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Building constraints i.e Texture memory and polygon data limit?

Nim Lavendel
Registered User
Join date: 27 Jun 2009
Posts: 13
06-27-2009 11:04
Hi!
Is there or what is the polygon limit for building houses etc?

What are the texture size limits?

Or is it down to how much K you can take over a specified area?

I've searched high and low for this both on the web and on the forums.
If it's somewhere obvious I have somehow just missed it and I'm very sorry to take up you time.

I would be massively grateful if anyone knows the answer or could direct me to where I can find this information.

Thanks!
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
06-27-2009 16:10
From: Nim Lavendel
Hi!
Is there or what is the polygon limit for building houses etc?
What are the texture size limits?


i never heard of a polygon limit. But of course there is a prim limit depending on your special deal with your terrain vendor/land owner... Which indirectly results in a polygon limit ;-)
Of course YOU must take care! Many complex prims (and/or sculpties) contribute to very significant amount of lag! )

Concerning texture sizes i believe, that SL caps at (or downsizes to) images > 1024*1024 pixels... I remember that i once wanted to upload a texture for a huge backdrop, but whichever texture size i tried to upload, the result was always more or less the same as with the 1024*1024 version...
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
06-27-2009 16:14
Texture size limits are described in the sticky at the top of the texturing forum.

Poly count is not directly applicable in most cases, as SL's building system is based on parametric solids (prims), rather than on traditional polygonal surface modeling. The amount ofprims you can use is directly determined by the amount of land that is at your disposal in a given region. SL uses land as an analog for server resources. In most regions, 15,000 prims are allowed. Whatever percentage of the region is yours is the percentage of those 15,000 prims you can work with. If you don't want to own your own land, there are public sandboxes you can use, scattered around the grid.

The prim system will appear a bit silly to you ay first, if you've got prior modeling experience. But once you get the hang of it, you'll discover it's far more powerful than it first appears, and there are very important reasons why it works the way it does. There's little you can't do with it. You just need to let go of some old habits, and embrace a few new ones. Eventually, you learn to think in prims. It just takes practice. Perhaps ironically,the more prior experience you've got, the longer that tends to take. So be patient with it.

In addition to regular prims, there are also sculpt prims, which you can read more about on the wiki. wiki.secondlife.com/wiki/sculpted_prims
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Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested.
Nim Lavendel
Registered User
Join date: 27 Jun 2009
Posts: 13
06-28-2009 01:02
Thanks guys!

With 15 years of experience in game design and animation it sounds like I've got some readjusting to do...at least to SL terminology.

Gaia: I'm not surprised SL is as slow as it is if people use textures sized 1024*1024 pixels! Big thanks for the info tho!
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
06-28-2009 07:55
From: Nim Lavendel
Thanks guys!

With 15 years of experience in game design and animation it sounds like I've got some readjusting to do...at least to SL terminology.

If anyone can point me to links, threads or are willing to share any other "Useful to know for a professional games designer who wants to build in SL" tips I'd be most grateful!

Gaia: I'm not surprised SL is as slow as it is if people use textures sized 1024*1024 pixels! Big thanks for the info tho!
Here is a reference site that I built: Go to the RUCE 1 sim, and follow the Rutgers University Orientation Course trail across the river and just past the brick house. You don't need to use the HUD offered at station 1, or do any of the course lessons along the way. You can just fly across the river to about the middle of the sim, and look for the house, just South of the sim's center. The three stations right after the brick house, along that path, are introductory lessons on building, texturing, and scripting in Second Life, and offer landmarks to some of the best building and texturing resources in SL, such as the Ivory Tower of Primitives, and Robin Sojourner's texturing tutorial (in the Livingtree sim).

You can also just use Search for "Ivory Tower of Primitives" to get to that building tutorial, and do a map search for the "Livingtree" sim to get to Robin's tutorial. But in RUCE 1 I tried to collect as much useful starter information and links to other very useful learning sites as I could find. (You may find the whole orientation course worthwhile, but the other stations are basic info on Second Life, and not aimed at Building.)
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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.
Nim Lavendel
Registered User
Join date: 27 Jun 2009
Posts: 13
06-29-2009 00:23
Thanks Ceera! I'll check it out net time I log on!