Jump to content

How much land impact is too much land imapct?


You are about to reply to a thread that has been inactive for 4048 days.

Please take a moment to consider if this thread is worth bumping.

Recommended Posts

Can't really say without knowing how much detail there is in inside etc., and what you expect it to be used for. Also, I'm not sure what youi mean by "mesh attachements". Isn't it entirely mesh? The LI capacity of a standard 512 sqm parcel is 117 prims. So if you want to sell it to people with 512 sqm plots, then it is certainly too high. A small house like this should probably be much less. We might be able to suggest ways to reduce it if you let us see a wireframe*, and say what the download an physics weights are, by looking with "More Info" on the edit dialog.

*To get a good wireframe snapshot, Do Develop->Rendering->Wireframe, then turn off sky, surface patches and water using the Advanced->Rendering types menu. 

Link to comment
Share on other sites

That Primcount/Landy Impact is way too high for such a small house - unless the inside is very detailed AND it's already furnished. Otherwise, you can find houses of that size for around 70 Land Impact on the MP, which is half of your LI.

Link to comment
Share on other sites

For anyone following, Zantyago let me look at the house. It is mostly legacy prims, with just the mesh parts he mentioned. The mesh were all good, with low weights. The weight was all physics weight from hollowed legacy prims that were pushed into new accounting by being linked to mesh. There were 22 of those contributing 114.2 physics weight. The rest of the legacy prims had physics weights less than their server weights. By setting all the hollow prims to physics type "None" and using simple invisible linked prims to fill in the resulting bphysics holes, the LI came down to 49. It's still using a lot of prims. Judging by what could be done with one end wall, I think making it entirely of mesh would easily get the LI down to less than 30.

Link to comment
Share on other sites

Drongle has some good points. For some reason when you link regular prims with mesh it can make the prim count multiply. There are certain prims that make this happen more than others. The more features on the prim like hollowing and cutting as well as the prim types like torus and ring count big. Linking sculpt to mesh will also make the count get very high.

When i build buildings i use hollow prims often to cut the count down but when linking to mesh your outer walls count for less if they are all individual prims instead of hollow. Also in the features tab if you use anything other than the none/prim choice it multiplies the count as well even if not using mesh. If i choose convex hull and link like prims it cuts the prim count in half but if i link them to a hollow skewed spiral stair all of a sudden the prim count is through the roof. 

If your planning on doing a lot of these builds where you want to use mesh there are for a cost of course (but if u use them lots it will balance out) build kits that have wall shapes with door and window cut outs, preformed roof lay outs, stairs windows etc all in mesh so you could make the entire build mesh. Before buying these try and get information on how many prims each would be. Also consider, with mesh size matters... an example demo shown in a store may be smaller than your avi and show low prim count but once it is blown up to useable size the prim count will be higher.

If you want to keep using the prims exactly as you have them a way around the prim count problem is to do a soft link keeping the mesh pieces linked as one set and the non mesh as another linked object. This can pose a problem for the end use customer as not all buyers understand how to edit a soft link and its not the most profesional way to do things.

A way around this is to get one of them rez box products that you put your objects (one is link set of mesh two is link set of non mesh) into this and the customer rezzes the box and clicks the menu to rez the full build as one. They only move the box after that and it will move everything in relation to each other. Different options of this box has different features like locking the build in place or saving the desired information etc so that you will need to read up on before selecting one. It is also a good way to be able to use the phantom prims with the non phantom prims. If you have any of these in your build they could be the 3rd item you place in the box. Follow all the instructions that come with the box rezzer as there are some that involve using temp objects if it is meant as a low prim rezzer.

Link to comment
Share on other sites

  • 2 weeks later...


TishaRogue wrote:

Drongle has some good points. For some reason when you link regular prims with mesh it can make the prim count multiply.

The reason for that is simple. The old method of counting up individual prims to determine an object's resource cost was an impractical, broken system.

 We have resource limits so that SL runs at all. If there were no limits, everyone would use as many resources as they could until SL was literally unuseable. But because prims are not equal, people can increase lag and bring framerates to a grinding halt just by leaning on those prims that are the most intensive to render.

 

 With the introduction of mesh, LL decided to finally address this longstanding issue by implementing a new way of managing resources. All mesh content uses the new system. Prims continue to use the old system except in certain circumstances, this is to prevent old content from breaking, but encouraging the new system for new content.

 

 When prims are linked to mesh, their resource cost is calculated in the new system. Sculpts, torii, spheres and other prims with complete or rounded surfaces wind up costing a whole lot more. Simple prims wind up costing the same, or even less.

 

 Learning how this new system of calculating resource cost works can help you get a whole lot more out of Second Life.

Link to comment
Share on other sites

Change the physics from prim to curved hull, then link the mesh to it. The LM land impact will reduce. You will have to walk around the inside just to check that there are no weak spots that you fall thru, if you do find one just put a prim over it. Basicaly the object is visualy the same but the physics shape is simplified. This reduces server math calculations. Not sure if that understandable?

Link to comment
Share on other sites

You are about to reply to a thread that has been inactive for 4048 days.

Please take a moment to consider if this thread is worth bumping.

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...