As you will know from the recent first meeting of the 15th RA, I have proposed to replace the church in NFS with one that I've built with this intended purpose.
My reasons for wanting to do this:
Back in 2006 when I first found Neufreistadt, I was very much inspired by the sim and it's little walled city. I spent many months where I'd visit there, wandering the foothills, going to the MoCa events and chatting with people. At that time the church and the Schloss, indeed the entire sim build made a great impression on me. I wandered away from the CDS then, and have spent much time adventuring the rest of SL and learning to build. When I first came back to NFS last year (2010), one of the first things that struck me was how out of date now much of it is, especially the church and the schloss as they dominate the town.
Now, when I look at the existing church, this is what I see:
Very primmy build - it is almost 700 prims including everything inside of it. An example of how the prims are inefficiently used is either side of the altar where there are 18 prims on each side (total of 36 prims) that are there to create a bit of shape. You can barely see the shape created, and 1 prim in each place with a good texture would have done the same job. This is one example of many I could point out in this build.
Why does it matter if builds are prim-heavy? More prims nearby means you have more to rezz in your draw distance. NFS is a concentration of lots of prims with different textures, in a small space. Reducing prims, or at the very least making sure that every prim counts for something constructive will help in this area.
NFS needs prims for events. We know from past experience with Oktoberfest, that NFS is short on prims for events, and in fact citizens have donated their prims from the sim (meaning removing their builds from their lots), so that specific events can function without crashing the sim.
Unrealistic build - it doesn't reflect how a real church is built. An example of this is the flying buttresses that are much too small in comparison to the rest of the building. Also, at the back of the building where the altar is has an unfinished roofline that you can see straight into the church from. There are also some roundish prims outside at the back that serve no apparent purpose other than being there, round. The interior bracings have big round balls in the centre that gravity would surely have something to say about in the real world. The interior pillars lack any kind of grace or historical accuracy.
Textures – the main texture used is a grey-block floor texture, which is used on the walls inside and out and the ceiling and interior bracings. The textures everywhere are stretched, or squashed, or sideways. In very few instances do you see a texture that is in fact correctly applied. There are full bright prims mixed in, also inappropriately.
I have posted some pictures to illustrate what I mean on my Flickr account here: http://www.flickr.com/photos/rosie_gray ... 907782670/
Other issues about this building:
What is its purpose? If it is meant to be a realistic church, it fails on almost every count. If it is not meant to be that, then what is it and why is it there?
This build is not linked together, and the builder has not been seen in SL for many years. He is not a member of the community. Nobody currently has any permissions on this building.
Comments welcomed!