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Hollowing out a box

Bec Sadofsky
Yup it's Iowa
Join date: 8 Jan 2008
Posts: 535
02-12-2008 07:34
Hello to all,

I been reading the forums but havent seen this yet. Lets say I take a square and want to hollow it out. Is there a way to hollow it out but leave the bottom of the box? Seems when I hollow the said box out I lose the bottom of the box. So I have been making a flat piece and linking the two together.

Thanks,
Bec
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
02-12-2008 07:43
From: Bec Sadofsky
So I have been making a flat piece and linking the two together.

That's the way to do it. You can't just use one prim. It's gotta be two.

The reason has to do with the way prims are constructed mathematically. The pole can't go half way through the object and then stop. It has to go all the way through. So in order to cap the bottom of the "hole", you need to use a second object.

That said, technically, if you really, really, really wanted to, you could make the shape you're after from a single sculpty. I wouldn't recommend it though, as it would be a tremendous waste of polygons. The two cubes together constitute only about 200 polys, whereas each sculpty has over 2000 polys. If you could replace 20 cubes with one sculpty, it would be worth it. But just for two, it's definitely not. Sculpty abuse is a big lag source.
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Bec Sadofsky
Yup it's Iowa
Join date: 8 Jan 2008
Posts: 535
02-12-2008 07:57
nah,

I am happy the way I am doing it. I just wondered is all. Thank you for you fast reply.

Bec
Nyles Nestler
Registered User
Join date: 5 Jan 2008
Posts: 72
02-12-2008 11:43
Cosen Few wrote:
From: someone
The two cubes together constitute only about 200 polys, whereas each sculpty has over 2000 polys.


From: someone
Sculpty abuse is a big lag source.



Thanks for pointing that out...

My thinking was that, "One sculptie - one prim" - utilizing sculpties was *saving* resources.

But now that I think about it, sculpties *do* take a longer time to rez.....
Nyles Nestler
Registered User
Join date: 5 Jan 2008
Posts: 72
02-12-2008 11:48
Now I'm wondering.....

Why do land parcels / SIMS have a "number of prims allowed"?

Shouldn't it be, "number of *polygons* allowed?
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
02-12-2008 14:40
From: Nyles Nestler
Now I'm wondering.....

Why do land parcels / SIMS have a "number of prims allowed"?

Shouldn't it be, "number of *polygons* allowed?

simplification, prims are much easier to count... and LL figures the average user won't understand the difference.

some days I wish it were controlled as a limit on polygons, but then I feel LL's pain as they field questions like "why has my limit been reached, I only have X objects!?!"... oh wait they already get those when people don't get the difference between a prim and an object.
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Anthonys Republic
Registered User
Join date: 19 Jan 2008
Posts: 16
02-15-2008 11:29
Have to say, sculpties imo are going to be the future of sl, the boxy type builds are of the 80's design, modeling and sculpting will be the only way to build soon and hopefully sooner the better, as for sculpties creating lag i dont know, but they do take longer to rez because of the simplified graphics engine SL uses, when they invest more money into the system, sculpties will be craved by all, and out with the boxy builds of the old days
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
02-15-2008 12:23
Sculpties still have severe limits for building with them. The collision box for a sculpty is still the sphere that you started with. So sculpted stair treads and the like have to be made phantom, with a ramp under them. Or else you have to do other strange things in editing the sculpty, to change its bounding box to be at least close to what it appears to be.
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Blake Sachs
Gasoline, Baby!
Join date: 15 Sep 2005
Posts: 122
02-15-2008 13:02
From: Nyles Nestler
Now I'm wondering.....

Why do land parcels / SIMS have a "number of prims allowed"?

Shouldn't it be, "number of *polygons* allowed?


No. The prim limit is because of the limits of the physics engine and server load.
Remember that SL's prims are actually parametric objects. Poly count is entirely a client side problem, depending on view distance, LOD etc.

From: Anthonys Republic
Have to say, sculpties imo are going to be the future of sl, the boxy type builds are of the 80's design, modeling and sculpting will be the only way to build soon and hopefully sooner the better, as for sculpties creating lag i dont know, but they do take longer to rez because of the simplified graphics engine SL uses, when they invest more money into the system, sculpties will be craved by all, and out with the boxy builds of the old days


I wouldn't say that. The limitations of sculpties have nothing to do with the graphics engine, but with bandwidth, physics and spatial precision. Sculpties offer great flexibility, true, but they're not the final answer. For instance, you face a lot of problems with sharp edges, or seams in large multi-prim objects, even with lossless uploading. Regular prims will be useful for a long time to come.