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LepreKhaun

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Everything posted by LepreKhaun

  1. 6) Having a script doing unnecessary object updates. Better to use llTargetOmega and llSetTextureAnim if possible to "fake" it.
  2. You do it the same as it's done in RL- chase it until you get to it. {Edited to add ...] If you do it repeatedly, you'll figure out what happens when you "bump" a physical object. Practice will be needed, a lot of it.
  3. If you don't know the trick, rez two cubes and change the physics type of one of them to Convex Hull. Link them together and instead of the expected LI of 2, you'll find that it's 1, one of the cubes is not counting against your prim allotment anymore. It works that way because when a primitive is linked to a Convex Hull, a physical type None or a mesh item , the object as a whole is tallied under the new mesh rules. Accounting under mesh works differently, three factors come into play and the highest of the 3 determines your Land Impact (LI) or Prim Equivalency (PE). The factors that are considered are Down Load, Physics and Server cost. Download costs have mainly to do with size, physics with how complicated it's physical interaction with SL and server cost reflects the load placed on the server in delivering the asset (NOTE: that statement is purposely over broad and simplifies some complex calculations- I don't want to get too technical here. OK?) These costs can be seen within your edit menu by clicking "More info", which will bring up a panel with the details of the asset you're examining. As in: One can see that a simple Cube has a Download and a Physics weight of 0.1 and it's Server weight is 0.5 (Display weight is disregarded in figuring Land Impact). But, as long as it stays out of mesh accounting, it will count as 1 LI. Link it with a torus, you'll have 2 LI. Link it with a sculptie, the same. A prim is a prim is a prim until it it gets involved with mesh. And that is how I got 70 prims to equal 4 LI. Watch! Now the rule is, the highest of the three factors will determine the Land Impact for an object and numbers get rounded up (so 0.5 comes out to 1). So. here I'm building a largish (40x50x10) mesh room:I made the LOD very high, since I wanted it to be seen for a good distance. Here is it from the next region:So, the build consists of a floor and roof (same top and bottom, just textured differently), each of those assets weighed in at a mere 1 LI each (DL 0.4 - Phys 0.2 - Server 0.5). The wrap-around glass came in at 6 LI (DL 6.1 - Phys 0.5 - Server 0.5) due to it's size. And the two brick runs (around the edge, top and bottom) are 14 LI each ( DL 13.6 - Phys 0.5 -. Server 0.5 ) due to size and material faces. All selected, they were 5 prims at 36 LI (34.2 - 2.0 - 2.5) and linking them gave me an immediate 2 LI savings: Now, here's where the magic comes in... Recall that a cube has only (DL 0.1 - Phys 0.1 - 0.5 Server) when it's being counted within the mesh framework. Right? And my large mesh object has a LOT of room between it's Down Load cost and it's Server cost. So, let's see what happens when I link 70 cubes to it: See, my Land Impact went from 34 to 38. And I can tell from looking at those numbers that one more cube will put me up to 39 LI. But that's OK too, past that point, every two cubes I add will only up my LI by one, each contributing another 0.5 to the Server cost, which will dominate from there on.. So, if you have a mesh house and are low on your prim allotment- start nailing your furniture down. Bookcases, pictures, your tables that you never move- link them into your house and watch their LI get soaked up. Just be wary of any torus and tortured prim, they have a (sometimes very!) high Physics penalty that can bite you big time. I've seen a few tortured torus that carried a LI penalty hidden within of well over 1000! But, with that warning in mind, look at any large mesh you own as a possible "prim sponge" and let it soak up what it can. No use letting that Down Load cost go to waste and you too can have 70 prims for 4 LI !
  4. This one got me started and has helped many as well- http://www.gryllus.net/Blender/3D.html
  5. Suki Hirano wrote: ... - Unable to edit in any way. But usually mesh is supposed to be uneditable Whatever gave you the impression mesh couldn't be edited? If you have modify permissions on a mesh item you can change the textures, scale it in any axis independently of the others, color it as you wish, link it as a root prim or child and, within a script, address it as you would a prim with llSetLinkPrimitiveParams. In other words, all the editing options are there for mesh except for prim torture (tapering, cutting, twisting, etc).
  6. Tali Rosca wrote: I think it was a bit of a mistake not to impose some LI limits on worn items while the system was being redesigned anyway. I've seen wearable with literally more than 2000 LI. I'll second that! As an experiment, I ground-rezzed a recently purchased (male) hair piece (made 4 years ago) and examined it. It consisted of over 200 sculpties using three different sculpt maps. No Land Impact of course when being worn, but I can easily determine the impact this has on performance when teleporting or simply hanging around others having to render it. IMO a lot of the perceived lag we complain about is due to unrestricted attachment limits. But, then again, what price fashion?
  7. /me searches Destinations for the virtual mayan calendar sim, where anyone who wishes can predict the demise of Second Life.
  8. No. See https://jira.secondlife.com/browse/SVC-4858?page=com.atlassian.jira.plugin.system.issuetabpanels%3Acomment-tabpanel&focusedCommentId=303454 for details...
  9. Yes, they still happen. Last that I know of was the Virtual Museum of Architecture's Spring Build-Off at the Builders Brewery Sandbox. http://slnewserdesign.blogspot.com/2013/03/vma-spring-build-off-winners-announced.html A good place to keep up with upcoming events is http://slnewser.blogspot.com/ . Hope that helps!
  10. Love the idea! But please don't use a texture for the recipe- a notecard would be much more practical, enabling the user to copy and paste it to a word application outside of Second Life and print it out.
  11. Jay Taggart wrote: Hi guys, absolute scripting noob here. Can anyone point me in the right direction on how to script this?: Basically I want a button that when clicked will change the texture repeats/offset of another prim object. Basically 2 settings. 1, the default repeats/offsets and 2, a custom texture setting(not a new texture). I only want the button to affect the scaling of the texture, not the texture itself. I dont know how clear that was. If anyone wants to make a bit of money to script this, feel free to message me. I would imagine it will be an easier script to do. Thanks. See http://wiki.secondlife.com/wiki/LlSetLinkPrimitiveParamsFast for details on the "vector repeats" of PRIM_TEXTURE. And if you have any specific question or a problem arises while coding, this would be the appropriate forum to come to for help..
  12. Deeded to group land as the OP specified or just set to group?
  13. Nevermind, one can't do such a thing. In fact, one can't even link to deeded objects together unless both of them had full perms for next owner set before deeding, since the deed is a transfer of ownership. Bottom line: One can safely say that a deeded security object can only work within its own group. It will be unaware of any other.
  14. Teqi Falta wrote: is it possible to make a security orb with these options? - Land owned by group A - Security Orb is deed to A group land - ppl are members of group B Security Orb teleports avatar home from A group land if not wearing the B group tag Curious minds want to know- How does one link a deeded object to one that isn't?
  15. That code won't compile... outtaspace wrote: integer max = 3;integer count = 0;default{ on_rez(integer param) { integer count++; if (count == max){ llOwnerSay("blah has 0 uses left & will delete"); llDie(); } else { integer remaining = max - count; llOwnerSay("blah has " + remaining + " uses left"); } }}
  16. Blender can be somewhat overwhelming at first and a strong fundemental grasp of the basics is needed before getting into most tutorials. A good introduction to Blender is following the (free!) course material at http://www.gryllus.net/Blender/3D.html . Most importantly, doing the pdf tuts and the exercises in the course, since you won't learn the necessary keystroke shortcuts and menu locations from a video- you have to be doing them repeatedly until they become second nature.
  17. Ela Talaj wrote: Very material You may get 20 of 4-s in a row, all with different fractions; they are all less than 5.0 so in a simulator like this a coin would flip the same 20 times in a row. That is not what should be happening. You've fallen into a variation of what is known as the Gambler's Fallacy, that the coin should somehow "know" it was just heads so should then more likely be tails on the next throw to keep it even. In fact, each coin toss always has a 50/50 chance of heads or tails. Another way to look at it is to realize that to sit down and toss a coin 20 times and have them all come up heads is very unlikely, a chance of only 1 out of 1,048,576. But if it did happen, the 21st toss would be the same as the first was- still 50/50. And, it follows that if one tossed a coin for each dollar of the American Debt, it would be highly unlikely that there wasn't at least one run of twenty heads within it. Having a program alternate between heads and tails would give you 50/50, yes? But you wouldn't consider it random by any means. It's the possibility of those 20 consecutive heads that is intrinsic to the definition.
  18. If the surrounding regions are being griefed with that GoonSquad spammer as badly as Osterhout is currently, it's no wonder the landlord(s) abandoned them. Note to others- right click on Conversations to delete hundreds of texts at one swell foop when you've been flooded by a spam text object. Then Block Object by name. Then file an AR on the incident.
  19. As others have pointed out, there is a scoping problem with the use of name but there is a major error that has been overlooked- there is no such function named llSettexture and llSetTexture requires the name of the texture to apply to the prim the script resides within. You really want to be using llSetLinkTexture, using i as your first parameter.
  20. Ahhh, I see my error- the land tool truncates the fractional part, so one would never see a 4-prim 16m2 parcel. You are totally correct. One could just wish we had that behavior in determining LI.
  21. Hugsy Penguin wrote: I like the idea of bumping up the prim count to 16,384. Since land sizes are done in nice round binary amounts, having a nice round binary number for the sim prim count makes sense. Plus it's not that much of an increase so I doubt lag would be much of an issue. I get the feeling that the guy at LL who did the land was working in binary and was different from the guy who did the prims who was working in decimal. The old 10m max prim size and 15,000 sim prim count seem to indicate this. To be clear though, the smallest possible parcel on a sim is 4m x 4m (16m²). That means there's 4,096 possible parcels in a sim (65,536m² / 16m²). Each of those parcels would have 4 prims allotted. No matter how land was divided up, there would be no prims lost to rounding. To figure out how many prims a parcel has, you would just take the size and divide by 4 (512m² = 128 prims; 1,024m² = 256 prims; 2,048m² = 512 prims; etc...) Interestingly, there's 3 prims currently allotted to a 16m² parcel. That means if a sim was divided into 4k unique parcels with unique owners there would be 2,712 prims lost to rounding (15,000 - 4,096 * 3). [clicking "Post" hoping I did the math right, LOL] Though your math is correct, you're wrong in assuming all 4x4 parcels contain only 3 prims each. If you carved a full region into 4096 parcels, you'd find that 2,712 of them have a 4 prim allotment.
  22. 1.) Only one person can create the group and will initially be the Owner. 2.) Yes. Google "sl group roles" for more info.
  23. It is in meters/sec. Just keep in mind that it's given as a vector that includes the axis orientation of the movement. To find the speed use llVecMag (llGetVel () ).
  24. 1.) No. 2.) My guess- one of you would soon tire of being caught in that loop...
  25. LauraTarnsman wrote: ... Another interesting figment is that when I link 25 prims together, if one of them is this particular mesh prim, it ups my land impact to 27, while the unlinked total is 25. Linking a mesh prim actually causes a 2-prim increase in impact over the unlinked total of the same prims. ... This is because while they are unlinked, or linked together w/o the mesh object, they fall under the "old" accounting of one prim = one LI. As soon as you link a mesh object into the mix, then everything within the linkset falls under the "new" accounting. When that happens, the greater of the Download, Server and Physics Weights determines the Land Impact of the resulting object.
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