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Posted by Second Life Resident Torley Linden
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[16:41] Andrew Linden: There is no way anyone is going to be able to nerf megaprims.
Without huge prims... Greenies Home Rezzable by Pavig Lok, Light Waves and Littletoe Bartlett would cease to exist.
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Posted by Bettina Tizzy at 3:08 PM
Labels: Greenies Home Rezzable, huge
prims, Light Waves, LittleToe Bartlett, Not
Possible IRL, NPIRL, Pavig Lok, Second
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Blog Comment 52 By Gene Replacement - October 12th, 2007 at 2:03 PM PDT
Seriously though Michael have you even talked to a developer at LL about this? They would explain to you how easy it would be for them to fix a lot of these issues.
– the larger ones, when used on the mainland, often produce annoying “parcel encroachment” situations. The megaprims are difficult to interact with, and are often not recognized by Residents as being an object at all
— “I couldn’t go past some kind of invisible barrier.” Abusive Residents take advantage of these problems. Easy fix: force prims over a certain size (I think ~50-100m is fair) to be phantom.
– the presence of megaprims will interfere with the improvements planned for the physics engine. The bigger the megaprims, the more trouble they will cause for physics simulation in a Region. I’m not sure where you heard this but the new physics engine (Havok 4) has a much improved physics simulation for objects >10m. Though again, an easy fix is to never allow large prims to become physical. The server already checks if an object is flexi and disallows physics in that case, just add another clause.
– the graphics engine does not work well with prims over 256 meters in any dimension. This is because the graphics engine was coded to occlude objects which have their root position located further than your draw distance. A much smarter approach would be to use the objects bounding box rather than the root position. Again a very easy fix, one that your developers would have probably fixed out of annoyance if they weren’t deathly afraid of implementing anything that might reveal their support for those evil big prims.
Remove the ability to rez and repair megaprims and Caledon is, in a word, toast.
We’ve been using them peacefully for ages, and Caledon would be trashed horrifically if they were denied.
We’d never, ever look the same again, and I mean that in the worst possible way.
I think I can safely say I’m speaking for a few hundred people here, covering nearly 2 million meters of land and well over 4000 USD a month of tier.
Good luck on your decision.
Desmond Shang
Independent State of Caledon
Since you can't change the size of a megaprim to anything
you want, you have to find one with a size close enough
to what you want. There are a few tricks you can use, to
increase your options.
Although you cannot change the X, Y, or Z size of a
megaprim, you still can edit all the other parameters.
You can use "path-cut" and "dimple" to reduce the final
size of the prim. You can make a prim that is half the
thickness and/or half the width of the original megaprim,
and a wide range of heights less than the original
height. This gives you more sizes to choose from, but you
still can't have just any size you want.
Since the possible sizes
are all based on the unchangable X, Y, and Z parameters,
it's best to find megaprims with as many different X, Y,
and Z parameters as possible. While you may find
megaprims with all sorts of final sizes, they are really
based on a much smaller number of base megaprims. So
finding different base megaprims is what is important.
(Having hundreds of megaprims of different sizes in your
inventory is therefore just unnecessary clutter!)
Here is a screenshot of the edit window, showing both
the "general" tab, with the prim's name, and the
"object" tab, with its parameters. (Click to see a
larger image.) The prim's dimensions in its name are
circled in red, since they aren't as important. The X,
Y, and Z parameters of the original base prim are
circled in green, because they are what you really need
to look for, if you want to increase your possibilities.