(03-18-2014 03:36 AM)MsCasey Baily Wrote: Sounds great!
But please dumb it down for those of us who aren't proficient in geek speak.
I second this !!
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Now i've just found a typical example of the kind of stuff we could post in this section:
Many builders will know about this but i'm betting a helluva lot of peeps don't.
By setting any regular prim builds to "convex hull" in physics type in edit, you can halve it's prim count.
This works equally if set to "none" too, but "none" will make your prims behave as phantom.
None is however useful for hollowed prims like doors though as convex hull will ignore the hole and you won't be able to walk through it, or just keep your walkable through prims set to "prim" it won't up the count much.
In the case of scripted objects or torus prims this will not work so just unlink any prims like this and "lock" them.
Anyhow to test this out just rez four boxes, link them and set them to convex and you'll see that the prim count will be 2 and not 4.
Now of you're vaguely nerdy and check stats using ctrl-shift-1 you'll see that counted prims will remain the same as these stats don't take into account the physical type, but "objects" in "about land" will tell you how it's being calculated in real.
So you see, this isn't directly kitty stuff and does'nt fit in with existing sections but it's a priceless info for kitty owners to have.
We have many invaluable tidbits lost somewhere in the General section.
This is why we need this new section.
Edit : be careful to leave any sculpted prims in a linkset untouched as tinkering with them can send your count haywire - i've been there lol.