Search found 219 matches

by Dot Macchi
Sun Dec 30, 2012 6:38 pm
Forum: Worlds Support
Topic: Prim size limits; placement limits
Replies: 3
Views: 5976

Re: Prim size limits; placement limits

The Mac version of Imprudence 1.4.0 beta 1.

=====================
Edit: My apologies -- In Imprudence (freshly downloaded) I hadn't disabled the build constraints (Advanced > tick Disable Max Build Constraints). :oops:

My 256x256m sky platforms are now possible.
by Dot Macchi
Sun Dec 30, 2012 5:57 pm
Forum: Worlds Support
Topic: Complexity and physics
Replies: 8
Views: 8979

Complexity and physics

I've recently tried adding layers to the Devokan 2x2 world by working in SoaS to move existing builds to fixed heights, saving the results as oars, and then merging the oars to create a final megaregion oar with 20k prims and just under 1500 scripts. The intention is to fully develop/adapt the skybu...
by Dot Macchi
Sun Dec 30, 2012 5:33 pm
Forum: Worlds Support
Topic: Prim size limits; placement limits
Replies: 3
Views: 5976

Prim size limits; placement limits

I have been able to resize prims to 256m in the past, but the limit seems to have changed to 64m just recently -- in both Firestorm and (unexpectedly) in Imprudence. Another question from building in an advanced megaregion (2x2 in this case): I'm trying to use build-maths to type in numbers to shift...
by Dot Macchi
Wed Dec 26, 2012 4:57 pm
Forum: Viewers Support
Topic: Firestorm: use OpenSim version for Kitely
Replies: 0
Views: 2502

Firestorm: use OpenSim version for Kitely

When updating your viewer, remember to download the OpenSim version of Firestorm for Kitely, not the SL one. Here's the correct download page: Firestorm Viewer Downloads - Non-SL Grids The downloads on this page are for connection to non-SL grids, such as OpenSIM. They do not contain havok for pathf...
by Dot Macchi
Wed Dec 26, 2012 4:52 pm
Forum: Wanted
Topic: Convert .raw terrain files to mesh for sky builds
Replies: 8
Views: 7589

Re: Convert .raw terrain files to mesh for sky builds

For the record, Graham Mills contacted me in Kitely and suggested consulting this webpage for information:

http://jmsoler.free.fr/didacticiel/blen ... w2mesh.htm

Thanks, Graham!
by Dot Macchi
Wed Dec 26, 2012 11:26 am
Forum: Worlds Support
Topic: Sculptie physics in imported OARs
Replies: 9
Views: 12109

Re: Sculptie physics in imported OARs

Wonderful! I can enter the library building in Eoliah Village, and the problems I was experiencing in Yugen in the 2x2 Devokan Regions TEST are gone. I've also tested Tao region in Evergreen where similar problems were happening (the mushroom rock formations in the SW corner), and that is now workin...
by Dot Macchi
Wed Dec 26, 2012 8:27 am
Forum: Worlds Support
Topic: Sculptie physics in imported OARs
Replies: 9
Views: 12109

Re: Sculptie physics in imported OARs

I guess this thread should probably go in the support subforum, since it is now more to do with troubleshooting than building. Over the next few days I'll continue to experiment with single- versus multi-region OARs on Nocturne, so please don't be surprised if you visit and it doesn't match the worl...
by Dot Macchi
Tue Dec 25, 2012 5:02 pm
Forum: Wanted
Topic: Convert .raw terrain files to mesh for sky builds
Replies: 8
Views: 7589

Convert .raw terrain files to mesh for sky builds

Would anyone be interested in helping to convert .raw terrain files into mesh objects that can be used to create whole-region sky builds?

Thanks!
by Dot Macchi
Tue Dec 25, 2012 12:54 pm
Forum: Worlds Support
Topic: Sculptie physics in imported OARs
Replies: 9
Views: 12109

Re: Sculptie physics in imported OARs

Thanks, Ilan and Oren!