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Perl Hallstrom
Registered User
Join date: 12 Jun 2007
Posts: 33
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07-06-2007 15:08
I am a beginner in building. My first projekt was to build a small house. 4 walls and a roof. At once i got into problem. How do I make the holes for the windows and the door. I have seen how to make a hole in the middel of a wall consisting of one box. But how can I position this hole anywhere on the wall. And to get a hole for a door where I want.
I want a toll by wich I can saw holes just the where I want them similar to how I do it in RL.
Is that possible.
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Daz Honey
Fine, Fine Artist
Join date: 27 Jun 2005
Posts: 599
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07-06-2007 15:10
From: Perl Hallstrom I am a beginner in building. My first projekt was to build a small house. 4 walls and a roof. At once i got into problem. How do I make the holes for the windows and the door. I have seen how to make a hole in the middel of a wall consisting of one box. But how can I position this hole anywhere on the wall. And to get a hole for a door where I want.
I want a toll by wich I can saw holes just the where I want them similar to how I do it in RL.
Is that possible. hehe, you can't cut a hole out of a prim but you can put a texture on the prim that looks like a hole (window etc) you can make a prim thats hollow though (watch Torley linden's video tutorials)
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Aki Shichiroji
pixel pusher
Join date: 22 Jul 2006
Posts: 246
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07-06-2007 15:15
As Daz mentions, it's possible to create holes in your textures for windows by using alpha channels. Unfortunately, this doesn't mean you will be creating holes in your actual prims - IE: like if you want to make a hole for your doorway.
As such, making openings in your structure will involve either lining up multiple prims to fit the edges of the hole that you want OR playing with the 'hollow' option (which will only allow for a hole directly in the middle of your prim).
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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07-06-2007 15:28
The only holes you can cut in prims are centered holes on the Z-axis, which can be square, round or triangular. Period. No punching random holes in prims. SL can't do that.
A good builder will use multiple prims for walls that have doors and/or windows in them.
For example, a wall with one window is 5 prims. One above, one below, one to either side, and the window itself. Only the window has an alpha-mapped transparent texture. Build that way, and you eliminate virtually all problems with alpha sorting glitches, and you don't have parts of your walls fading out because there was an alpha-mapped tree branch in the same line of sight.
In low-prim building, you use a single prim wall and texture it so it appears to have a window in it. The problem is that two such walls forming a corner will shift in perspective to each other, depending on your angle of view. So an interior wall will show through the outside of the adjacent wall.
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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