If it's -20 on SL then that could well be the case.  Thanks for looking that up.

On 01/02/12 01:23, Gudule Lapointe wrote:
Just checked in Second Life (argh) where raise and lower are set to 20 and -20. 
Which sounds more familiar with ground level set to 20.

Would it be possible that lower limit is the limit allowed from ground level? 
And thus, should not have been set with a low limit greater that ground level?

(Just an idea, don't take this as an advice, I don't know much about OpenSim 
nor the viewers core code)


Le 1 févr. 2012 à 02:16, Justin Clark-Casey a écrit :

Actually quickly googling makes me come across my own webpage where terrain 
lower limit was changed way way back to -100 instead of 100, apparantly to 
remove terraforming issues in manipulating land below 100m.  Why this is -100 
rather than zero though I don't yet know.

[1] 
http://justincc.org/blog/2008/07/06/this-week-in-opensim-dev-week-ending-saturday-5th-july-2008/

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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