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Found 7 results

  1. Or How to Enjoy the Benefits of Building to Scale Without Making it Impossible for Others to Explore Your Creation! A lot of people tell me that they want to scale their builds down, but feel that if they do larger avatars will not be able to fit through doors in their sims. This is a very valid concern, but one with several very simple solutions. Before we get into said solutions, first remember that you can only resize a building that is either modifiable or includes a resize script (most no-mod houses do not, at the time of this writing, include a resize script). So your safest bet is to avoid buying no-mod. If you build mesh houses/buildings yourself I'll say right away that the best solution is to leave the wall over the door phantom. Bam! Done! You've made a building that is more accessible to all sorts of SL users and a bit easier to rescale to better suite for your customers purposes. For those of you who have purchased your buildings and need solutions to the small door problem, read on! The Physics Solution Here is a mesh house I've shrunk down to about 1=1 scale. For reference, my avatar is 6'1" (it's my crazy tall platform shoes) and the door frame is about a foot and a half or two feet taller. So how is an 8-9' tall avatar going to fit inside that? EASILY! First you need to find out how the physics for your structure are done. Many mesh buildings use a shell of some sort, separate from the mesh model. Not all structures do this. If your building has no separate physics box, a quick solution is to see if the wall over the door is a separate mesh item you can simply set phantom. Even if it's connected to the wall on either side of the door you can set it all to phantom and put two invisible prims in its place. If the building is a single structure that can't be separated you may have to set the whole thing phantom and build the physics with prims, I'll explain that a bit more later. In the meantime, let's reveal the physics prims for this house! The prim physics boxes are blue! Notice how there's no prim covering the wall above the door! That wall is completely phantom so avatars of any size can fit. All of the interior doors for the house are the same! Leave that space blank and you have doors anyone can squeeze through. So what if your structure doesn't use prims for the physics? Set the building phantom and build a physics shell out of prims like I did for this house! If you also set the house itself to "no-physics" you can often reduce it's land impact considerably! The root object of a linkset must have physics so you may have to link the house to a prim first, set the whole structure to "no-physics" then set the prim itself to "convex hull" for minimum land impact. Remember to set the physics prims to "convex hull" to reduce their own land impact. After you've done all this you can often link the no-physics house to the convex hull prim shell for even more of a land impact reduction. The entire house in this example is 21 land impact. Teleporter Solution 1 Another solution to the small doors problem is to place a teleporter above the door! Just rez a prim above the door frame, where the physics for the wall over the door begins, like so. And one for the opposite side as well. Then you simply make the prims invisible and put a teleporter script inside each. If you want this to be completely seamless you'll need an Experience Key. This way when an avatar collides with the prim they will automatically be teleported to the other side of the door frame. They may not even notice the teleport. If you do not have access to an Experience, you can put a script inside the prim which informs the avatar colliding that they need to click above the door to "duck". Setting the prim to "sit when touched" and an old fashioned sit teleporter script will then be enough to achieve the effect. Success! A door anyone can pass through! Teleporter Solution 2 There is an alternate way to use teleporters to create doors anyone can pass through. That is to make the entire doorway itself a teleporter! I like to put building interiors into skyboxes (reduces lag, increases framerates, and gives me more freedom in building) and the entrances/exits for these skyboxes are teleporters disguised as doors. You can script your own or use a an existing door teleporter like Curio Obscura's "Anywhere Door". The "Anywhere Door" is a sit teleporter. You click the door to open, then click the open doorway to be teleported to the door's destination. My own sims now use an Experience based teleporter for a more seamless experience. You click on the door to open it and then simply walk into the open doorway to be teleported. ETA: Here's a thread about scripting the doors themselves. (I'll maybe look around to see if there's a good thread on scripting teleporters unless someone wants to throw one at me!) And there you have it! Three solutions to the problem of doors being too small for giant sized avatars! I hope these examples help you out in your own sim building adventures, if you have any questions, leave them in the comments below!
  2. Do you happen to know builders (furniture and houses, most importantly) who build as 1 real life meter equals 1 Second Life meter, please? I'm trying to compile a list of sellers who sell stuff sized to real life instead for the 7 foot tall avatar. I know a few places, but not very many. Thanks
  3. Hello, I use Cinema 4D to do my work, alas I tried to import both the classic Skeleton and the Bento one. Both are tinier as a grain of rice, how can I enlarge them to work better? By what factor? cm? m? I am working with diameters of 0.0025mm and that is not very optimal. The Bento Skeleton has an issue in some Formats that the Spine and the arms are hanging 90 degrees backwards. Nothing happens when I put them back, although the body responds to feet and head movement. Are these bones commonly bugged? Thank you for your help.
  4. When you edit the object of an HUD and scroll to see everything out of the viewport (hud-area) there is a white rectangle, to make aware, what you can see and what not. I would like to remove it, because I would like to reduce the scale of my HUDs. Have now a 4k monitor but can't make use of the benefitis of it, when the HUDs just don't scale with resolution. In Firestorm I wasn't able to recduce the HUD size (1.00 is the minimum scale), but with a Debug-Setting called HUDScaleFactor it seems to work. But you see the white frame/rectangle then... is there a way to remove it?
  5. My animated texture (32 frames, 8x4) works perfectly on the face of a prim cube, but when applied to a triangular mesh surface insists on 'tiling' itself into many small squares each static and displaying the moving animation at a different stage. I can change the angle of the texture, but not the scale at which it displays. Any ideas, please ?
  6. Hello! Please help to make a depth gauge for the boat. I have a script that shows the depth in the form of hovertext. But I need to turn it into an analog scale with an animated arrow texture or a fixed arrow with an animated scale for one mesh prim. How would I do it better? Thank you very much!
  7. Hello! Please help to make a depth gauge for the boat. I have a script that shows the depth in the form of hovertext. But I need to turn it into an analog scale with an animated arrow texture or a fixed arrow with an animated scale for one mesh prim. I can provide this script. Please, not very expensive, I dont want this gauge to be more expensive than my boat. I can wait as long as you need. You can leave this script no mod! More details .: that's how I see it. One prim mesh with two - three faces. One face for the background, the second for the arrow, the third for the body (not necessary). We need to animate one texture, depending on the depth. Mesh and textures I do myself. Simple scale from 0 to 20. I also have full perm scripted analog compass and altimeter gauges, if that helps. Thank you very much! _------------+------------_ THE PROBLEM SOLVED!
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