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Placing a skybox

Wyatt Burton
Registered User
Join date: 11 Jan 2007
Posts: 49
12-18-2007 20:14
Hello everyone. I want to build a simple skybox. Is there a tutorial somewhere that explains the correct way of placing it?
Anti Antonelli
Deranged Toymaker
Join date: 25 Apr 2006
Posts: 1,091
12-18-2007 21:15
Couple of common ways:

- Build it on the ground and link all the prims together into one object. Sit on it. Right-click to edit the object, look at the position coordinates, and type in a new Z value that places it up in the sky. It will pop up there immediately, you along with it.

Advantage: you start right there on your land on the ground, so it's simpler to make sure you don't accidentally cross over into your neighbor's plot.

- Rez a simple cube, sit on it and edit the Z position as before, and you and the cube will be up in the sky. With the cube as a "platform" of sorts, you'll be able to build the rest of your skybox right there in the sky until you're done.

Advantage: you're up in the sky away from people, if that's more to your liking while building.
Wyatt Burton
Registered User
Join date: 11 Jan 2007
Posts: 49
12-19-2007 12:48
From: Anti Antonelli
Couple of common ways:

- Build it on the ground and link all the prims together into one object. Sit on it. Right-click to edit the object, look at the position coordinates, and type in a new Z value that places it up in the sky. It will pop up there immediately, you along with it.

Advantage: you start right there on your land on the ground, so it's simpler to make sure you don't accidentally cross over into your neighbor's plot.

- Rez a simple cube, sit on it and edit the Z position as before, and you and the cube will be up in the sky. With the cube as a "platform" of sorts, you'll be able to build the rest of your skybox right there in the sky until you're done.

Advantage: you're up in the sky away from people, if that's more to your liking while building.



Thanks that helps a lot. What is the maximum Z I can use? And what should be the minimum so people can't just fly into it.
Beverly Ultsch
Registered User
Join date: 6 Sep 2007
Posts: 229
12-19-2007 13:56
The max is 768m (you can build over that but as soon as you try and move things you get problems), I tend to stick at about 700m to allow for upward growth:). This will change when Havok 4 gets free.

The minimum really doesnt apply, everyone over a few weeks old has flight assist and can fly higher than you can build, put it somewhere that looks empty, I like about 250m just above the clouds (more scenic).
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
12-19-2007 14:08
768 M is the current limit, and it should increase to 1024 M with Havok 4.

Generally avoid building in the particle cloud layer, between 200 and 250 M. the clouds interpenetrate your build, cause issues with clicking on things, and cause lag.

250 and higher works fine. But as the other poster replied, anyone can go to the skybox height easily with a free filight assist, so going up mostly just gets you away from casual explorers. The truly annoying and intrusive types will still bug you in your skybox, unless you use some sort of security orb.
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Okiphia Rayna
DemonEye Benefactor
Join date: 22 Sep 2007
Posts: 2,103
12-19-2007 14:45
From: Ceera Murakami

250 and higher works fine. But as the other poster replied, anyone can go to the skybox height easily with a free filight assist, so going up mostly just gets you away from casual explorers. .


Also gets you away from most land clutter like adfarms, and allows a more natural look with sculpted grounds (If you put sculpted terrain on non-sculpted it usually doesn't match in colour and lighting).
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
12-19-2007 20:52
note that anything under 512 will (eventually) show up on the sim map, so I reccomend 600 to reduce clutter, especially if it's big

(now if only I could get skymall owners to notice that... makes seeing sim borders on the map harder and masks the terrain on the ground from the map =/ )
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
12-20-2007 06:15
From: Void Singer
note that anything under 512 will (eventually) show up on the sim map, so I reccomend 600 to reduce clutter, especially if it's big

(now if only I could get skymall owners to notice that... makes seeing sim borders on the map harder and masks the terrain on the ground from the map =/ )
Actually, I believe the 'magic number' there is 400M. Lower than 400 gets mapped on the main map, 400 and higher doesn't.

Unfortunately the prims all show on the mini map, regardless of altitude, which makes it really hard to see anything in a build that has a lot of stuff in the sky.
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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.