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		<id>http://opensimulator.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AlanTupper</id>
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		<updated>2026-04-20T21:18:52Z</updated>
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	<entry>
		<id>http://opensimulator.org/wiki/Models</id>
		<title>Models</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Models"/>
				<updated>2015-04-18T05:21:20Z</updated>
		
		<summary type="html">&lt;p&gt;AlanTupper: /* Creation Process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
As a 3d application platform, models are one of the most important content types in OpenSimulator.&lt;br /&gt;
&lt;br /&gt;
There are currently three forms of models supported by OpenSimulator:&lt;br /&gt;
* Parametrized Primitives (often called &amp;quot;prims&amp;quot;)&lt;br /&gt;
* Sculpted Primitives (often called &amp;quot;sculpts&amp;quot; or &amp;quot;sculpties&amp;quot;)&lt;br /&gt;
* Vertex Meshes&lt;br /&gt;
&lt;br /&gt;
Each has their own strengths, drawbacks, and quirks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creation Process ==&lt;br /&gt;
Parametrized primitives can be created in world with build functionality. This is done by using the right-click menu, and clicking the &amp;quot;Build&amp;quot; button.  This will pop up a window which allows you to select a shape to create in world. Once this shape has been created, you can use the window to change the parameters which control the shape of the primitive.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Sculpted primitives are defined by a special bitmap image which can be created with 3d modeling programs which support sculptures. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh files can be created in many 3d modeling programs such as Blender, 3DS Max, Maya, etc. Note that while mesh support within viewers is becoming more ubiquitous, it is not universal.&lt;br /&gt;
&lt;br /&gt;
== Format Breakdown ==&lt;br /&gt;
&lt;br /&gt;
Generally speaking, parametric primitives are best suited for simple geometric objects and for allowing collaborative in-world building. They are by far the most reliable and understood of the three formats. However, primitives contain a great deal of extraneous geometry used to enable their parametric behavior (in-world building/deformation with sliders).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sculpted primitives are ideal for creating organic shapes (such as trees, body parts, sculpted surfaces) when you want to be sure of backwards compatibility. Unfortunately, they have a high amount of geometric detail which cannot be altered by the creator and can be difficult to texture properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh files are excellent for experienced content creators, especially those coming to OpenSimulator from other 3d platforms. When correctly utilized, they can have as much expressiveness as sculpted primitives and more efficient geometry than parametric primitives. The learning curve for mesh file creation is somewhat steeper, and there is more ways to get in trouble using it.&lt;/div&gt;</summary>
		<author><name>AlanTupper</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Talk:Artist_Home</id>
		<title>Talk:Artist Home</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Talk:Artist_Home"/>
				<updated>2015-04-18T05:12:50Z</updated>
		
		<summary type="html">&lt;p&gt;AlanTupper: /* Strategy? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strategy? ==&lt;br /&gt;
&lt;br /&gt;
Considering this page is listed from the sidebar link &amp;quot;Content Creation&amp;quot; I feel like it's important for this page to not only discuss the component content types, but also introduce readers to the content creation process within OpenSim.&lt;/div&gt;</summary>
		<author><name>AlanTupper</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Artist_Home</id>
		<title>Artist Home</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Artist_Home"/>
				<updated>2015-04-18T05:05:14Z</updated>
		
		<summary type="html">&lt;p&gt;AlanTupper: Moved detailed information about model types to the Model page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quicklinks}}&lt;br /&gt;
&lt;br /&gt;
== Content Collections ==&lt;br /&gt;
&lt;br /&gt;
Collections containing many different kinds of resources.&lt;br /&gt;
&lt;br /&gt;
* [http://zadaroo.com/ Zadaroo.com]: Everything from skins and animations to complete sims as OAR files.&lt;br /&gt;
* [http://www.giessenict.nl/index.php/nl/opensimulator/opensimulator-downloads Giessen Opensimulator Projects]: Several kind of objects mostly under CC.&lt;br /&gt;
&lt;br /&gt;
== Artist Documentation ==&lt;br /&gt;
&lt;br /&gt;
This page contains information about content creation for OpenSimulator including best practices, guides, tools, examples, collaborative projects and of course Creative Commons licensed content.&lt;br /&gt;
&lt;br /&gt;
Discussion group for people interested in creating content for Metaverse: [http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]&lt;br /&gt;
&lt;br /&gt;
Some useful resources of free material:&lt;br /&gt;
&lt;br /&gt;
* A great summary sheet: [http://docs.google.com/View?docid=dgsbx7zg_9mzk6nxtc 3DCG for the hobbyist -- useful products and links]&lt;br /&gt;
* A hobbyist animators blog with all kinds of goodies: [http://www.cgspeed.com/ cgspeed]&lt;br /&gt;
* A source for free animations, 3d models, textures, etc.: [http://www.sharecg.com/ ShareCG]&lt;br /&gt;
* A huge 3d graphics source: [http://www.renderosity.com/ Renderosity]&lt;br /&gt;
* Runtime DNA: [http://www.runtimedna.com/forum/downloads.php www.runtimedna.com Free Downloads]&lt;br /&gt;
* Lots of free, full perm content here: [http://www.lindakellie.com/ LindaKellie.com]&lt;br /&gt;
* [http://opengameart.org/ OpenGameArt] is an exceptional repository of permissively licensed content for game creation.&lt;br /&gt;
&lt;br /&gt;
This is not an exhaustive list, please add to it if you can!&lt;br /&gt;
&lt;br /&gt;
I have tried to include sites which have free Poser/Opensim compatible content which could be used for &amp;quot;personal use&amp;quot; in your own &amp;quot;world&amp;quot;. You must check the licensing for any commercial uses.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
&lt;br /&gt;
Textures are images used to cover surfaces of 3d models and terrain. Textures can be anything form 1x1 to 1024x1024 images. Most of the textures for buildings, items and clothes are usually 512x512.&lt;br /&gt;
&lt;br /&gt;
=== Best Practices ===&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
&lt;br /&gt;
* Creating tileable textures: http://www.gfxartist.com/features/tutorials/740&lt;br /&gt;
* [http://robynhuffaker.com/sculptblender/2010/03/20/creating-and-using-shadow-maps/ Creating and Using Shadow Maps] by Robyn Huffaker&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.gimp.org/ GIMP] - GIMP is the GNU Image Manipulation Program.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
=== Content Libraries ===&lt;br /&gt;
* [http://torley.s3.amazonaws.com/Torley-Textures.zip Torley Textures] is a collection of over 600 textures by Torley Linden.&lt;br /&gt;
* [http://www.cgtextures.com/ CGTextures] Some Great free textures (CC License)&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
Models are 3 dimensional objects which are formed from faces and textures. OpenSimulator supports three types of model: parametrized primitives, and sculpted primitives, and uploaded vertex mesh files. &lt;br /&gt;
&lt;br /&gt;
To learn more about the model types, read the [[Models]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Best Practices ===&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
* [http://robynhuffaker.com/sculptblender/tutorial/ Learn to Make Second Life Sculpties in Blender] by Robyn Huffaker&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/ Blender] - Blender is the free open source 3D content creation suite, available for all major operating systems under the GNU General Public License.&lt;br /&gt;
* [http://www.wings3d.com/ Wings 3d] - Sculpty editor&lt;br /&gt;
* [http://www.qavimator.org/ Qavimator] - Animation for OpenSimulator avatars&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
[[File:Biped.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
* [[OpenSimulator Avatar]]&lt;br /&gt;
&lt;br /&gt;
=== Content Libraries ===&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
Currently OpenSimulator terrains consists of heightmap and textures for different directions and heights. OpenSimulator terrain can be imported in raw terrain format from several terrain editor tools.&lt;br /&gt;
&lt;br /&gt;
=== Best Practices ===&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
* [[Tips#Terrain Tidbits|Terrain Tips]]&lt;br /&gt;
* [[Using L3DT]]&lt;br /&gt;
* [[Terrain making]]&lt;br /&gt;
* [[Detailed cross-region terrain making]]&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
* L3DT&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
=== Content Libraries ===&lt;br /&gt;
&lt;br /&gt;
* [[Free Terrains]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additional Terrain Resources ===&lt;br /&gt;
&lt;br /&gt;
'''TERRAIN EDITING''' &lt;br /&gt;
&lt;br /&gt;
There is now a Plugin made and available for the free program GIMP by Domino Designs which is easy to install and allows you to bring in RAW files and edit them. See http://dominodesigns.info/project/gimpterrain&lt;br /&gt;
&lt;br /&gt;
GIMP is available free and downloadable at http://www.gimp.org/downloads/&lt;br /&gt;
GIMP is available for most Operating Systems and Platforms and is User Supported with many features and functions far beyond Terrain Editing. &lt;br /&gt;
&lt;br /&gt;
'''REFERENCES / SUPPLEMENTAL SOURCES amd APPLICATIONS:'''&lt;br /&gt;
[[Tweaking]] Tutorial: Creating OpenSimulator terrain with Blender http://www.stringofbits.net/2009/09/tutorial-creating-opensim-terrain-with.html&lt;br /&gt;
&lt;br /&gt;
Some free and some non-free terrains at http://www.rexxed.com/category/terrain&lt;br /&gt;
&lt;br /&gt;
Tutorial on [http://tgib.co.uk/2010/05/07/how-to-create-raw-terrain-files-for-second-life-and-opensim-with-terragen/ creating terrain files with Terragen] as well as [http://tgib.co.uk/2010/06/05/how-to-create-megaregion-terrain-raw-files-for-second-life-and-opensim/ using Photoshop to edit terrain files and create megaregion terrain] with a library of [http://tgib.co.uk/category/creations/terrain-creations/ free terrain files] &lt;br /&gt;
&lt;br /&gt;
Spinmass Virtual Creations, has two products for terrain making and generation which are free downloads. Look at Terrain Sculptor and Bailiwick. They are available from http://www.spinmass.com &lt;br /&gt;
&lt;br /&gt;
'''Three easy to use Online Image Splitters''' &lt;br /&gt;
&lt;br /&gt;
* http://www.chami.com/html-kit/services/is&lt;br /&gt;
* http://www.sliceimage.com&lt;br /&gt;
* http://www.makeuseof.com/dir/online-image-splitter&lt;br /&gt;
&lt;br /&gt;
== Sounds ==&lt;br /&gt;
&lt;br /&gt;
Sounds clips can be used within (scripted) objects and as part of gestures. Current OpenSimulator sound formats are PCM WAVE (.wav) 16-bit/44.1KHz/mono or stereo with a maximum length of 10.00 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Best Practices ===&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
* [http://audacity.sourceforge.net/ Audacity] - Audacity® is free, open source software for recording and editing sounds. It is available for Mac OS X, Microsoft Windows, GNU/Linux, and other operating systems.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
=== Content Libraries ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.freesound.org/ The Freesound Project] - The Freesound Project is a collaborative database of Creative Commons licensed sounds.&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
Music can be played via parcel media as either streamed or from a single music file.&lt;br /&gt;
&lt;br /&gt;
=== Best Practices ===&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
=== Content Libraries ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.jamendo.com/ Jamendo] - Jamendo is a community of free, legal and unlimited music published under Creative Commons licenses.&lt;/div&gt;</summary>
		<author><name>AlanTupper</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Models</id>
		<title>Models</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Models"/>
				<updated>2015-04-18T05:03:28Z</updated>
		
		<summary type="html">&lt;p&gt;AlanTupper: Created page with &amp;quot; == Overview == As a 3d application platform, models are one of the most important content types in OpenSimulator.  There are currently three forms of models supported by Open...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
As a 3d application platform, models are one of the most important content types in OpenSimulator.&lt;br /&gt;
&lt;br /&gt;
There are currently three forms of models supported by OpenSimulator:&lt;br /&gt;
* Parametrized Primitives (often called &amp;quot;prims&amp;quot;)&lt;br /&gt;
* Sculpted Primitives (often called &amp;quot;sculpts&amp;quot; or &amp;quot;sculpties&amp;quot;)&lt;br /&gt;
* Vertex Meshes&lt;br /&gt;
&lt;br /&gt;
Each has their own strengths, drawbacks, and quirks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creation Process ==&lt;br /&gt;
Parametrized primitives can be created in world with build functionality. &lt;br /&gt;
&lt;br /&gt;
Sculpted primitives are defined by a special bitmap image which can be created with 3d modeling programs which support sculptures. &lt;br /&gt;
&lt;br /&gt;
Mesh files can be created in many 3d modeling programs such as Blender, 3DS Max, Maya, etc. Note that while mesh support within viewers is becoming more ubiquitous, it is not universal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Format Breakdown ==&lt;br /&gt;
&lt;br /&gt;
Generally speaking, parametric primitives are best suited for simple geometric objects and for allowing collaborative in-world building. They are by far the most reliable and understood of the three formats. However, primitives contain a great deal of extraneous geometry used to enable their parametric behavior (in-world building/deformation with sliders).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sculpted primitives are ideal for creating organic shapes (such as trees, body parts, sculpted surfaces) when you want to be sure of backwards compatibility. Unfortunately, they have a high amount of geometric detail which cannot be altered by the creator and can be difficult to texture properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh files are excellent for experienced content creators, especially those coming to OpenSimulator from other 3d platforms. When correctly utilized, they can have as much expressiveness as sculpted primitives and more efficient geometry than parametric primitives. The learning curve for mesh file creation is somewhat steeper, and there is more ways to get in trouble using it.&lt;/div&gt;</summary>
		<author><name>AlanTupper</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Artist_Home</id>
		<title>Artist Home</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Artist_Home"/>
				<updated>2015-04-18T04:40:44Z</updated>
		
		<summary type="html">&lt;p&gt;AlanTupper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quicklinks}}&lt;br /&gt;
&lt;br /&gt;
== Content Collections ==&lt;br /&gt;
&lt;br /&gt;
Collections containing many different kinds of resources.&lt;br /&gt;
&lt;br /&gt;
* [http://zadaroo.com/ Zadaroo.com]: Everything from skins and animations to complete sims as OAR files.&lt;br /&gt;
* [http://www.giessenict.nl/index.php/nl/opensimulator/opensimulator-downloads Giessen Opensimulator Projects]: Several kind of objects mostly under CC.&lt;br /&gt;
&lt;br /&gt;
== Artist Documentation ==&lt;br /&gt;
&lt;br /&gt;
This page contains information about content creation for OpenSimulator including best practices, guides, tools, examples, collaborative projects and of course Creative Commons licensed content.&lt;br /&gt;
&lt;br /&gt;
Discussion group for people interested in creating content for Metaverse: [http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]&lt;br /&gt;
&lt;br /&gt;
Some useful resources of free material:&lt;br /&gt;
&lt;br /&gt;
* A great summary sheet: [http://docs.google.com/View?docid=dgsbx7zg_9mzk6nxtc 3DCG for the hobbyist -- useful products and links]&lt;br /&gt;
* A hobbyist animators blog with all kinds of goodies: [http://www.cgspeed.com/ cgspeed]&lt;br /&gt;
* A source for free animations, 3d models, textures, etc.: [http://www.sharecg.com/ ShareCG]&lt;br /&gt;
* A huge 3d graphics source: [http://www.renderosity.com/ Renderosity]&lt;br /&gt;
* Runtime DNA: [http://www.runtimedna.com/forum/downloads.php www.runtimedna.com Free Downloads]&lt;br /&gt;
* Lots of free, full perm content here: [http://www.lindakellie.com/ LindaKellie.com]&lt;br /&gt;
* [http://opengameart.org/ OpenGameArt] is an exceptional repository of permissively licensed content for game creation.&lt;br /&gt;
&lt;br /&gt;
This is not an exhaustive list, please add to it if you can!&lt;br /&gt;
&lt;br /&gt;
I have tried to include sites which have free Poser/Opensim compatible content which could be used for &amp;quot;personal use&amp;quot; in your own &amp;quot;world&amp;quot;. You must check the licensing for any commercial uses.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
&lt;br /&gt;
Textures are images used to cover surfaces of 3d models and terrain. Textures can be anything form 1x1 to 1024x1024 images. Most of the textures for buildings, items and clothes are usually 512x512.&lt;br /&gt;
&lt;br /&gt;
=== Best Practices ===&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
&lt;br /&gt;
* Creating tileable textures: http://www.gfxartist.com/features/tutorials/740&lt;br /&gt;
* [http://robynhuffaker.com/sculptblender/2010/03/20/creating-and-using-shadow-maps/ Creating and Using Shadow Maps] by Robyn Huffaker&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.gimp.org/ GIMP] - GIMP is the GNU Image Manipulation Program.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
=== Content Libraries ===&lt;br /&gt;
* [http://torley.s3.amazonaws.com/Torley-Textures.zip Torley Textures] is a collection of over 600 textures by Torley Linden.&lt;br /&gt;
* [http://www.cgtextures.com/ CGTextures] Some Great free textures (CC License)&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
Models are 3 dimensional objects which are formed from faces and textures. OpenSimulator supports three types of model: parametrized primitives, and sculpted primitives, and uploaded vertex mesh files. &lt;br /&gt;
&lt;br /&gt;
Parametrized primitives can be created in world with build functionality. Sculpted primitives are defined by a special bitmap image which can be created with 3d modeling programs which support sculptures.  Mesh files can be created in many 3d modeling programs such as Blender, 3DS Max, Maya, etc.  Note that while mesh support within viewers is becoming more ubiquitous, it is not universal.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, parametric primitives are best suited for simple geometric objects and for allowing collaborative in-world building.  They are by far the most reliable and understood of the three formats.  However, primitives contain a great deal of extraneous geometry used to enable their parametric behavior (in-world building/deformation with sliders).  &lt;br /&gt;
&lt;br /&gt;
Sculpted primitives are ideal for creating organic shapes (such as trees, body parts, sculpted surfaces) when you want to be sure of backwards compatibility.  Unfortunately, they have a high amount of geometric detail which cannot be altered by the creator and can be difficult to texture properly.&lt;br /&gt;
&lt;br /&gt;
Mesh files are excellent for experienced content creators, especially those coming to OpenSimulator from other 3d platforms.  When correctly utilized, they can have as much expressiveness as sculpted primitives and more efficient geometry than parametric primitives.  The learning curve for mesh file creation is somewhat steeper, and there is more ways to get in trouble using it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Best Practices ===&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
* [http://robynhuffaker.com/sculptblender/tutorial/ Learn to Make Second Life Sculpties in Blender] by Robyn Huffaker&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/ Blender] - Blender is the free open source 3D content creation suite, available for all major operating systems under the GNU General Public License.&lt;br /&gt;
* [http://www.wings3d.com/ Wings 3d] - Sculpty editor&lt;br /&gt;
* [http://www.qavimator.org/ Qavimator] - Animation for OpenSimulator avatars&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
[[File:Biped.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
* [[OpenSimulator Avatar]]&lt;br /&gt;
&lt;br /&gt;
=== Content Libraries ===&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
Currently OpenSimulator terrains consists of heightmap and textures for different directions and heights. OpenSimulator terrain can be imported in raw terrain format from several terrain editor tools.&lt;br /&gt;
&lt;br /&gt;
=== Best Practices ===&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
* [[Tips#Terrain Tidbits|Terrain Tips]]&lt;br /&gt;
* [[Using L3DT]]&lt;br /&gt;
* [[Terrain making]]&lt;br /&gt;
* [[Detailed cross-region terrain making]]&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
* L3DT&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
=== Content Libraries ===&lt;br /&gt;
&lt;br /&gt;
* [[Free Terrains]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additional Terrain Resources ===&lt;br /&gt;
&lt;br /&gt;
'''TERRAIN EDITING''' &lt;br /&gt;
&lt;br /&gt;
There is now a Plugin made and available for the free program GIMP by Domino Designs which is easy to install and allows you to bring in RAW files and edit them. See http://dominodesigns.info/project/gimpterrain&lt;br /&gt;
&lt;br /&gt;
GIMP is available free and downloadable at http://www.gimp.org/downloads/&lt;br /&gt;
GIMP is available for most Operating Systems and Platforms and is User Supported with many features and functions far beyond Terrain Editing. &lt;br /&gt;
&lt;br /&gt;
'''REFERENCES / SUPPLEMENTAL SOURCES amd APPLICATIONS:'''&lt;br /&gt;
[[Tweaking]] Tutorial: Creating OpenSimulator terrain with Blender http://www.stringofbits.net/2009/09/tutorial-creating-opensim-terrain-with.html&lt;br /&gt;
&lt;br /&gt;
Some free and some non-free terrains at http://www.rexxed.com/category/terrain&lt;br /&gt;
&lt;br /&gt;
Tutorial on [http://tgib.co.uk/2010/05/07/how-to-create-raw-terrain-files-for-second-life-and-opensim-with-terragen/ creating terrain files with Terragen] as well as [http://tgib.co.uk/2010/06/05/how-to-create-megaregion-terrain-raw-files-for-second-life-and-opensim/ using Photoshop to edit terrain files and create megaregion terrain] with a library of [http://tgib.co.uk/category/creations/terrain-creations/ free terrain files] &lt;br /&gt;
&lt;br /&gt;
Spinmass Virtual Creations, has two products for terrain making and generation which are free downloads. Look at Terrain Sculptor and Bailiwick. They are available from http://www.spinmass.com &lt;br /&gt;
&lt;br /&gt;
'''Three easy to use Online Image Splitters''' &lt;br /&gt;
&lt;br /&gt;
* http://www.chami.com/html-kit/services/is&lt;br /&gt;
* http://www.sliceimage.com&lt;br /&gt;
* http://www.makeuseof.com/dir/online-image-splitter&lt;br /&gt;
&lt;br /&gt;
== Sounds ==&lt;br /&gt;
&lt;br /&gt;
Sounds clips can be used within (scripted) objects and as part of gestures. Current OpenSimulator sound formats are PCM WAVE (.wav) 16-bit/44.1KHz/mono or stereo with a maximum length of 10.00 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Best Practices ===&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
* [http://audacity.sourceforge.net/ Audacity] - Audacity® is free, open source software for recording and editing sounds. It is available for Mac OS X, Microsoft Windows, GNU/Linux, and other operating systems.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
=== Content Libraries ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.freesound.org/ The Freesound Project] - The Freesound Project is a collaborative database of Creative Commons licensed sounds.&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
Music can be played via parcel media as either streamed or from a single music file.&lt;br /&gt;
&lt;br /&gt;
=== Best Practices ===&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
=== Content Libraries ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.jamendo.com/ Jamendo] - Jamendo is a community of free, legal and unlimited music published under Creative Commons licenses.&lt;/div&gt;</summary>
		<author><name>AlanTupper</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Artist_Home</id>
		<title>Artist Home</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Artist_Home"/>
				<updated>2015-04-18T04:39:10Z</updated>
		
		<summary type="html">&lt;p&gt;AlanTupper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quicklinks}}&lt;br /&gt;
&lt;br /&gt;
== Content Collections ==&lt;br /&gt;
&lt;br /&gt;
Collections containing many different kinds of resources.&lt;br /&gt;
&lt;br /&gt;
* [http://zadaroo.com/ Zadaroo.com]: Everything from skins and animations to complete sims as OAR files.&lt;br /&gt;
* [http://www.giessenict.nl/index.php/nl/opensimulator/opensimulator-downloads Giessen Opensimulator Projects]: Several kind of objects mostly under CC.&lt;br /&gt;
&lt;br /&gt;
== Artist Documentation ==&lt;br /&gt;
&lt;br /&gt;
This page contains information about content creation for OpenSimulator including best practices, guides, tools, examples, collaborative projects and of course Creative Commons licensed content.&lt;br /&gt;
&lt;br /&gt;
Discussion group for people interested in creating content for Metaverse: [http://groups.google.com/group/open-content-for-metaverse Open Content for Metaverse]&lt;br /&gt;
&lt;br /&gt;
Some useful resources of free material:&lt;br /&gt;
&lt;br /&gt;
* A great summary sheet: [http://docs.google.com/View?docid=dgsbx7zg_9mzk6nxtc 3DCG for the hobbyist -- useful products and links]&lt;br /&gt;
* A hobbyist animators blog with all kinds of goodies: [http://www.cgspeed.com/ cgspeed]&lt;br /&gt;
* A source for free animations, 3d models, textures, etc.: [http://www.sharecg.com/ ShareCG]&lt;br /&gt;
* A huge 3d graphics source: [http://www.renderosity.com/ Renderosity]&lt;br /&gt;
* Runtime DNA: [http://www.runtimedna.com/forum/downloads.php www.runtimedna.com Free Downloads]&lt;br /&gt;
* Lots of free, full perm content here: [http://www.lindakellie.com/ LindaKellie.com]&lt;br /&gt;
* OpenGameArt is an exceptional repository of permissively licensed content for game creation: [http://opengameart.org/]&lt;br /&gt;
&lt;br /&gt;
This is not an exhaustive list, please add to it if you can!&lt;br /&gt;
&lt;br /&gt;
I have tried to include sites which have free Poser/Opensim compatible content which could be used for &amp;quot;personal use&amp;quot; in your own &amp;quot;world&amp;quot;. You must check the licensing for any commercial uses.&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
&lt;br /&gt;
Textures are images used to cover surfaces of 3d models and terrain. Textures can be anything form 1x1 to 1024x1024 images. Most of the textures for buildings, items and clothes are usually 512x512.&lt;br /&gt;
&lt;br /&gt;
=== Best Practices ===&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
&lt;br /&gt;
* Creating tileable textures: http://www.gfxartist.com/features/tutorials/740&lt;br /&gt;
* [http://robynhuffaker.com/sculptblender/2010/03/20/creating-and-using-shadow-maps/ Creating and Using Shadow Maps] by Robyn Huffaker&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.gimp.org/ GIMP] - GIMP is the GNU Image Manipulation Program.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
=== Content Libraries ===&lt;br /&gt;
* [http://torley.s3.amazonaws.com/Torley-Textures.zip Torley Textures] is a collection of over 600 textures by Torley Linden.&lt;br /&gt;
* [http://www.cgtextures.com/ CGTextures] Some Great free textures (CC License)&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
&lt;br /&gt;
Models are 3 dimensional objects which are formed from faces and textures. OpenSimulator supports three types of model: parametrized primitives, and sculpted primitives, and uploaded vertex mesh files. &lt;br /&gt;
&lt;br /&gt;
Parametrized primitives can be created in world with build functionality. Sculpted primitives are defined by a special bitmap image which can be created with 3d modeling programs which support sculptures.  Mesh files can be created in many 3d modeling programs such as Blender, 3DS Max, Maya, etc.  Note that while mesh support within viewers is becoming more ubiquitous, it is not universal.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, parametric primitives are best suited for simple geometric objects and for allowing collaborative in-world building.  They are by far the most reliable and understood of the three formats.  However, primitives contain a great deal of extraneous geometry used to enable their parametric behavior (in-world building/deformation with sliders).  &lt;br /&gt;
&lt;br /&gt;
Sculpted primitives are ideal for creating organic shapes (such as trees, body parts, sculpted surfaces) when you want to be sure of backwards compatibility.  Unfortunately, they have a high amount of geometric detail which cannot be altered by the creator and can be difficult to texture properly.&lt;br /&gt;
&lt;br /&gt;
Mesh files are excellent for experienced content creators, especially those coming to OpenSimulator from other 3d platforms.  When correctly utilized, they can have as much expressiveness as sculpted primitives and more efficient geometry than parametric primitives.  The learning curve for mesh file creation is somewhat steeper, and there is more ways to get in trouble using it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Best Practices ===&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
* [http://robynhuffaker.com/sculptblender/tutorial/ Learn to Make Second Life Sculpties in Blender] by Robyn Huffaker&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.blender.org/ Blender] - Blender is the free open source 3D content creation suite, available for all major operating systems under the GNU General Public License.&lt;br /&gt;
* [http://www.wings3d.com/ Wings 3d] - Sculpty editor&lt;br /&gt;
* [http://www.qavimator.org/ Qavimator] - Animation for OpenSimulator avatars&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
[[File:Biped.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
* [[OpenSimulator Avatar]]&lt;br /&gt;
&lt;br /&gt;
=== Content Libraries ===&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
Currently OpenSimulator terrains consists of heightmap and textures for different directions and heights. OpenSimulator terrain can be imported in raw terrain format from several terrain editor tools.&lt;br /&gt;
&lt;br /&gt;
=== Best Practices ===&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
* [[Tips#Terrain Tidbits|Terrain Tips]]&lt;br /&gt;
* [[Using L3DT]]&lt;br /&gt;
* [[Terrain making]]&lt;br /&gt;
* [[Detailed cross-region terrain making]]&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
* L3DT&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
=== Content Libraries ===&lt;br /&gt;
&lt;br /&gt;
* [[Free Terrains]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additional Terrain Resources ===&lt;br /&gt;
&lt;br /&gt;
'''TERRAIN EDITING''' &lt;br /&gt;
&lt;br /&gt;
There is now a Plugin made and available for the free program GIMP by Domino Designs which is easy to install and allows you to bring in RAW files and edit them. See http://dominodesigns.info/project/gimpterrain&lt;br /&gt;
&lt;br /&gt;
GIMP is available free and downloadable at http://www.gimp.org/downloads/&lt;br /&gt;
GIMP is available for most Operating Systems and Platforms and is User Supported with many features and functions far beyond Terrain Editing. &lt;br /&gt;
&lt;br /&gt;
'''REFERENCES / SUPPLEMENTAL SOURCES amd APPLICATIONS:'''&lt;br /&gt;
[[Tweaking]] Tutorial: Creating OpenSimulator terrain with Blender http://www.stringofbits.net/2009/09/tutorial-creating-opensim-terrain-with.html&lt;br /&gt;
&lt;br /&gt;
Some free and some non-free terrains at http://www.rexxed.com/category/terrain&lt;br /&gt;
&lt;br /&gt;
Tutorial on [http://tgib.co.uk/2010/05/07/how-to-create-raw-terrain-files-for-second-life-and-opensim-with-terragen/ creating terrain files with Terragen] as well as [http://tgib.co.uk/2010/06/05/how-to-create-megaregion-terrain-raw-files-for-second-life-and-opensim/ using Photoshop to edit terrain files and create megaregion terrain] with a library of [http://tgib.co.uk/category/creations/terrain-creations/ free terrain files] &lt;br /&gt;
&lt;br /&gt;
Spinmass Virtual Creations, has two products for terrain making and generation which are free downloads. Look at Terrain Sculptor and Bailiwick. They are available from http://www.spinmass.com &lt;br /&gt;
&lt;br /&gt;
'''Three easy to use Online Image Splitters''' &lt;br /&gt;
&lt;br /&gt;
* http://www.chami.com/html-kit/services/is&lt;br /&gt;
* http://www.sliceimage.com&lt;br /&gt;
* http://www.makeuseof.com/dir/online-image-splitter&lt;br /&gt;
&lt;br /&gt;
== Sounds ==&lt;br /&gt;
&lt;br /&gt;
Sounds clips can be used within (scripted) objects and as part of gestures. Current OpenSimulator sound formats are PCM WAVE (.wav) 16-bit/44.1KHz/mono or stereo with a maximum length of 10.00 seconds.&lt;br /&gt;
&lt;br /&gt;
=== Best Practices ===&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
* [http://audacity.sourceforge.net/ Audacity] - Audacity® is free, open source software for recording and editing sounds. It is available for Mac OS X, Microsoft Windows, GNU/Linux, and other operating systems.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
=== Content Libraries ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.freesound.org/ The Freesound Project] - The Freesound Project is a collaborative database of Creative Commons licensed sounds.&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
Music can be played via parcel media as either streamed or from a single music file.&lt;br /&gt;
&lt;br /&gt;
=== Best Practices ===&lt;br /&gt;
&lt;br /&gt;
=== Guides ===&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
=== Projects ===&lt;br /&gt;
&lt;br /&gt;
=== Content Libraries ===&lt;br /&gt;
&lt;br /&gt;
* [http://www.jamendo.com/ Jamendo] - Jamendo is a community of free, legal and unlimited music published under Creative Commons licenses.&lt;/div&gt;</summary>
		<author><name>AlanTupper</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/OsSetRegionWaterHeight</id>
		<title>OsSetRegionWaterHeight</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/OsSetRegionWaterHeight"/>
				<updated>2015-04-18T03:53:43Z</updated>
		
		<summary type="html">&lt;p&gt;AlanTupper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{osslfunc&lt;br /&gt;
|threat_level=High&lt;br /&gt;
|function_syntax=void osSetRegionWaterHeight(float height)&lt;br /&gt;
|ossl_example=&amp;lt;source lang=&amp;quot;lsl&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
// Region Water Height utility&lt;br /&gt;
// I know, it's probably horribly inefficient and confusing, but it works.&lt;br /&gt;
// Arkaniad Exonar, '10&lt;br /&gt;
&lt;br /&gt;
float g_WaterHeight; // &amp;lt;---- Storage Var&lt;br /&gt;
integer g_ListenChan = 0;&lt;br /&gt;
list g_ltmp; // &amp;lt;--------Temporary buffer&lt;br /&gt;
&lt;br /&gt;
default&lt;br /&gt;
{&lt;br /&gt;
    state_entry()&lt;br /&gt;
    {&lt;br /&gt;
        llListen(g_ListenChan, &amp;quot;&amp;quot;, llGetOwner(), &amp;quot;&amp;quot;); //Prepare listener&lt;br /&gt;
        llSay(0, &amp;quot;Ready for commands&amp;quot;);&lt;br /&gt;
    }&lt;br /&gt;
    listen(integer channel, string name, key id, string message)&lt;br /&gt;
    {&lt;br /&gt;
        g_ltmp = llParseString2List(message, [&amp;quot; &amp;quot;], []); // Split the message into chunks&lt;br /&gt;
        if(llList2String(g_ltmp, 0) == &amp;quot;/waterheight&amp;quot;) // Self explanatory&lt;br /&gt;
        {&lt;br /&gt;
            osSetRegionWaterHeight(llList2Float(g_ltmp, 1)); // Set the region water height to the specified value&lt;br /&gt;
            llSay(0, &amp;quot;Setting region water height to &amp;quot;+llList2String(g_ltmp, 1)+&amp;quot;m (In case anyone was wondering)&amp;quot;);&lt;br /&gt;
            g_ltmp = []; // Flush buffers&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
|description=Sets the water height for the current region.&lt;br /&gt;
|&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>AlanTupper</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/OsSetParcelMediaURL</id>
		<title>OsSetParcelMediaURL</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/OsSetParcelMediaURL"/>
				<updated>2015-04-18T03:35:22Z</updated>
		
		<summary type="html">&lt;p&gt;AlanTupper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{osslfunc&lt;br /&gt;
|threat_level=VeryLow&lt;br /&gt;
|function_syntax=void osSetParcelMediaURL(string url)&lt;br /&gt;
|ossl_example=&amp;lt;source lang = &amp;quot;lsl&amp;quot;&amp;gt;&lt;br /&gt;
// ----------------------------------------------------------------&lt;br /&gt;
// Example / Sample Script to show function use.&lt;br /&gt;
//&lt;br /&gt;
// Script Title:    osSetParcelMediaURL.lsl&lt;br /&gt;
// Script Author:&lt;br /&gt;
// Threat Level:    VeryLow&lt;br /&gt;
// Script Source:   SUPPLEMENTAL http://opensimulator.org/wiki/osSetParcelMediaURL&lt;br /&gt;
//&lt;br /&gt;
// Notes: See Script Source reference for more detailed information&lt;br /&gt;
// This sample is full opensource and available to use as you see fit and desire.&lt;br /&gt;
// Threat Levels only apply to OSSL &amp;amp; AA Functions&lt;br /&gt;
// See http://opensimulator.org/wiki/Threat_level&lt;br /&gt;
// ================================================================&lt;br /&gt;
// C# Source Line:      public void osSetParcelMediaURL(string url)&lt;br /&gt;
// Inworld Script Line: osSetParcelMediaURL(string url);&lt;br /&gt;
//&lt;br /&gt;
// Example of osSetParcelMediaURL&lt;br /&gt;
//&lt;br /&gt;
string sURL = &amp;quot;http://www.archive.org/download/CncdVsFairlightCeasefire/ceasefire_all_fall_down.stream.mp4&amp;quot;; //The URL we are setting to the parcel.&lt;br /&gt;
//&lt;br /&gt;
default&lt;br /&gt;
{&lt;br /&gt;
    state_entry()&lt;br /&gt;
    {&lt;br /&gt;
        llSay(0, &amp;quot;Touch to see how osSetParcelMediaURL works&amp;quot;);&lt;br /&gt;
    }&lt;br /&gt;
    touch_start(integer num)&lt;br /&gt;
    {&lt;br /&gt;
        llSay(0,&amp;quot;Media URL being set to :&amp;quot;+sURL);&lt;br /&gt;
        osSetParcelMediaURL( sURL);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
|description= Sets the Media URL for the parcel the scripted object is in.&lt;br /&gt;
|&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>AlanTupper</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/OsSetRegionSunSettings</id>
		<title>OsSetRegionSunSettings</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/OsSetRegionSunSettings"/>
				<updated>2015-04-18T02:57:48Z</updated>
		
		<summary type="html">&lt;p&gt;AlanTupper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{osslfunc&lt;br /&gt;
|threat_level=Nuisance&lt;br /&gt;
|function_syntax=void osSetRegionSunSettings(integer useEstateSun, integer sunFixed, float sunHour)&lt;br /&gt;
|ossl_example=&amp;lt;source lang=&amp;quot;lsl&amp;quot;&amp;gt;&lt;br /&gt;
 default&lt;br /&gt;
 {&lt;br /&gt;
   state_entry( )&lt;br /&gt;
   {&lt;br /&gt;
           osSetRegionSunSettings( FALSE, TRUE, 12.0 );&lt;br /&gt;
               //Sets the region/ terrain-tab to non-estate, fixed-sun and at dusk settings.&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
|description= Sets the Sun parameters for the Region.  &lt;br /&gt;
&lt;br /&gt;
The useEstateSun flag enables/disables synchronization with the Sun settings for the Estate.&lt;br /&gt;
  &lt;br /&gt;
sunFixed determines whether the Sun will remain fixed in place or proceed through its cycle.&lt;br /&gt;
&lt;br /&gt;
sunHour determines the time of day the Sun will be set to. &lt;br /&gt;
|&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>AlanTupper</name></author>	</entry>

	</feed>