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Boxing up Linden plants?

Paladin Pinion
The other one of 10
Join date: 3 Aug 2007
Posts: 191
12-09-2009 15:28
I made a sort of greenhouse that friends tell me I should sell. It contains a few Linden trees, mostly because those are the best winter trees I've seen. I haven't sold a large build like this before. I'll not only have to learn how to box it up (the pieces aren't all linked and probably shouldn't be) but I also need to know what will happen if I keep the Linden plants in it. Didn't I hear somewhere that's a no-no? Is it safe?
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Alisha Matova
Too Old; Do Not Want!
Join date: 8 Mar 2007
Posts: 583
12-09-2009 15:37
i would not include the linden plants. Or if you do want to include them, include them separately. There are special land permissions tied to linden plants, something not all landlords set up correctly.

For easier customer service i would just put them in the box with your greenhouse. Not part of the greenhouse. This way if your customer can not rez linden plants, they can still whip out the greenhouse.
Congrats on greenhouse, i hope you sell zillions!
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-09-2009 15:38
If it contains linden plants and the person rezzing it doesn't have the right to place linden plants, it will fail to rez with a confusing message.

This is one reason why I think Linden plants should be attributes of a prim like particle systems are.

See http://jira.secondlife.com/browse/VWR-303
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Alisha Matova
Too Old; Do Not Want!
Join date: 8 Mar 2007
Posts: 583
12-09-2009 15:49
*votes* i like that one Argent. That is a much better solution than my, "heck no don't coalesce linden trees darn it, flag" jira.
Paladin Pinion
The other one of 10
Join date: 3 Aug 2007
Posts: 191
12-09-2009 21:38
Thanks all, I forgot about the permissions issue. So, no linden plants. Gotcha.

I've been reading up on rezzer boxes. They all seem to work the same way. I have to put a script in every object, right? I have about 70 objects, which seems like a whole lot of work and trouble to set up. And after the buyer rezzes my build, then all those scripts are still running, right? As a scripter, that really seems a waste of resources.

On the other hand, it doesn't sound like I can package a largish build any other way. But it bothers me to think of all those scripts running all the time, just for a one-shot rez.
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Argent Stonecutter
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Join date: 20 Sep 2005
Posts: 20,263
12-09-2009 21:40
They should be able to delete themselves after rezzing.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
12-09-2009 22:40
the big four box systems include script deletion last I checked (rezz-foo, builders buddy, jack-in-the-box, rez-faux)
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Larrie Lane
Registered User
Join date: 9 Feb 2007
Posts: 667
12-10-2009 02:40
From: Paladin Pinion
I've been reading up on rezzer boxes. They all seem to work the same way. I have to put a script in every object, right? I have about 70 objects, which seems like a whole lot of work and trouble to set up. And after the buyer rezzes my build, then all those scripts are still running, right? As a scripter, that really seems a waste of resources.


Assuming you have linked the build in the correct way you should have linksets, then you only add a positioning script from the rezzer you use to the root prim of the linkset and not every prim. Normally doors are standalone so you would need to add a positioning script to them.

From: Paladin Pinion
On the other hand, it doesn't sound like I can package a largish build any other way. But it bothers me to think of all those scripts running all the time, just for a one-shot rez.


Once the build has been rezzed and Stored/Save has been selected from the rezzer the script will/should self delete depending on the system you are using. I think most operate in this way.

Depending on how big your build is you should only need to add about 5-6 positioning scripts, maybe more if you have lots of doors.
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
12-10-2009 05:54
As others stated, a rezzer system can (and should) have a command that allows you to remove its scripts when you're done positioning it.

Also, FYI, a rezzer can't be used with Linden Plants, as there is no way to add a script to a one-prim Linden Plant. They are "game assets" that work differently than the prims we make everything else out of. Though each plant counts as one prim, they lack a lot of the other attributes we associate with prims. Like they have no way to put anything "inside" them as "contents".
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-10-2009 06:08
From: Ceera Murakami

Also, FYI, a rezzer can't be used with Linden Plants, as there is no way to add a script to a one-prim Linden Plant.
The plant can be put in a prim contents and that prim can move to the location, rez the plant, and delete itself.
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"And now I'm going to show you something really cool."

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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
12-10-2009 07:24
From: Argent Stonecutter
The plant can be put in a prim contents and that prim can move to the location, rez the plant, and delete itself.
Clever idea! You've just figured out how to make a "seed" for a Linden plant!
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-10-2009 07:35
Won't work for holodecks, but it could be useful for packaged builds.
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Nika Talaj
now you see her ...
Join date: 2 Jan 2007
Posts: 5,449
12-10-2009 08:17
Also, as game assets, Linden plants behave differently wrt linksets. You can link a Linden plant to a prim, and it will move with the reset of the linkset. However, if you delete the linkset, the Linden plant will unlink and remain.
.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-10-2009 08:18
From: Nika Talaj
Also, as game assets, Linden plants behave differently wrt linksets. You can link a Linden plant to a prim, and it will move with the reset of the linkset.
Since when? :eek:
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Argent Stonecutter - http://globalcausalityviolation.blogspot.com/

"And now I'm going to show you something really cool."

Skyhook Station - http://xrl.us/skyhook23
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
12-10-2009 08:36
From: Nika Talaj
Also, as game assets, Linden plants behave differently wrt linksets. You can link a Linden plant to a prim, and it will move with the reset of the linkset. However, if you delete the linkset, the Linden plant will unlink and remain.
.
Oh? I don't recall ever being able to link a Linden Plant to anything! Not even to other Linden plants.
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Nika Talaj
now you see her ...
Join date: 2 Jan 2007
Posts: 5,449
12-10-2009 08:47
From: Ceera Murakami
Oh? I don't recall ever being able to link a Linden Plant to anything! Not even to other Linden plants.
I did it with one of the 2 Winter Pine trees yesterday. I thought they might behave like regular prims, since they look so different. I rezzed it in a build box, linked it, and thought aha! It's just a regular sculptie! But, no.
Drongle McMahon
Older than he looks
Join date: 22 Jun 2007
Posts: 494
12-10-2009 08:54
From: Paladin Pinion
I made a sort of greenhouse ...
That's interesting. The idea of a greenhouse full of plants suggests a nightmare of alpha sorting conflicts. How did you avoid that? I will have to have a look.
Paladin Pinion
The other one of 10
Join date: 3 Aug 2007
Posts: 191
12-10-2009 12:57
From: Drongle McMahon
That's interesting. The idea of a greenhouse full of plants suggests a nightmare of alpha sorting conflicts. How did you avoid that? I will have to have a look.


I'll be happy to show you if you can catch me inworld (I'm not usually on until late night central US time.) What I've got isn't really a greenhouse, it was just the quickest way to describe it without a long explanation. Basically I have different seasonal displays with a rotating central wall so you can "open" and enter whatever season you want to be in. (There's a hidden trick too, you have to find the switch or the walls won't move. I'd like to add a few more surprises before I'm done as well.)

The whole thing is inside a 30 meter dome. The only linkset is the dome itself. I don't want to link the plantlife to the dome. In fact, I've made all the plants copy/mod so a buyer can use them anywhere they like. Only the dome is no-mod (mostly to keep people from accidentally resizing the megaprims.) I want the plants to be moddable and removeable so that the next owner can populate the landscapes with their own vegetation if they like. So that means scripting dozens of items.

There is some mild alpha distortion, but because the dome walls are solid it isn't as bad as you'd think. It doesn't look any worse than most places in SL. ;)

Edit: Thanks for setting me clear on the script issue. It's good to know they won't be running for eternity.
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Mote Particle Script Generator - easier and faster than any HUD
Also: Paladin's Sunbeam. Up at dawn, gone by dusk, day and night sounds, fully configurable
See more at: www.paladinpinion.com