How high can you build?
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Miriel Enfield
Prim Junkie
Join date: 12 Dec 2005
Posts: 389
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04-26-2006 21:39
I'm sure this has been answered somewhere, but the search function appears to be broken at the moment.
I've heard that if you build above a certain height (700-something is the number floating around in my head), it runs the risk of being randomly autoreturned or deleted. Is this true? If so, how high can you go before you run into trouble?
Thanks.
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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04-26-2006 22:14
I do belive the highest the center of a prim can be is 768 meters.
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Aodhan McDunnough
Gearhead
Join date: 29 Mar 2006
Posts: 1,518
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04-27-2006 00:38
You can go higher than 768, for example 1000m, if the prim is rezzed at 1000m and does not move at all. The moment it's moved by any means (script or edit) it vanishes.
That is unless it's declared a physical object and thus can exist and move up to 4096m.
Have not tried rezzing a prim above 3500 yet.
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
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04-27-2006 02:28
From: Aodhan McDunnough You can go higher than 768, for example 1000m, if the prim is rezzed at 1000m and does not move at all. The moment it's moved by any means (script or edit) it vanishes. It doesn't vanish. It gets moved down to 768 and becomes left there for eternity.
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Aodhan McDunnough
Gearhead
Join date: 29 Mar 2006
Posts: 1,518
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04-27-2006 05:03
From: Cottonteil Muromachi It doesn't vanish. It gets moved down to 768 and becomes left there for eternity. Oh right ... forgot about that. I now remember going back to 768 to delete some stuff that got "lost".
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nimrod Yaffle
Cavemen are people too...
Join date: 15 Nov 2004
Posts: 3,146
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04-27-2006 06:42
My friend made a skybox at 3k meters high. He kept using the 'copy prim' option and rezed it up 10m at a time. Yes it took a while, but at least it was peep proof! 
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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04-27-2006 06:57
If a normal prim starts below 768M and is moved above that atiutude, it goes off-world and is returned to your lost and found. Had that happen with an elevator platform I was riding, when I mistakenly entered the full value as a parameter for Z-height, and the elevator script expected an offset, and started at 500M. The prim I was sitting on vanished to lost and found, and I wound up 'skydiving', unexpectedly, from 768M.
_____________________
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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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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04-27-2006 07:20
Occasionally I'll go buy one of Thili Playfair's demo villages and rez it at a few thousand meters. Since it's only L$1 it's no big deal when it comes apart.
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nimrod Yaffle
Cavemen are people too...
Join date: 15 Nov 2004
Posts: 3,146
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04-27-2006 10:31
From: Ceera Murakami If a normal prim starts below 768M and is moved above that atiutude, it goes off-world and is returned to your lost and found. Had that happen with an elevator platform I was riding, when I mistakenly entered the full value as a parameter for Z-height, and the elevator script expected an offset, and started at 500M. The prim I was sitting on vanished to lost and found, and I wound up 'skydiving', unexpectedly, from 768M. It might have gone off-world because it was physical? When I move an object that is above 768M, it just jumps down to the max height (780M).
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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04-27-2006 10:45
From: nimrod Yaffle It might have gone off-world because it was physical? When I move an object that is above 768M, it just jumps down to the max height (780M). Nope. It was an ordinary prim, textured on the outside, and with Seagel's basic elevator script in it. That script uses llSetPos to move the prim once you are on it. The prim started at 500M altitude. I had just installed the script there, and was going to test it by going to the roof of the skybox, at 505M. When I got on, it tried to go to 1005 M, with me on it! At 768 or so, it vanished from under me, I got un-sat, and I got a message stating that it had been returned to my lost and found. I then started falling...  It also sent me into a nearby sim, because the X and Y coordinates that I had entered became X and Y offsets... So when I fell to the ground (switching to 'fly' mode before I want splat!), I was in another sim. When I tried to re-rez the prim from my lost and found again, it instantly zipped off-world again. I had to delete it and make a new pad. No big deal, but odd.
_____________________
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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Shaylene Soyer
Registered User
Join date: 21 Mar 2006
Posts: 21
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This thread totally sounds funny!!
04-27-2006 11:15
Yall are making me laugh! All this talk about being some hundred meters up in the air (or what not) and then prims vanishing in the lost and found directory whily being elevated and then  !! GONE! Then, uh oh!! what goes up must come down! LMAO Alright... enough of me being silly for one afternoon. If things are supposed to vanished after a certain number of meters up in the air, why is it that the modules in the Paradis Blanket can be put as far up as 700M and they don't get dumped in the lost and found directory? Shay
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Marker Dinova
I eat yellow paperclips.
Join date: 13 Sep 2004
Posts: 608
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04-27-2006 11:47
From: Shaylene Soyer Yall are making me laugh! All this talk about being some hundred meters up in the air (or what not) and then prims vanishing in the lost and found directory whily being elevated and then  !! GONE! Then, uh oh!! what goes up must come down! LMAO Alright... enough of me being silly for one afternoon. If things are supposed to vanished after a certain number of meters up in the air, why is it that the modules in the Paradis Blanket can be put as far up as 700M and they don't get dumped in the lost and found directory? Shay because the limit is 768m
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Moriash Moreau
Registered User
Join date: 1 Jan 2005
Posts: 39
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04-27-2006 11:49
You can place a non-physical build above 768m (via scripts or whatever), and it will stay there indefinitely (provided it's not moved after being rezzed, as mentioned above). However, it will be returned (or disappear, depending on its offword return settings) upon sim restarts and updates. Something about rebooting the sim cleans up the airspace above 768m. Unless you have some method of keeping it alive (such as a scripted object that periodically checks for and re-rezzes the hi-alt. build), don't expect it to last more than a few days at most. Alternately, you can make it physical and have it hover in place (contingent on mass and energy limits). I haven't experimented with physical objects above 768m with regards to the post-sim-reboot cleanup effect. And yes, under normal circumstances, the absolute limit for any object not attached to an av is 4096m. Take a look at the LSL Wiki entry for llSetStatus, specifically STATUS_DIE_AT_EDGE. http://secondlife.com/badgeo/wakka.php?wakka=llSetStatusI believe that the difference in default DIE_AT_EDGE settings for player rezzed vs. script rezzed objects explains the varying return vs. disappear effects reported above.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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04-27-2006 12:36
Yup. My Companion and I used to have a lovely skybox at 700M up. It was quite stable.
And yes, it actually was kind of funny to have that elevaor drop me like that. Glad it made you laugh.
_____________________
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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