Gremlins in the building system?

Gremlins in the building system?

I have noticed a couple of odd things in the building system, but I am not entirely certain what is going on.

First I constructed a long wall, a sort of garden wall, and then selected and rotated the thing to go along another side of the same plot. Each section of this wall was made from three pieces, each of which had been rotated in one way or another. The first wasll was carefully aligned with the road and the straight side of the ground tiles. After rotation, however the new wall ould not line up properly with the ground tiles and was turned very slightly of of the true line. It could not be rotated as a unit back to square and adjusting the individual sections did not work because they would not quite line up.

I have had the same thing happen with other situations in which I constructed large sections from smaller ones (a starway, for example) only to find that the parts of the original were not properly aligned after selecting and rotating the unit.

Second, I set up a series of transparent panels, each with the same image on it, as in the illustration of the gallery with the fish images, and carefully aligned the panels sothat they were perfectly aligned and seemless. I went away to do something else and when I returned, having done nothing to the arrangement, I found that many of the panels now had small overlaps and/or gaps. I fixed them, but have not yet checked back to find out if they have shifted again. I am quite certain that the origianl arrangement was correct and that the new arrangement was slightly off and that the repairs were not as precise as the original.

Since this is all a web of numbers to some arbitrary precision, can anyone tell me if this is reasonable behavior for the elements of a build? I find this is mostly a problem working with groups of rotated elements that I wish to rotate again so it seems that the most likely explaination may have to do with some confusion or cumulative error since eachof these objects seems to retain it's original object coordinate system. The next question is, of course, is there anything you can do about it? Are fine adjustments necessary from time to time as a build grows or with time?

I tried a shap to grid system, but the grid seemed to be too course for what I was trying to do and, anyway, the whole system imples some sort of grid, the dimensions of which are one click, so to speak.

Comments or suggestions would be appreciated.

I assume this is

I assume this is Alphaworld... what coordinates are you building at? The Active Worlds software has trouble putting objects precisely where they are suppose to be at high coordinate areas (eg 32000n 32000e). It's a problem with the number of decimals the objects are stored at. I think they are stored to two decimal places when it should be something more like 8 or 9 decimal places.

Also, make sure you aren't building slightly off-grid... if an object is ctrl-shift-rotated (very slightly rotated) then it'll throw everything off. I'm sure this isn't the case.

Off grid

I appreciate the large number problem, but I have had the same problem at small distances and odd angles. I had a great deeal of trouble with this at a little build in SOB at 0N 4W (no, not the particle emitter) and could only redo the long lines to approximations unless they were square on the grid.

I'm certain that some of the pieces realign slightly after some time, but I'm not at all clear if they, so to speak, settle in, or if there is a continuous minor drift.

Sy Lehrman


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