaven? We are arrant knaves, all; believe none of us.
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Eiji Mayo
Registered User
Join date: 5 Jun 2007
Posts: 79
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07-16-2007 16:48
well no. like I said in my last reply, I HAVE found a way around it... The only trouble is the vehicle does not return to normal solid like is should after I stand up :/. LOL that poses a problem for the fact that it is like a group vessel. don't need friends standing up from their seats while it is midair and havign them fall through it. LOL
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Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
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07-16-2007 17:29
From: Eiji Mayo well no. like I said in my last reply, I HAVE found a way around it... The only trouble is the vehicle does not return to normal solid like is should after I stand up :/. LOL that poses a problem for the fact that it is like a group vessel. don't need friends standing up from their seats while it is midair and havign them fall through it. LOL Right. Like I said. That was one of the ways around it, but note the "non" part in the name of that script  I've played with it alot. Its not physical motion, its just a trick. It should be solid enough as long as you arent actually moving, though.
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I am myself indifferent honest; but yet I could accuse me of such things that it were better my mother had not borne me: I am very proud, revengeful, ambitious, with more offenses at my beck than I have thoughts to put them in, imagination to give them shape, or time to act them in. What should such fellows as I do crawling between earth and heaven? We are arrant knaves, all; believe none of us.
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Eiji Mayo
Registered User
Join date: 5 Jun 2007
Posts: 79
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07-16-2007 21:58
Yeah. LOL that is what I thought >_>.... Well... it is fine now. It will stay physical, but when I try to pilot it I gett this "math error" and the ship starts spinning around X3. I guess it would make for a good amusement ride... LOL. Just not what I am looking for. LOL. I am thinking maybe I did something wrong with the script... I found the original "control.lsl" but had to use the rest of the package from another source. So I think someone tinkered with one or the other and messed it up :/. Thanks to everyone that has helped me out (^W^)... well everyone that posted here actually. Doesn't matter if you actually managed to help me or not. you tried (^w^). thanks
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