Revisiting the transfer station design
Posted: Thu Mar 28, 2013 7:26 am
In the last couple of mentor meetings the transfer stations were discussed. Here's a summary of the specs. First, here are the most current ones, that were discussed at the mentor meeting of the 20 March 2013 (and a hat-tip to Marstol for her excellent meeting notes):
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Edit: First bullet -- should that be 64m radius, not diameter?
For completeness, the original design specs from 15 September 2012 are here: User-Created Transfer Stations.Click the following link for more information on how transfer stations work.
As for the design, each transfer station should be neutral in theme and shouldn’t clash with any destination world theme. They are prim only and very low on both prim and texture count. This allows the station to rezz very quickly.
... Everyone came to a consensus about having something in “space”. ...
[Key specifications (bullet points added):]It has to load very quickly and can’t have more than a handful of textures or people will have to wait too long to see the sign. It needs to not include non-phantom hollow prims. The sphere itself is phantom. The current station has a non-phantom platform, and invisible walls all around it - no ceiling so people will be able to more easily navigate with the cam. Ada Radius had been experimenting with a possible station and found that sculpt maps should be no more than 64x64.
- 128m [phantom, hollow] sphere (64m diameter), 40-48m platform, 48m from the bottom of the sphere.
- The landing point in the center of the platform.
- The sign has to take up most of the monitor screen.
- The equivalent of [four] 1024x1024 textures and sculpt maps total.
- No more than 300 prims total for everything in the station including an invisible perimeter to cage the user with invisible prims.
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Edit: First bullet -- should that be 64m radius, not diameter?