Can I Link And Entire Store???
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Gianni Broda
CASHMERE Baby!!!!!!
Join date: 13 Jul 2006
Posts: 172
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07-03-2007 11:27
I 've built a store but a I can only link it in pieces.Is there a way around that?
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Abba Thiebaud
PerPetUal NoOb
Join date: 20 Aug 2006
Posts: 563
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07-03-2007 11:44
Rez-Foo & Rez-Faux systems will allow you to "link" all parts, including furniture and fixtures. Search in world for them. They look intimidating at first, but they end up being really a lot easier than they sound. It's a matter of putting this script in that and then putting that in yonder box, basically.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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07-03-2007 12:25
Just for clarity, niether Rez Foo, Rez Faux, nor any other system will allow you to link things that are bigger than SL's established limits. What Rez Foo and Rez Faux are are packaging systems. They allow you to take all the pieces of a large structure, put them into a box, and then have the box reassemble the structure on command. This enables you to make large objects portable, but it in no way means they'll all be one linkset. Huge difference there.
Anyway, Gianni, what you're experiencing is perfectly normal. Objects can within a single linsket can add up to no more than 32 meters across on center, and that distance gets smaller depending on the size of the prims you're using. Think of linkable distance kind of like gravity. Larger objects have more of it; smaller objects have less.
What you want to do is link your building into pieces that make sense according to functionality or organization. For example, it might make sense to have all the pieces of the floor be one linkset and all the pieces of a doorway be another. Just go with what feels most practical to you. There are no rules for how it has to be done.
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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.
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Gianni Broda
CASHMERE Baby!!!!!!
Join date: 13 Jul 2006
Posts: 172
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07-03-2007 13:51
thanks Chosen
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Flix Saiman
Registered User
Join date: 19 Dec 2006
Posts: 150
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07-09-2007 01:21
actually i have found a way to break the linking boundries.. and am coming out with a video to show how it works.. to date my largest linked object was 200mx100mx60m (i could have gone higher but i ran out of prims (the prim limit still exist)
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Squirrel Wood
Nuteater. Beware!
Join date: 14 Jun 2006
Posts: 471
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07-09-2007 01:49
From: Flix Saiman actually i have found a way to break the linking boundries.. and am coming out with a video to show how it works.. to date my largest linked object was 200mx100mx60m (i could have gone higher but i ran out of prims (the prim limit still exist) Did you post that bug on Jira yet?
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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07-09-2007 07:30
From: Flix Saiman actually i have found a way to break the linking boundries.. and am coming out with a video to show how it works.. to date my largest linked object was 200mx100mx60m (i could have gone higher but i ran out of prims (the prim limit still exist) Let me guess. Are you starting with a scaled down version of the object, linking all the prims, and then scaling it up? If that's the case, then it should be pointed out that the results will be very unstable. Such things are prone to spontaneous unlinking, to physics problems (which can sometimes crash a sim), and even to explosion. No kidding about that last part, by the way. You can find yourself having to hunt down pieces of your build, scattered all across the landscape and all through the sky after an explosion. Also, if you take such an object into inventory, and then bring it back out, it won't be linked anymore. If you cross a sim border with it, same deal (and that's often what can trigger an explosion). If you're talking about something else besides the scaling trick, then I'd be curious what it is, but I'd also caution you whatever it is is most likely a bug, and sooner or later it will stop working. As Squirrel said, it's always best to report a bug rather than try to use it, for many reasons.
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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.
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Flix Saiman
Registered User
Join date: 19 Dec 2006
Posts: 150
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07-13-2007 11:34
the way i do it.. is not a bug.. its a way of buliding that is different.. as far as having problems with it. I have been using this process for over 6 months and havnt had any issues at all. No sim crashes.. No problems No unstable. As far as a bug I really dont think it is a bug. Its just a way to think outside the box. Most of the really interesting things in SL has been from not thinking in the constraints that are put out there but thinking in ways that dont always go with the norm.. the video will be out soon.. keep watching the Movie section
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Orcus Hax
Registered User
Join date: 14 Jul 2007
Posts: 8
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beans
08-06-2007 13:02
Well come on spill them... 
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Ace Albion
Registered User
Join date: 21 Oct 2005
Posts: 866
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08-07-2007 06:48
From: Flix Saiman the way i do it.. is not a bug.. its a way of buliding that is different.. as far as having problems with it. I have been using this process for over 6 months and havnt had any issues at all. No sim crashes.. No problems No unstable. As far as a bug I really dont think it is a bug. Its just a way to think outside the box. Most of the really interesting things in SL has been from not thinking in the constraints that are put out there but thinking in ways that dont always go with the norm.. the video will be out soon.. keep watching the Movie section Did you ever rotate the object in world after it was linked? Even on standard linksets near the limit of size, rotating causes the links to explode.
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Ace's Spaces! at Deco (147, 148, 24) ace.5pointstudio.com
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