Hi
I've seen a few linked objects that were a lot larger than 30m centers I know a coulpe of tricks to squeasing a bit more out of them but I'm interested to hear more about how its done.
Thanks
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Pushing link limits? |
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Sekker Thirroul
Registered User
Join date: 27 Aug 2006
Posts: 28
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12-12-2007 01:57
Hi
I've seen a few linked objects that were a lot larger than 30m centers I know a coulpe of tricks to squeasing a bit more out of them but I'm interested to hear more about how its done. Thanks |
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Jezebella Desmoulins
Registered User
Join date: 4 Nov 2005
Posts: 561
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12-12-2007 04:02
I don't think the limit is even as large as 30m. I built a room that was essentially a 30x30x10 hollow box made of 10x10x0.50 prims and I couldn't link all the pieces. There's no way mathematically any of the pieces were more than 30m from the center of mass. Even putting a temporary prim floating in the center of the room didn't help.
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Roland Gray
Registered User
Join date: 4 Oct 2006
Posts: 163
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12-12-2007 04:54
Hi Sekker, I think if you chaeck carefully you will find that with a box of that size (30x30x10), the diagonal distance between the centre of mass on the opposing side prims will exceed the 30m limit.
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Sekker Thirroul
Registered User
Join date: 27 Aug 2006
Posts: 28
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12-12-2007 05:44
It was Jezebella's box but Ron's explanation of that is correct its 30m form the center of any prim to the center of any other prim in the linked set i.e. if you could make a ball of 30m across all the centers of all the prims would need to be within this area to link.That said there are ways around this that I have observed, I was origonaly asking for explanations of any of them that builders might know since I have seen linked objects that are larger than 50m. Anyone have any tips on expanding on the link distance limits? |
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Kara Spengler
Pink Cat
Join date: 11 Jun 2007
Posts: 1,227
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12-12-2007 06:08
One method I discovered by accident when I needed to eek out just a little more distance in one build for a 10x10 wall. Instead of a 10x10x0.25 wall I used a 10x10x10 cube, 95%hollow, then used a cut so I had a 10x10x0.25 (unfortunately without the squared sides. Voila! I had moved the center point 4.875 m inwards.
That build was so large anyways that I unfortunately could not link all of it, but it still was a fun puzzle to work out how to link that wall in. |
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Ee Maculate
Owner of Fourmile Castle
Join date: 11 Jan 2007
Posts: 919
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12-12-2007 06:17
I've had some builds that wouldn't link but when I chose a different link order they did...... couldn't work that one out?
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Kara Spengler
Pink Cat
Join date: 11 Jun 2007
Posts: 1,227
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12-12-2007 07:15
I've had some builds that wouldn't link but when I chose a different link order they did...... couldn't work that one out? I thought that odd when I first encountered it then realized why .... I was changing the center point. |
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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12-12-2007 07:44
Minor correction, guys. It's 32 meters on center, not 30.
Also, the distance limit goes down as the size of the prims involved goes down. 32 is for 10x10x10M prims. If all the prims involved are that size, then the distance limit is 32M. If any or all are smaller, the limit is less. For exact specs and formulas, read the following: http://lslwiki.net/lslwiki/wakka.php?wakka=link /111/62/11883/1.html _____________________
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Okiphia Rayna
DemonEye Benefactor
Join date: 22 Sep 2007
Posts: 2,103
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12-12-2007 08:51
Every once in a while, Ill be building and link over 32m together, and then try to link like.. 2 pieces together that are actually less spaced.. and it won't work.
ALso, sometimes it will allow you to 'edit linked parts' and move linked parts farther apart. This one doesn't work all that often I don't think... but is awesome when it does...when I get home I'll see if I can get it to work, and if so, what I have to do to do it ![]() _____________________
Owner of DemonEye Designs Custom Building and Landscaping
Owner and Blogger, Okiphia's Life http://okiphiablog.blogspot.com/ ![]() |
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Partington Gould
Registered User
Join date: 15 Sep 2005
Posts: 94
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12-12-2007 11:57
I don't want to hijack the thread, but if you can, wait for LL to start rolling out Havok 4 it has huge link distances.
More on-topic, I had a 3x3 grid of 10x10 cubes last night that I linked, moved, rotated, unlinked re-linked in 2 halves (to copy drag one half), then tried to re-link. I got the failed blue box. Basically the same shape, but must've been right on the edge. _____________________
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Kara Spengler
Pink Cat
Join date: 11 Jun 2007
Posts: 1,227
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12-12-2007 12:06
I don't want to hijack the thread, but if you can, wait for LL to start rolling out Havok 4 it has huge link distances. Have they said what those distances would be? Or if there will be an increase to the # of items that can be linked? |
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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12-12-2007 12:26
Have they said what those distances would be? Or if there will be an increase to the # of items that can be linked? http://wiki.secondlife.com/wiki/What%27s_Changed_With_Havok4 _____________________
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Alice Katayama
Making Faces
Join date: 29 Jun 2006
Posts: 377
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12-12-2007 12:52
I have a building set up that starts out very small.. wehn I streach it, does it loose its links? (yes it ends up be 40X40 cubed)
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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12-12-2007 13:12
I have a building set up that starts out very small.. wehn I streach it, does it loose its links? (yes it ends up be 40X40 cubed) In most cases the link will hold until either you cross a sim border with the object or you take it into inventory and then back out again. In other words, any action that gives the server cause to examine the object too closely will make it break. Sometimes though, it just breaks on its own, sometimes with explosive results. It's best not to bend the rules. Keeping things within the limits of "normalcy" keeps everything stable. _____________________
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Bobbyb30 Zohari
SL Mentor Coach
Join date: 11 Nov 2006
Posts: 466
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12-12-2007 14:08
It's generally 30 meters max(depends on object sizes & mass).
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Bobbyb30 Zohari
SL Mentor Coach
Join date: 11 Nov 2006
Posts: 466
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12-12-2007 14:09
If you want more than 30m, you'll have to use a packager such as rez faux.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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12-12-2007 19:16
I've been able to play shrink-n-link with a few things, where I make an object small intentionally, am able to link it, and resize it up to max.... sometimes it works... sometimes not, and as chosen pointed out it's prone to failure later.
I'm strangely unpopular on slx forums maybe it's that bad habit of not bothering to read a thread and repeating things already said without offering anything new? or maybe it's the other bad habit of posing multiple responses when you're the last person on the thread? just a thought _____________________
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Dytska Vieria
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Join date: 13 Dec 2006
Posts: 768
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12-12-2007 23:09
I think it's more of understanding links than pushing them. Sometimes links fail when they aboslutely should not, and usually that is because of either a root prim that is corrupt or the system not ready to link it all together yet. For a corrupt prim, usually changing the hollow property and returning it to what it was before will fix it. But for large links, sometimes I have to wait a minute before the link will work. Maybe the system is gathering information and it cannot link everything until it knows about all the pieces. This happens to me with large 200+ prim link sets.
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Sekker Thirroul
Registered User
Join date: 27 Aug 2006
Posts: 28
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12-13-2007 06:02
just testing the math on useing the 3x3 times 10x10x0.5 box floor/ roof modle.
oposing corners of a single floor are 28.28427 apart, should link fine, you also should be able to link another duplicate floor . under 9.5m above for 30m link distance or under 14.46m above for 32 meter link distance. Not in sl right now so can't test it. looking at the linkability rules, thanks for posting that link btw hadn't read that befor. It looks like the bounding sphere (which is used to determin the bounds of linkability) isn't affected by distorting the prim which sould mean we can get a bit more out of link distance by useing offsets and twisting. I know with a cube you can expand it half again in the x/y directions with offset I use it to get a free surface out of rugs could be useful in some builds anyway. With large link sets it needs to run a linkability algorithem between each part so I'd guess with lag that esplains a lot of the problems I've had with linking complex builds. |