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Trouble with Borders (Aerial Building)

Corvus Drake
Bedroom Spelunker
Join date: 12 Feb 2006
Posts: 1,456
02-28-2006 13:22
I've had to resort to the same home I had in my 512 that I had in my 1024 because I ran into a unique problem.

The land lines only display on the ground, making aerial edits very difficult. Granted, I start on the ground and then lift the completed construction, so the initial build is rarely the issue, but a few problems have come up.

1. Some of my shapes I use are curved, and it is VERY hard to see if a curve exceeds my boundaries. Often, they touch the property line directly.

2. Once in the air and living in my home, I find things here and there that need minor edits, such as shape extensions or prims to close tiny gaps. Other times, it's prims I need to slide out of position in order to paint a missed surface that clips a little with a flat prim, and when I slide it back I misaim. The end product is objects very slightly over neighboring land.

The end result is that I was logging in to find that store owners and land sellers were returning entire portions of my home and its contents to my inventory, which is now a horrid mess. Is there a way to extend my property lines marks to exist on the same X,Y plane as my avatar so I can avoid this?
Gabe Lippmann
"Phone's ringing, Dude."
Join date: 14 Jun 2004
Posts: 4,219
02-28-2006 13:30
I run into this as well.

How about something like this? Never used it, but could be helpful.
http://www.slexchange.com/modules.php?name=Marketplace&file=item&ItemID=41922
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
02-28-2006 14:03
I'm a cheapskate, so I just plant plywood sticks onto the ground at the corners of the land boundary. After that, just send them up into the sky by keying in the desired Z value.
2fast4u Nabob
SL-ice.net
Join date: 28 Dec 2005
Posts: 542
Same approach..but made my own
02-28-2006 14:30
From: Gabe Lippmann
I run into this as well.

How about something like this? Never used it, but could be helpful.
http://www.slexchange.com/modules.php?name=Marketplace&file=item&ItemID=41922


I use the same basic idea - particle emitters that I made myself. The particles seem to work well past 300m - maybe something worth selling if it is better than the one for sale there :)
Teddy Wishbringer
Snuggly Bear Cub
Join date: 28 Nov 2004
Posts: 208
02-28-2006 14:39
From: Cottonteil Muromachi
I'm a cheapskate, so I just plant plywood sticks onto the ground at the corners of the land boundary. After that, just send them up into the sky by keying in the desired Z value.


Yes, exactly.. I dish out some quick FREE cube prims, move them exactly to the corners of the lot and Z them up to 700M (where I build my skyboxes). I found this extremely usefull, especially for non-rectangular plots of land. Eliminates guessing and I just delete them when the floor is built. I find it also very helpful to build one 10x10 floor peice on the ground and Z it up too. Kinda hard to create your first prim high up in the sky. :)
Oso Turnbull
Registered User
Join date: 25 Apr 2005
Posts: 62
Same problem on UNDERWATER plots...
02-28-2006 14:50
I own several pieces of land that are WATER plots. I find I have the same problems while trying to build at the water level. And I have tried and ofter resort to things listed in this thread.

A line that surrounds the property is nice, but how about also extending a see through perimeter type line vertically into the air as well?????

Creating a "box" so to speak around the entire property almost like the "DO NOT ENTER" lines do now.

What do u think?
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WORGADO6996
Corvus Drake
Bedroom Spelunker
Join date: 12 Feb 2006
Posts: 1,456
02-28-2006 15:54
From: Oso Turnbull
I own several pieces of land that are WATER plots. I find I have the same problems while trying to build at the water level. And I have tried and ofter resort to things listed in this thread.

A line that surrounds the property is nice, but how about also extending a see through perimeter type line vertically into the air as well?????

Creating a "box" so to speak around the entire property almost like the "DO NOT ENTER" lines do now.

What do u think?


I think that would cause unnecessary lag. Instead, attaching the lines themselves to the plane that the avatar is on would make more sense. This would accomplish the same purpose without making the entire landscape glow yellow and red.
Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
02-28-2006 18:10
From: Corvus Drake
I think that would cause unnecessary lag. Instead, attaching the lines themselves to the plane that the avatar is on would make more sense. This would accomplish the same purpose without making the entire landscape glow yellow and red.


I like the idea of only showing the lines on a plane.

But in practice, the lines would need to be independent of the avatar. It would be really tedious to try to move the lines up and down by moving the avatar up and down. When I'm building, my camera is rarely connected to the avatar, so I'd have to reset my camera every time I wanted to move the lines.

If we could keep the idea of a plane and put up/down drag arrows on it, I'd be sold.
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nand Nerd
Flexi Fanatic
Join date: 4 Oct 2005
Posts: 427
03-01-2006 08:12
Perhaps then it would be benificial to follow the camera's z-position. Having set up a series of [particle] emitters/recievers at the corners of the plot it would be possible to track the owner's camera position. A simpler method would be to shout a z-value on a private channel although this limits you to being within 100m of each emitter.

What I tend to do is rez a cube near the boundary line, snap it's position so the outside surface is on the boundary line (i.e. the 0.5m cube is 0.25m from the property line which is always a whole number as the property lines are on a 4m grid) and then scale the inside surface towards the outside surface, making a 0.01m (or larger if draw distance is a concern) thick prim (which can be scaled up to 10m in the other dimensions) which accurately depicts the boundary line on it's outside surface and is still on my property (albeit 0.005m from the property line =) ).

nand's 2-pence for today.
Brent Sprocket
Registered User
Join date: 8 Feb 2006
Posts: 5
03-01-2006 11:34
So after creating initial prims on the ground and Z-ing them up to "build altitude", how do you get up to them? I guess since you know your location, can you use the go-to section of the Map to set the altitude?

I recently made a lift with a pushbutton control panel that goes up in either 100 or 10 m increments. It's fun to ride, but what are some other ways of getting up there?
Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
03-01-2006 12:28
From: Brent Sprocket
It's fun to ride, but what are some other ways of getting up there?


The most basic way is to rez a prim and sit on it. You can then edit the prim and set it's height to the desired Z. You'll zip right up with it. :)

A flight enhancement script is also helpful to allow you to fly above the standard height. There are many available. I use AzFlight which is available here for free. Put the script in a prim that's attached to you.
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TonyRockyHorror Hauptmann
two-for-one special
Join date: 5 Nov 2005
Posts: 76
03-01-2006 12:35
From: Brent Sprocket
So after creating initial prims on the ground and Z-ing them up to "build altitude", how do you get up to them? I guess since you know your location, can you use the go-to section of the Map to set the altitude?

I recently made a lift with a pushbutton control panel that goes up in either 100 or 10 m increments. It's fun to ride, but what are some other ways of getting up there?


    rez a prim, sit on it, then key in the proper Z number.

    create a landmark at the proper z level.

    use cubey terra's skydiving plafort and parachute in. (i recommend this one!)
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
03-01-2006 13:16
From: Brent Sprocket
So after creating initial prims on the ground and Z-ing them up to "build altitude", how do you get up to them?
You can use a flight script, like Cyberflight (available for L$1 with full perms in my flight feather HUD in LostFurest dAlliez... about 500m above the HUGE crater at the south of the sim... you can ride the elevator up or use a teleporter) which allows you to fly at any altitude just as smoothly as you can fly near the ground.

Or you can just sit on the last of the initial prims befor you "Z" it.
Falcao Vega
Hands off the unguent
Join date: 24 Jan 2006
Posts: 66
03-01-2006 13:22
One option is 'Private Workspace,' a great builder's-aid product that you'll see all over the skies above the sandboxes.

It's made by Frans Charming:

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Brent Sprocket
Registered User
Join date: 8 Feb 2006
Posts: 5
03-02-2006 08:09
Thanks for the answers.

I'll try some flight scripts too.
Logan Bauer
Inept Adept
Join date: 13 Jun 2004
Posts: 2,237
03-02-2006 08:15
From: Cottonteil Muromachi
I'm a cheapskate, so I just plant plywood sticks onto the ground at the corners of the land boundary. After that, just send them up into the sky by keying in the desired Z value.


Same here, both in the cheapskate dept and in the plywood stick method dept. :)

Also, as far as getting up there? I sit on the last "stake" and ride it up to the desired height... Then usually shift-copy it into a platform in the middle to stand on and start building.
Jonas Pierterson
Dark Harlequin
Join date: 27 Dec 2005
Posts: 3,660
03-02-2006 08:35
Not trying to hijack this thread, but I delivered what I used your roses for to you in world Logan:) Thank you.
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