Please increase the link limit...
|
|
c47 Tones
Registered User
Join date: 25 Jan 2006
Posts: 7
|
06-05-2006 23:34
Hi, I've recently come back to SL in hopes of being able to model WW2 era ships. I still see that y'all have not increased the link distance past 30-40m....
Please...
WHEN ARE YOU GOING TO INCREASE IT !?!??!?!?!?!??!
Thanks,
-James Few
|
|
Introvert Petunia
over 2 billion posts
Join date: 11 Sep 2004
Posts: 2,065
|
06-06-2006 03:55
To a first approximation, based on extrapolation from other feature requests, probably never.
|
|
Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
|
06-06-2006 04:30
Apparently it's in Havok 2.
|
|
Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
|
06-06-2006 04:53
never and its better like this ^^
_____________________
 tired of XStreetSL? try those! apez http://tinyurl.com/yfm9d5b metalife http://tinyurl.com/yzm3yvw metaverse exchange http://tinyurl.com/yzh7j4a slapt http://tinyurl.com/yfqah9u
|
|
Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
|
06-06-2006 05:26
How does the linking limit prevent you from modeling the warship?
And who is this 'y'all' you're talking about?
|
|
Michael Martinez
Don't poke me!
Join date: 28 Jul 2004
Posts: 515
|
06-06-2006 07:26
I don't understand why this limit is stopping you.. link parts, build front part of ship, link it..build middle, link it, build end, link it...then edit it all, right click it, take..in your inventory will be one part.
And when you pull out, have edit window opened already (ctrl 3), and then drag it out. then it will still be together, so you can move it as one peice, etc..
The link limit is not a show stopped for anything, you can always get around it.
_____________________
There are no significant bugs in our released software that any significant number of users want fixed. (Bill Gates)
|
|
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
|
06-06-2006 11:15
The link distance limit is not a technical constraint (so it's got nothing to do with Havok versions), but a social constraint. It's LL's way of making sure someone doesn't build a 500M long object, and piss off all their neighbors, their neighbors' neighbors, and their neighbors' neighbors' neighbors. I don't know how they came up with the 40'ish size they've implimented, but that's the number they settled on, and they've stuck with it for years. I doubt they will ever change it.
In any case, as others have stated, there's no reason link distance contstraints should stop you from modeling anything, whether it be WWII ships, houses, giant hippos, or whatever else might strike your fancy. I've got two full size starships hovering above my land, one 123M long, and one 90M long. They're certainly not all one link set, but who cares? For objects that are non-physical, linking is really nothing more than a quick selection and organization tool. It wouldn't benefit you on a large build for anything more than that.
By the way, just so you know, I've seen lots of WWII ships inworld. Some have looked really spectacular. Link distance didn't stop those buiders. Don't let it stop you either.
_____________________
.
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.
|
|
ArchTx Edo
Mystic/Artist/Architect
Join date: 13 Feb 2005
Posts: 1,993
|
06-06-2006 12:06
From: c47 Tones Hi, I've recently come back to SL in hopes of being able to model WW2 era ships. I still see that y'all have not increased the link distance past 30-40m....
Please...
WHEN ARE YOU GOING TO INCREASE IT !?!??!?!?!?!??!
Thanks,
-James Few Go get a copy of Builder's Buddy from the scripting forum, its really useful for packaging and rerezzing large objects.
_____________________
 VRchitecture Model Homes at http://slurl.com/secondlife/Shona/60/220/30 http://www.slexchange.com/modules.php?name=Marketplace&MerchantID=2240 http://shop.onrez.com/Archtx_Edo
|
|
c47 Tones
Registered User
Join date: 25 Jan 2006
Posts: 7
|
06-06-2006 22:05
The rezzing is not the probblem, it's the getting it to move. I really don't like using multimove and would rather use a non physical script for 1 big piece....
|
|
Midtown Bienenstich
Registered User
Join date: 18 Sep 2005
Posts: 47
|
07-04-2006 22:41
Um, it's called Rez Foo?
|
|
Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
|
07-05-2006 18:51
From: Chosen Few The link distance limit is not a technical constraint (so it's got nothing to do with Havok versions), but a social constraint. It's LL's way of making sure someone doesn't build a 500M long object, and piss off all their neighbors, their neighbors' neighbors, and their neighbors' neighbors' neighbors. I don't know how they came up with the 40'ish size they've implimented, but that's the number they settled on, and they've stuck with it for years. I doubt they will ever change it.
In any case, as others have stated, there's no reason link distance contstraints should stop you from modeling anything, whether it be WWII ships, houses, giant hippos, or whatever else might strike your fancy. I've got two full size starships hovering above my land, one 123M long, and one 90M long. They're certainly not all one link set, but who cares? (my emphasis added) well, I care. But I'm pushing the envelope. I just finished packaging my build in BonnyDoon so that I can rez it from a box and it was quite a challenge. It took me about 30 hours of work to do it. The build is 230m x 160m x 180m. 11690 prims linked into 1125 objects. 375 of those objects were Linden trees because they can't be linked at all. But I don't really want to link something that large as a single object until and if we get the ability to maintain the hierarchy of linked objects. But it would be nice to link the build into 20 or so objects. When you're dealing with hundreds of objects, it's a time-consuming process just to put a script in each object and to take a copy. So I guess I agree that the link distances won't stop you but they sure as hell can slow you down at very large scale.
_____________________
Prim Composer for 3dsMax -- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/
Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa
|