MegaPrims

Megaprims

Best Sources:

  1. Goto http://megaprim.sl/
  2. Get the 7000 Pac (free here)
  3. Get the SALT HUD (free here)
  4. Get an Access code for the Primsearch Web Interface (free here)

Emilie's Rules for Safe Megapriming

Make Megaprims non-physical anytime you can (to reduce server physics loads).

Using a megaprim as a floor will reduce lag in comparison to conventional prims. The ratio of reduction is equivalent to the volume ratio, in otherwords, to the cube of the prims used.

Use 512x512 textures or smaller for all prims when possible, especially MegaPrims which can be seen from much further away (to minimize texture load times). While the LL cache logic is broken, use multiple small textures rather than offsets into combined textures. Now that the texture cache is working (and now that HTTP textures are used, caching can be improved dramatically by installing a squid cache if you run Linux or Windows) it makes sense once again to use offsets into one large texture to minimize the total number of textures used.

Don't make anything a toroid if at all possible (this is really important for megaprims as calculating the LOD for the vast number of vertices is a potential issue).

Never intersect a physical megaprim with the ground any more than absolutely necessary.

If the minimap is important to you, keep very large Megaprims over 420m*.

When using really big megaprims, you may need to use a rezzer to rez them at 128x128 before moving them where you need them. This code in a prim will allow you to rez megaprims centered on it by dropping the size megaprim you want into the prim's inventory, and then touching the rezzer.

 

default
{

touch_start(integer total_number)
{
llRezAtRoot(llGetInventoryName(INVENTORY_OBJECT,0),llGetPos(),<0.0,0.0,0.0>,<0.0,0.0,0.0,1.0>,0);
}
}

 


 

Prims, megaprim or not are all just prims. There is no difference between "Old" Megaprims and "New" Megaprims or any normal prims other than their size, creators and date of production.


* Or go to the advanced menu debug settings and set the following:

NetMapOtherOwnAboveWater

NetMapOtherOwnBelowWater

to a number close to zero in order not to see other people's stuff on the minimap; you could also set it to around 128 to see these items at 50% transparency for example.

These debug settings are present in Standard, Emerald and Snowglobe viewers. They are not present in Viewer 2.0 and Viewer 2.0 Snowglobe.

Minimap hint from Aquarius Paravane