This number is probably coming from the default hard-coded limit in OpenSim.Framework.RegionSettings:m_TerrainLowerLimit
(line 344). My guess is that this is wrong and it should be zero. I will change this soon unless somebody corrects me
or I learn otherwise.
It's is most definitely extremely naughty and illegal to try and break the bounds of region space and would most
probably earn you an ODE native stacktrace in the face :)
On 01/02/12 01:08, Gudule Lapointe wrote:
Call the police ;-)
In my viewer, the region settings show, by default:
- water height 20
- terrain raise limit: 100
- terrain lower limit: -100
These are the default values, I didn't change them, so I guess it's not
"illegal" to go under zero… Or is the terrain lower limit based on something
else than elevation?
Though I admit it's odd to want to go so deep, I understand it's needed for a
big under-water project like Titanic….
(the only work-around would be to change water elevation, which would be quite
odd for surrounding regions)
Le 1 févr. 2012 à 01:59, Justin Clark-Casey a écrit :
To me, zero level is the co-ordinate z = 0, where it's totally illegal to try
and place anything in a negative co-ordinate. Under the water is different, at
which point ground, to me, is the sea/riverbed.
On 01/02/12 00:52, Gudule Lapointe wrote:
(JCC: Having seen the project, I know this is not "under the ground", but deep
in the water, which goes far below zero level, due to project needs…)
I wouldn't be surprised if NPC was just coded without thinking somebody would
try to do this ;-)
Paul, I would suggest using the NPC sit functions on an object at the desired
position (http://opensimulator.org/wiki/OsNpcSit) to force the NPC go that
deep, and after that you are free to make it stand or stay sitting…
Le 1 févr. 2012 à 01:36, Justin Clark-Casey a écrit :
By negative elevation, I presume that you mean below some arbitrary plane,
rather than below ground? ScenePresence.CompleteMovement(), which is how the
NPC (and any avatar) enters a scene does have code to prevent attempted rezzing
below ground. This is just using a 1.5f constant. It's possible that if
you're very near the ground then you would have a problem.
On 31/01/12 20:56, paul emery wrote:
I need to create some bots in our model of titanic which is underwater AND in
fact is at negative elevation. My trigger object has a notecard with the bot
information in it and a script with a touch_start event handler.
In the touch event are these lines of code.
vector npcPos = llGetPos()+<.5,0,0>;
pc = osNpcCreate("Mr.", "Bot", npcPos, "mycard");
What i find is that if the object is at zero elevation or above the bot is
created half a meter from the object's position. However, if the object is
at a negative elevation the bot is created at zero elevation and falls down
to the elevation of the trigger object. This is interesting. Note that if
the trigger object is up at any positive elevation the bot is created at
that elevation.
The problem is that if i try to create a bot at a negative elevation in a
room below deck i.e. that has a non-phantom roof the bot never can fall all
the way down because they are not able to fall through the roof.
Any body got any ideas on how do deal with this. It does seem like expected
behavior would be to allow npcPos() to include negative elevation.
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