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Posted

Hello all, new guy here.

I wanna make a giant mountain/plateau

Got my hands on some mega-prims and tried using sculpt to define the mountain shape only to realize that collision is not mapped but is just a sphere/square.

Is there a way to fix this?


If not, what alteratives do I have?
Any that doesn't involve modeling one and cutting it up into 64x64 chunks?

 

Thanks!

Posted

The only alternative I can think of would be to make the sculpt megaprim phantom and then place invisible prims to make your physics layer. Assume you already thought of that.

Posted

Feaden wrote:

Got my hands on some mega-prims and tried using sculpt to define the mountain shape only to realize that collision is not mapped but is just a sphere/square.

The physics shape of a sculpt is actually the convex hull of a torus with curve resolution 6, but yes, it's hardly ever very useful. So if you want something bigger than 64 m with physics and it doesn't fit any prim shape, you have to split it up one way or another. The most common solution si the one Chic suggested, make the visual model from a sculpt and use prims for physics. A more fancy solution is to use mesh for physics like the example in my "In defense of the sculpt" thread.

Posted

Sure, why not?

If it's linked, the LI of the whole linkset, including the sculpt, will be calculated the modern way but a sculpt only has an LI of 2.1 max, so that's hardly ever a significant problem.

Posted


Feaden wrote:

Hmmmm well, if you apply a mesh for the physics, will it scale to match mega-prims?

Unfortunately no. A mesh still has a max size of 64 m so you will ahve to use several to cover it all. The potential advantage to mesh over prim for the physics is that you can create more complex and detailed shapes in a single mesh than you can with a single prim.

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