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Transferring Large Builds

Planet Mars
Registered User
Join date: 10 Feb 2004
Posts: 159
02-18-2005 07:43
For anybody that has ever been commissioned to work on a large scale project, I'm thinking 100's of seperate objects even after substantial linking.... have you ever tried transferring the final build? Is there any quick way to do it, or would I have to set every single object 'For Sale, L$0, Original' whilst me and the person paying for the build is present?

Is it unreasonable for me to consider the time involved to be prohibitive?

edited: pore spullin
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Planet Mars
Maxx Monde
Registered User
Join date: 14 Nov 2003
Posts: 1,848
02-18-2005 07:51
You can put a lot of objects into one 'object' by selecting and doing more --> take copy. One word of warning, do NOT attempt this until you see in the main tab that you can edit all the objects, and you see an object count appear. This means you are 'up to date' and can try to perform it, otherwise you only get partial sets.

You have to align them finally, so work out breaking it up into largish chunks and some kind of registration method (one that juro I think uses is a sphere, linked to different parts, you just realign that). You get the idea.

My skyscraper in Davenport was built that way, three chunks (because of selection limits that were distance based mostly) that I need to rezz and align when necessary.

My current record for a build is 1,569 objects rezzed at once, mostly non-linked, but taken as one object in inventory.

I'll stop rambling now. :)
Planet Mars
Registered User
Join date: 10 Feb 2004
Posts: 159
02-18-2005 08:08
This would also require a fair deal of skill on the part of the buyer to position every multiple-object object as required, I really need to transfer it all in-situ. I guess I *know* there is no easy way... even LL can't do it for me according to a liaison (I thought maybe they could somehow change the ownership of every item belonging to me in that particular sim?)
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Planet Mars
Juro Kothari
Like a dog on a bone
Join date: 4 Sep 2003
Posts: 4,418
02-18-2005 08:17
I've transferred a few large builds and here's what I have found works well:

- link into large groups
- record position of each group in a notecard
- take a copy of each group (protection against accidents)
- set each group for sale at $0 and sell Original

It may not be the best way, but it works.
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cua Curie
secondlifes.com/*****
Join date: 14 Nov 2003
Posts: 196
02-18-2005 09:29
I usually just set all objects to a group of the new owners choosing then drop the group after completion. The land can be set to a specific group without deeding it, allowing the auto return to be set.

You can also set the objects to share with group, which allows the new owner to adjust and re texture.

Just be sure to tell them not to auto return it when they are ready for a change :)
Byron McHenry
Registered User
Join date: 21 Sep 2004
Posts: 204
well...
02-18-2005 11:00
the best and most accurate way is to set it up and record all the peices place ment on a script or notecard then takes up all pieces and put it in a object and put it in a free vender with the notecard that has the placement instructions any other way might give you head aches
Planet Mars
Registered User
Join date: 10 Feb 2004
Posts: 159
02-18-2005 11:42
There really are too many parts for me to consider noting down the position of all of them (even when linked, this is a big build ;) ). Cua's idea to share with group sounds my best bet, does this allow group members or just officers to edit?
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Planet Mars
Juro Kothari
Like a dog on a bone
Join date: 4 Sep 2003
Posts: 4,418
02-18-2005 11:49
Not sure on that Planet, I think its anyone - but I could be wrong.

IMHO, seeing as how things can (and do) go terribly wrong (server wipes, the 'oops' return, etc.) it may be worth noting the position for insurance. It is a major PITA, especially if there are dozens or even hundreds of parts - but it makes repairs a hell of a lot easier.

;)
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Sam Portocarrero
Jesus Of Suburbia
Join date: 23 May 2004
Posts: 316
02-18-2005 18:16
Ahh the majorly large annoying-to-transfer build...

Truly there are only a couple ways (so far) to do this, and the best have already been mentioned. As you all well know, the best way for a large build like a mall, sim, or such is to "box" a copy of all the pieces, then transfer this to the customer usually with a note card containing the parts exact placements. While the original build in your name and their group remains in place. It also helps to grant these large order customers "modify permissions" to your objects too. This way they can delete and replace with their name objects.

For large, but manageable projects, it may also be easier to link the sections in easy to align shapes, then record the positions of each piece. After that having the project removed, the pieces transferred to the customer in a folder or box, then (via grant permissions) replacing those pieces for the customer on the lot. This on the other hand wouldn’t work well for very large builds.

What I would personally like is a buy system somewhat like the land buying system. Setting each piece for sale, and they be set to a name. The customer could then buy each section without your presence and at their leisure.

- Sam
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Alan Edison
Ty Zvezda
Join date: 28 Jun 2004
Posts: 420
02-19-2005 07:03
it has been a long time since i've tried this, it might not have worked, but I think it did...

once you've build you building, give the owner of the land rights to your objects, let them highlight the entire build and move it say 1 grid square. (i think this is a bug, but its great for this sorta thing - that is if it hasnt been fixed since i last tried) the objects/prims all then recognise the person that last moved them as the owner.

i hope that method still works ingame.
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Ty Zvezda
Mordred Lehane
Mechanical Alchemist
Join date: 13 Feb 2005
Posts: 109
02-25-2005 11:18
i dunno if this helps, and its kinda a noob soulotion, but when making huge builds i like to select the entire object, and shrink it down as small as i can without ruining it, then linking it all into one object before i resize it back to the original size...
this has helped me link massive items and shapes with well over 3000 prims.. although it can be tedious, and if your comuter messes up or ghosts something it can be a royal pain in the butt fixing it..

i hope this helps a little.. *shrugs*
Prokofy Neva
Virtualtor
Join date: 28 Sep 2004
Posts: 3,698
02-26-2005 22:44
I spent a good 45 minutes doing this one with a builder of a tower. A nuisance.

1. The architect should link up sets of pieces that go together, like floors, or entry ways, try to get as many as will link in a set as possible in coherent chunks.

2. You should write down the numbers for the placement of the main prims.

3. You have to buy each linked set named "object" unless the architect wants to make all the names like "2nd floor wall and entryway".

4. But it's easier for the owner to have their own system for naming and numbering everything since he will have to put it out again. So it has to be "mall left mid section second floor" etc. as detailed as possible, giving each piece a standardized name within a system you could recreate on your own.

5. Buy it all for $0 being extra careful not to click on "take" instead of "buy" so it stays out on the ground and doesn't start coming back into inventory, many with the name "Object object".

6. Take a copy, organize you inventory by "date" then open up a second window of you inventory and move all those copies immediately into a folder with the name of the building so all the parts stay together.
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Rent stalls and walls for $25-$50/week 25-50 prims from Ravenglass Rentals, the mall alternative.
Jesrad Seraph
Nonsense
Join date: 11 Dec 2004
Posts: 1,463
02-27-2005 00:47
- link as much as possible the objects
- select all the linksets
- when the objects are all selected, use the Take command
- copy, set permissions on the taken object.
- give it to the final owner
- the final owner goes into the target sim
- opens the inventory and Edit windows
- rezzes the large build
- moves and rotates it into position

If the build is too big to select entirely, do it in a few more selections, but then the different parts will have to be realigned (which is hy I use Snap to grid).
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Either Man can enjoy universal freedom, or Man cannot. If it is possible then everyone can act freely if they don't stop anyone else from doing same. If it is not possible, then conflict will arise anyway so punch those that try to stop you. In conclusion the only strategy that wins in all cases is that of doing what you want against all adversity, as long as you respect that right in others.
Cid Jacobs
Theoretical Meteorologist
Join date: 18 Jul 2004
Posts: 4,304
02-27-2005 04:54
I hobbled this together in the wee hours so plz be gentle :). Basically you drop this script into the linked sets of each part. It then makes the desc the position, and when the next owner rezzes it will move to the spot you origninally placed it :) (even if its more than 10 meters off).
CODE
vector pos;
string desc;
default
{
state_entry()
{
pos = llGetPos();
llSetObjectDesc((string)pos);
}
on_rez(integer num)
{
desc = llGetObjectDesc();
llSetPos((vector)desc);
while ( llVecDist(llGetPos(), (vector)desc) > 0.001 ) llSetPos((vector)desc);
{
llSetPos((vector)desc);
if((vector)desc == llGetPos())
{
llRemoveInventory(llGetScriptName());
}
}
}
}
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Zermes Vindaloo
Registered User
Join date: 30 Aug 2004
Posts: 14
03-18-2005 22:30
UMMMMMMMMMM

Why not select each link of the build, until highlighted,and TAKE COPY. Set that as the unit for sale, with a note card advising to first have EDIT MODE on, and when rezzed, the entire thing is selected. Has worked for me numerous times in moving, testing a build.

Zermes
Sam Portocarrero
Jesus Of Suburbia
Join date: 23 May 2004
Posts: 316
03-19-2005 00:46
From: Zermes Vindaloo
UMMMMMMMMMM

Why not select each link of the build, until highlighted,and TAKE COPY. Set that as the unit for sale, with a note card advising to first have EDIT MODE on, and when rezzed, the entire thing is selected. Has worked for me numerous times in moving, testing a build.

Zermes



Not quite that easy always, try doing that to a very large mall.

- Sam
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Maxx Monde
Registered User
Join date: 14 Nov 2003
Posts: 1,848
03-19-2005 08:07
Granted it isn't the easiest method, but I've successfully taken copies of unlinked objects nearly a sim wide. You just have to *really* work with the camera.

Of course, dwellnor help you if you accidentally cause the whole thing to move in 'select' mode. I've found 'undo' breaks quite easily when hundreds of objects are involved :)
Damanios Thetan
looking in
Join date: 6 Mar 2004
Posts: 992
03-20-2005 15:11
Maybe wait for v1.6?

This should contain 'Sell plot including contents'. I guess doing a vice versa plot sale including contents from owner to builder to owner should fix almost all big object transfer issues.

Haven't tried in preview though... it could 'not work this way' or bork up all permissions.