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Linking Large Objects?

Jessica Qin
Wo & Shade, Importers
Join date: 16 Feb 2005
Posts: 161
04-15-2005 07:34
Are there any tricks / hacks / workarounds for linking large objects?

Here's what I'm dealing with: I want to have a large cube, 40m x 40m x 40m or even larger, but I need to have the walls of the cube linked: not for structural integrity (although that's nice), but because the walls of the cube are 'active', ie, the walls contain scripts which I'm controlling via llMessageLinked().

I've had marginal success with making a small version of the cube, linking it, and then scaling it up. But I get 'cracks' in the edges (rounding error?) plus stuff seems to randomly un-link, plus I can't seem to reliably do a Take on the scaled-up object and then rez it with the links maintained.

Thoughts? Workarounds? Is there a better way to send messages to my walls?

Jess
Jesrad Seraph
Nonsense
Join date: 11 Dec 2004
Posts: 1,463
04-15-2005 11:11
Sorry, there is no way around this limitation (the random unlinking obtained if you downscale, link then rescale is "normal";), it's built into SL.

You'd get better results splitting your build and reworking the scripts to use Listens or any other form of communication instead of link messages.
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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.
William Withnail
Gentleman Adventurer
Join date: 11 Sep 2004
Posts: 154
workaround
05-11-2005 10:03
There's a workaround.

If you link subsections, then select them all, you can "take" the whole huge contraption. It'll go into your inventory with the name of one of the subsections.

Inform your buyers that they must be in edit mode before they drop your huge contraption on the ground.

If you follow those two rules, you may take and drop large builds.

You may also want to vote for proposition 223.
http://secondlife.com/vote/index.php?get_id=223
Stinky Queso
Second Life Resident
Join date: 29 Nov 2004
Posts: 53
05-11-2005 15:24
this is a workaround:
make a smaller version of your 40x40x40 cube with .5 .5 .5 cubes, then do all the scripts, link them and stretch each cube to 10x10 size. I cant believe nobody knows how to do this here.

edit: oh god, ":D" is the worst representation of : D i have ever seen on any forums.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
05-11-2005 16:28
From: Stinky Queso
this is a workaround:
make a smaller version of your 40x40x40 cube with .5 .5 .5 cubes, then do all the scripts, link them and stretch each cube to 10x10 size. I cant believe nobody knows how to do this here.

edit: oh god, ":D" is the worst representation of : D i have ever seen on any forums.

Stinky, it's not that no one knows how to do this; it's that the method is extremely unreliable. It's only stable if you assume the object will never cross a sim border and that you never take it into inventory and then back out. As soon as you do either it will usually break.

Jessica, if you could give us some idea of what the object is for, it would help. There are several ways to get objects to talk to eachother without them needing to be linked. Depending on the function of the object, the most practcal method may vary. There are different considerations if it's a vehicle than if it's a building for example.
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