From: VonGklugelstein Alter
not entirely correct - only multi-prim doors that rely on hinges are not linked to a wall or floor or whatever.. any regular single or double door can easily be linked into a build using a very reliable and common free door script, to make sure it stays with the build.
That would be why I said "usually" instead of "always".
From: VonGklugelstein Alter
Selling a build where the doors do not move along with the structure after its rezzed is a hack job.
I couldn't disagree more, for many reasons. Here are a few:
First of all, tons and tons and tons of buildings are made of multiple linksets. Unless you're making just small stuff, that's the only option. Doors are just one component among dozens in any decently sized building. Surely, if the whole thing can be in multiple sections, there's no reason the doors shouldn't each be their own section as well.
Unless you're using a scripted packaging product like Rez-Foo, or wasting resources with lots of follow scripts, components will never move together anyway. So why should doors be any different? Obviously, not everyone uses such scripted systems, and that doesn't mean they're "hacks" as builders.
Personally, I think the use of a good packaging system is very worthwhile for any build, but only when you've got the time to set it up properly. The vast majority of my projects don't include extra hours in the budget. It certainly doesn't mean my work is a "hack job" every time a client doesn't want to pay for the additional time it would take to package up their whole build.
For off-the-shelf prefabs, it might be a different story. But for custom work, which is 99% of what I do, the client gets whatever they're willing to pay for. If they want their stuff all packaged, it's their dime. But if they don't, it's no skin off my nose. Either way, they're still getting a top quality build, never a "hack job".
Second, the purpose of linking is NOT to make it easier to move things around. It's to keep things organized. When I create a building, I'll link it into sections in accordance with what's most practical for organizational/structural purposes. For example, the front facade might be one linkset, the roof might be another, each floor might be its own set, etc.
It almost never happens that I'll seek to make the entire structure one set. Beside the fact that most of my projects are just too big for that, there are a number of reasons why it would be impractical. What if I want to change the carpeting on the second floor, and only second floor, for example? It's a lot faster and easier to do that if the floor is its own linkset than if it's linked to the rest of the structure.
Again, doors are just a component like any other. If an entire building doesn't need to be all one linkset, the doors that go with it don't need to be linked to the whole either.
Third, if realism is the goal, then multi-prim doors are a must. To me, what WOULD be a "hack job" would be a door that doesn't have a knob on it, or a push-bar, or handles, or whatever other hardware its RL counterpart would have. Wither very, very few exceptions, there's no such thing as a one-piece door in RL.
If a door actually has all its parts represented, it has to be a separate linkset from the rest of the building, if it's to function properly. Otherwise, the parts won't all rotate correctly together.
If you really think it's important, you could certainly script the door to follow the structure, but in my opinion, that's really a waste of resources. There's simply no need for it. Rez-Foo and the like are slightly better, in that the scripts will self-delete on command, after the building is put in place. But still, they're not strictly necessary. They're just a convenience.
Selecting all the parts of a build before moving it is a very simple task, and is extremely common practice. It's absolutely to be expected.