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Kakashi Okamoto
Registered User
Join date: 12 Jul 2006
Posts: 32
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10-18-2006 11:37
Ive started on a new project, trying to make WW2 tanks (tiger, panther, king tiger), but while searching the forum for information, I found there is a 31 prim limit for vehicles. I think ive run into it before, and its the amount of prims allowed for a physical object, so......
Is there anyway around this? Can I get something to move if its not physical? Could I somehow get some very basic forward/backward/rotate movement in it at least?
P.S. does anyone have any ideas on getting a turret to move independently from the chassis?
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Partington Gould
Registered User
Join date: 15 Sep 2005
Posts: 94
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10-18-2006 11:48
Remember that an Avie counts as ONE prim, so for a vehicle with 1 driver, the limit is 30 prims for the vehicle. For driver and passenger it will be 29 prims for the vehicle etc.... Ways around it: 1. Try building within the limit, can be a challenge. Clever use of textures can help, or just clever use of prims. 2. 'Wear' part of your vehicle, never done this, but have seen some vehicles for sale using this method. Probably sit on the 30-prim vehicle, then attach the rest of the vehicle to a point that doesn't move (Hips, spine??). Use an animation to fix the bodypart in place. 2a Maybe build the tank from your 30 prims, then attach the turret to your head, moving your head would move the turret. Again, not tried it myself, but might work  3. Search the Scripting Forums for Non-Physical Vehicle Scripts. Theres at least one I found a while ago, can make big vehicles, except they will drive through buildings.
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PG - Permanently Confused and prone to Wandering
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DevilPliers VanDornan
Registered User
Join date: 12 Oct 2006
Posts: 20
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10-18-2006 11:57
Yep, there is a nonphy script on the forums.. although I haven't been able to get it to work. /54/1a/140172/1.html I seem to have problems turning with it? I just twitch around. You can also use scripts (such as builders tab I think.. in the wiki library) that use the messagelinked to tell the other parts to move with it, but I haven't been able to figure out that one either, and I was told that the movement was too choppy. Shrugs. Jes
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Kakashi Okamoto
Registered User
Join date: 12 Jul 2006
Posts: 32
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10-18-2006 14:05
now lets say I go with a temprez method to make the tank, Ive heard that it only counts the object as one prim, so would I be able to do it then?
Can the object with the temprez script in it be turned physical?
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DevilPliers VanDornan
Registered User
Join date: 12 Oct 2006
Posts: 20
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10-18-2006 16:42
I think temp to rez has more to do with not going over the prim limit on your sim. Shrugs.
Jes
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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10-19-2006 09:53
The biggest vehicle I own so far is 277 prims. It's a Brigantine style pirate ship. 27 prims is the actual hull, and the rest is a 250-prim attachment that attached to the pilot's pelvis while he is operating the vehicle. The ship's owner/pilot can not move at all when operating the ship. Scripts allow the appearance of the attachment parts and the physical vehicle parts to be seen or not, so you can hide the cannons (which are part on the vehicle itself and part on the attachment), unfurl the sails, and make other changes in appearance. The attachment part is phantom, like any avatar attachment. A warning with this method. It appears to involve the vehicle rezzing a static copy of the attachment whenever the driver is not sitting in the vehicle. Those prims count against parcel prim count until they are replaced by the attachment version. This has been proven to cause problems if you drive the vehicle onto your own property, get off, and in the process exceed the allowed parcel prim count when the fake attachment's prims re-rez. I own this ship because a client of mine had one, and disembarking on his 1024 M2 parcel caused almost all of the prims on his parcel, including his house, to be returned, to make room for a FAILED rez attempt of the temporary attachment prims!  The best bet would be to make your chassis for the tank, and then make the turret an attachment connected to the avatar's head. The sit animation for the pilot would somehow need to keep the body locked in an upright position, but allow the head to turn. In mouselook you would then be looking where you point the turret, which should make aiming and firing rational. Do your best to keep all the prim counts low, including the attachment. Beyond that, I am out of my depth on either the tank driver sit animation that you would require, or how to do the more detailed work. Avoid temp on rez. It hogs sim resources, and recent anti replication attack programming makes it very hard to use anyway.
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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.
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