Difference between revisions of "User:Lum Pfohl/SL Trivia"
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# '''When objects are linked, the PHANTOM property of the ROOT PRIM is copied to the entire object's prims.''' Here is a test: Create 4 boxes. Make one of the prims a PHANTOM object. Link all 4 boxes, with the PHANTOM box as your root prim. Your resultant object is completely phantom. Unlinking the object reveals that all 4 prims are now PHANTOM as well. You cannot have a "partially phantom" object. | # '''When objects are linked, the PHANTOM property of the ROOT PRIM is copied to the entire object's prims.''' Here is a test: Create 4 boxes. Make one of the prims a PHANTOM object. Link all 4 boxes, with the PHANTOM box as your root prim. Your resultant object is completely phantom. Unlinking the object reveals that all 4 prims are now PHANTOM as well. You cannot have a "partially phantom" object. | ||
# '''When objects are linked, the TEMPORARY property of the ROOT PRIM will affect the entire object - even though those other prims are not temporary.''' Unlink the PHANTOM property, unlinking the object will reveal that the TEMPORARY property was not cascaded to the child prims. Still, watch out when you link a very expensive no-copy HOUSE with a TEMPORARY box as your root prim. Your house will disappear without a trace and that would be bad. :( | # '''When prims and objects are linked, the TEMPORARY property of the ROOT PRIM will affect the entire object - even though those other prims are not temporary.''' Unlink the PHANTOM property, unlinking the object will reveal that the TEMPORARY property was not cascaded to the child prims. Still, watch out when you link a very expensive no-copy HOUSE with a TEMPORARY box as your root prim. Your house will disappear without a trace and that would be bad. :( | ||
# '''Objects which span more than 32 meters (from center to center of the extreme prims) cannot be linked.''' I'm sure there is some sort of workaround for this - like sub-linking objects such that their geometric centers are no more than 32 meters... Need to test more around this claim. | # '''Objects which span more than 32 meters (from center to center of the extreme prims) cannot be linked.''' I'm sure there is some sort of workaround for this - like sub-linking objects such that their geometric centers are no more than 32 meters... Need to test more around this claim. | ||
# '''Object will also not | # '''Object will also not link if they're much closer than 32 meters apart.''' Here's a test: rez two 0.5 m x 0.5 m x 0.5 m cubes, 4.5 meters apart and attempt to link them. The link will fail with the message, '''Link failed: prims too far apart.''' Move them such that they're 4.3 meters apart and they'll link successfully. I'm still looking into this relationship... | ||
# '''Linking Objects places a load on the ASSET SERVER.''' If I have 5 objects, each being an individual entry in the ASSET SERVER database, then linking those 5 objects together will "re-arrange" the relationships amongst the objects. The resultant single object will be the root prim of the last-selected object. This "coalescing" of individual prims and objects under the heirarchy of a single prim places a load on the ASSET SERVER. That's why objects do not seem to link properly when there are ASSET SERVER ISSUES. | # '''Linking Objects places a load on the ASSET SERVER.''' If I have 5 objects, each being an individual entry in the ASSET SERVER database, then linking those 5 objects together will "re-arrange" the relationships amongst the objects. The resultant single object will be the root prim of the last-selected object. This "coalescing" of individual prims and objects under the heirarchy of a single prim places a load on the ASSET SERVER. That's why objects do not seem to link properly when there are ASSET SERVER ISSUES. | ||
# '''Taking an object created in-world then rerezzing it does not rez the original object.''' Instead, a COPY of the object is rezzed. Because a COPY is rezzed, further load on the ASSET SERVER is placed in making a clone of your original object. | # '''Taking an object created in-world then rerezzing it does not rez the original object.''' Instead, a COPY of the object is rezzed. Because a COPY is rezzed, further load on the ASSET SERVER is placed in making a clone of your original object. | ||
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# '''The max height for a regular object is 768 meters.''' Setting an object's height above that number (either by dragging it or setting it directly) clamps the object at 768 meters. An '''avatar''' can go way above this. Using a tool such as NEO FLIGHT, one can fly up to 250,000 meters in a few minutes. There is absolutely nothing around and nothing to see. Or is there? | # '''The max height for a regular object is 768 meters.''' Setting an object's height above that number (either by dragging it or setting it directly) clamps the object at 768 meters. An '''avatar''' can go way above this. Using a tool such as NEO FLIGHT, one can fly up to 250,000 meters in a few minutes. There is absolutely nothing around and nothing to see. Or is there? | ||
# '''Objects can be found above 768 meters!''' I have seen motorbikes, cubes and such above 768 meters - prim litters in the sky. One conjecture is, if an object is made physical, it can move beyond 768 meters. Another conjecture is that if one is wearing an attachment and drops it at an altitude of over 768 meters. I have tried the latter up to 2000 meters. Beyond 2000 meters, dropping an object simply results in the object "disappearing." | # '''Objects can be found above 768 meters!''' I have seen motorbikes, cubes and such above 768 meters - prim litters in the sky. One conjecture is, if an object is made physical, it can move beyond 768 meters. Another conjecture is that if one is wearing an attachment and drops it at an altitude of over 768 meters. I have tried the latter up to 2000 meters. Beyond 2000 meters, dropping an object simply results in the object "disappearing." | ||
# ''' | # '''Objects rezzed above 768 meters cannot be moved.''' It just won't. Can't edit it and move it left, right, up nor down. Whaddya think of that? | ||
# '''Amazing things happen when you sit on an object above 768 meters!''' Fly up to, let's say 1500 meters and WEAR a BLACK STREAK BIKE (a motorcycle) in a script-enabled, build-enabled land. Right click and sit on the bike to ride. See what happens! 1) you'll crash the browser trying to sit on the bike 2) you'll sit on the bike and nothing will happen until you stand and you'll fall to -200,000 meters! 3) you'll sit on the bike, and it'll begin to fall and move forward at the same time, crossing hundreds of sims and going deeper and deeper into the ground. I stopped mine after I crossed 14750 meters EAST (that's 57 sims) and went to -100,000 meters. | |||
# '''You can fly in a no-fly zone.''' There are two ways: 1) if you were flying when you teleported to that region, you can continue to fly while in that no-fly region. Once you touch down, you'll find you can no longer fly. 2) if you enable ADMIN OPTIONS - then you will be able to take off and fly at will in a no-fly region. | # '''You can fly in a no-fly zone.''' There are two ways: 1) if you were flying when you teleported to that region, you can continue to fly while in that no-fly region. Once you touch down, you'll find you can no longer fly. 2) if you enable ADMIN OPTIONS - then you will be able to take off and fly at will in a no-fly region. | ||
# '''The no-script zone over Orientation Island Public goes only to 100 meters in elevation.''' Above this height, your scripts will work. | # '''The no-script zone over Orientation Island Public goes only to 100 meters in elevation.''' Above this height, your scripts will work. |
Revision as of 13:43, 19 December 2007
SL TriviaThese are things I've noticed about SL over the course of a year. In no particular order at this time:
Lum Pfohl 06:55, 29 November 2007 (PST) |
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