Shakiness in Lined-up Overlapping Prims
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Laurie Walcott
Registered User
Join date: 14 Sep 2005
Posts: 5
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09-23-2005 05:42
I have been working on making houses. When making arched windows or sections of floor that overlap, I use the numbers to make sure the prims are the same thickness and line up perfectly. Then they seem to struggle over which is on top on the areas they overlap. This makes the wall or floor look like it is shaking. Is there a way to avoid this?
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Jackal Ennui
does not compute.
Join date: 25 May 2005
Posts: 548
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09-23-2005 06:13
From: Laurie Walcott I have been working on making houses. When making arched windows or sections of floor that overlap, I use the numbers to make sure the prims are the same thickness and line up perfectly. Then they seem to struggle over which is on top on the areas they overlap. This makes the wall or floor look like it is shaking. Is there a way to avoid this? Either avoid overlapping prims, for example by using "copy selection - center copy" to have perfectly aligned prims, or make one of the prims a tad smaller in heigth than the other - there will be a visible edge but no more "shaking".
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Laurie Walcott
Registered User
Join date: 14 Sep 2005
Posts: 5
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09-23-2005 07:25
Thanks for the response.  There is no way not to overlap prims when making a window with an arch. I have played around with things like making them different depths, and there will be an edge, like you mentioned. I have seen people who have used the arched window openings in buildings with a smooth look, and I was wondering how they did it. Perhaps it is the choice of a texture with no grain that makes it look smoother.
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Blueman Steele
Registered User
Join date: 28 Dec 2004
Posts: 1,038
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The blinkies
09-23-2005 07:42
When you over lap two flat surfaces you get the "blinkies"
A few quick fixes.
1. Move one of the prims a tiny fraction of a meter
example.
______flat prim (1)___________ ____________flat prim (2)___________
2. If it meets at a corner and you could make one side invisible using scripting or an alpha channel
Make this blinking part invisible on prim 2 | v ______flat prim (1)___________ | | | | | p r i m (2) | | |
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Waves Lightcloud
SexBall Safety Designer
Join date: 22 May 2004
Posts: 193
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09-23-2005 08:10
Bleeding prims has been a problem in SL for some time, A core issue that has never been fixed. Although lots of other things have been, Us common casual players have this problem only.
Best fix I can tell you is take one set of numbers to the hunderth
I use the Y- like this
say- 5.250 first prim / prim next to it say- 5.251 or 5.249
also if you want to take the time on a highend build drop a clear texture on all the ends of your prims that buttup next to another.
Sorry thats about all i know how to lessen bleeding
-Waves
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Laurie Walcott
Registered User
Join date: 14 Sep 2005
Posts: 5
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09-23-2005 08:49
Thanks for the tips! 
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Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
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09-23-2005 10:56
This isn't really a bug. If you tell the game to have two surfaces in the same place, it will try to put two surfaes in the same place.
The tips mentioned previously should help. Myself, I build on the grid (0.125) and try never to have prims that intersect. When they must, I make sure their thicknesses are different. I'd much rather have a slight bump than "texture flash".
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Julian Fate
80's Pop Star
Join date: 19 Oct 2003
Posts: 1,020
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09-23-2005 12:10
From: Laurie Walcott There is no way not to overlap prims when making a window with an arch. Try building them like this:  Echoing Tiger, it's not a bug, just bad building technique. Both faces occupy the same space and the poor renderer tries to make the impossible happen. Don't overlap same-size prims and you will never have to worry about texture flash. From: Waves Lightcloud Us common casual players have this problem only. Don't worry, it happens to the FIC too until they stop overlapping prims. 
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Laurie Walcott
Registered User
Join date: 14 Sep 2005
Posts: 5
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09-23-2005 15:28
*looks at Julian's diagram. Oh! Thanks. I'm still quite new at this. All of your suggestions will be very useful.
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Julian Fate
80's Pop Star
Join date: 19 Oct 2003
Posts: 1,020
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09-23-2005 16:27
One more thing, because cube cuts originate from the corner, you have to use odd cut settings to get straight ends like in the diagram. I believe they are 0.125, 0.375, 0.625, and 0.875 (off the top of my head). If you don't enter them by hand, the default 0.05 cut increments will result in angled ends. Also, the bigger the prim and the smaller the hollow setting, the more convincing the arch and the easier to texture the filler prims on the sides. Use your judgement.
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Laurie Walcott
Registered User
Join date: 14 Sep 2005
Posts: 5
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09-23-2005 17:22
*nods. I have been playing around with it and noticed that about making the ends flat. It will certainly get rid of my texture flash problem 
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Katier Reitveld
M2 News Manager
Join date: 13 Sep 2005
Posts: 412
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09-26-2005 12:07
FWIW it's not a SL problem but a standard renderer problem which requires carefull building to get around. Do the same in, for example, half-life maps and bingo same 'problem'.
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Jauani Wu
pancake rabbit
Join date: 7 Apr 2003
Posts: 3,835
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09-26-2005 14:06
From: Julian Fate Try building them like this:  if you are limited for prims and the conditions allow, also try this, and variables. the third decimal place is your friend for making arches and other portals.
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Bertha Horton
Fat w/ Ice Cream
Join date: 19 Sep 2005
Posts: 835
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09-26-2005 22:57
Another thing you could do is an archway such as I have done with only one prim.
It's a 95% hollow square block with a circular hole, with the bottom 25% of the block cut:
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Ben Bacon
Registered User
Join date: 14 Jul 2005
Posts: 809
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09-27-2005 05:58
From: Bertha Horton Another thing you could do is an archway such as I have done with only one prim. and it looks good too. strange how often the cheap, low-prim approximation of the desired result can end up looking better than the original idea (in certain cases)
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