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Huge Prims

Clayton Cinquetti
Registered User
Join date: 17 May 2005
Posts: 38
01-13-2007 16:18
I just reworked a plot 8192 m2 plot of mountainside land and broke it into 6 separate plots that I built out with decks, houses, etc... (You can see pictures of it on my blog at www.secondlifehowto.com.)

I built the decks using 10 m x 10 m x 10 m cubes. This appears to be the largest cubes I can build. However, I had in my inventory a freebie I got from somewhere that was labeled "huge prims" and indeed it had block much larger than what I was able to build on my own. My question is how do I get blocks that size? (Or stated another way how did they get blocks that size?) This would have been very helpful for creating my decks.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
01-13-2007 19:03
Those huge prims were created as the result of a bug a while back. They're not supposed to exist. Most likely the ones you've got are phantom (intangible) since the physics engine is designed for a max of 10x10x10M per prim. Trying to force it to track collisions with megaprims could be problematic, so don't go there.

Also, be aware that you can be a nuisance to your neighbors while you're playing around with those things. Please be courteous, and make sure you're not using objects that end up covering your neighbors' land.

Anyway, as far as I know, the existing megaprims are all of fixed size, and you can't resize them. That makes them pretty useless unless you happen to be building a structure that is their exact size.
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
01-13-2007 20:04
I have worked a bit with the huge prims.. I did some experiments to see if they could be used responsibly.. and I think that the smaller ones can. the 20x20 ones are very handy. Using old-school prim torture, one can trim them down to more manageable thicknesses. The primary problem with them is just their bounding boxes. (again speaking of the small ones). The hollow parts don't register as hollow. In order to make the hollows work, you need to cut them to 1/4 of their original circumference. (making a rounded corner works.. for example, but a half-circle doesn't)

The main problems caused by mega prims, is the really insanely large ones. The 100x100 spheres and whatnot. It seems like a cool idea, and in some cases, they can even be used to great effect.. replacing constructs of hundreds of prims. (try making a wall that's 512x512x512 tall... very useful if you want the upper half of your sim to be space, and the lower half to be planet) in most cases, these prims need to be phantom, and in most problematic cases, they're not phantom on rez. (hence the complaints).

if you own your own sim, the large ones can be fun to fool around with. But if you're just doing a build on a small section of land.. it's ususally not worth it. (but for tiling a 60m x 80m floor.. it's nicer to use 6 prims, instead of 48.
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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
01-14-2007 14:00
/me notes that there will be problems with them (collision, possibly visibility) accross sim borders just in case.
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Kornscope Komachi
Transitional human
Join date: 30 Aug 2006
Posts: 1,041
01-14-2007 17:15
I've been using the 20x20x.5 prim for a while now. They make great building platforms, walls and floors for your store but that's all. I wouldn't use them in products for sale though.
The others are pretty useless unless you have the space, as mentioned above.

I rezzed all of them once at over 600 meters high and freaked when I rezzed the infinite floor prim. The mini map went totaly grey but a quick delete zapped it and I haven't tried since.
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