<?xml version="1.0"?>
<?xml-stylesheet type="text/css" href="http://opensimulator.org/skins/common/feed.css?303"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://opensimulator.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Max+Ping</id>
		<title>OpenSimulator - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://opensimulator.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Max+Ping"/>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Special:Contributions/Max_Ping"/>
		<updated>2026-05-13T16:50:36Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.19.9</generator>

	<entry>
		<id>http://opensimulator.org/wiki/Talk:Debian_4_Build_Instructions</id>
		<title>Talk:Debian 4 Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Talk:Debian_4_Build_Instructions"/>
				<updated>2009-01-20T12:19:41Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;According to the README in the Source distribution the valid parameters to &amp;quot;--with-libgdiplus=&amp;quot; are&lt;br /&gt;
&lt;br /&gt;
&amp;lt;copy-paste README&amp;gt;&lt;br /&gt;
--with-libgdiplus=installed,sibling,&amp;lt;path&amp;gt;&lt;br /&gt;
&amp;lt;/end copy-paste&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;--with-libgdiplus=yes&amp;quot; makes no more sense than the instructions previously linked to advising &amp;quot;--with-libgdiplus=no&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Include a paragraph about placing Mono-2.0.1 in /usr/local/bin ==&lt;br /&gt;
&lt;br /&gt;
I'm thinking it would be a good idea to include instructions for using the command &amp;quot;./configure --prefix=/usr/local&amp;quot; so that this Mono installation gets put in /usr/local/bin so as not to disturb any pre-existing installations of Mono. Most common distros of Linux that have /usr/local/bin in $PATH will have it following /bin and /usr/bin so that software that requires/depends on Mono &amp;lt; 2.0.1 will still find the proper binary when using $PATH.  Of course user needs to specify &amp;lt;path&amp;gt; when calling Mono-2.0.1 but seems a small point that is easily remedied. Not to mention the benefit of easily reverting OpenSim to using previous install of Mono by having it still available in /usr/bin&lt;br /&gt;
&lt;br /&gt;
Naturally i didn't actually read the documentation about the libgdiplus parameters - I was basing that on the opposite of what now appears to be the incorrect original instruction - I propose that we change it to &amp;quot;installed&amp;quot; for the sake of accuracy, although it does seem to work anyway&lt;br /&gt;
&lt;br /&gt;
With reg alternate mono - I suggest that we expand the page to cover all debian distros &amp;amp; mono configs ultimately making it a &amp;quot;deeper&amp;quot; debian experience - I think this page should become &amp;quot;Debian Build Instructions&amp;quot; then an general overview of which configs are supported or work best from our experience&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Debian_4_Build_Instructions</id>
		<title>Debian 4 Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Debian_4_Build_Instructions"/>
				<updated>2009-01-19T14:15:07Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following packages and their dependencies are required to run OpenSim on a default Debian 4 netinstall:&lt;br /&gt;
&lt;br /&gt;
* mono&lt;br /&gt;
* libmono-corlib2.0-cil&lt;br /&gt;
* libmono-sqlite2.0-cil&lt;br /&gt;
* libmono-system-web2.0-cil&lt;br /&gt;
* libmono-microsoft8.0-cil&lt;br /&gt;
* libmono-system-runtime2.0-cil&lt;br /&gt;
* libmono-oracle2.0-cil (new dependency since r7587)&lt;br /&gt;
&lt;br /&gt;
Hint #1: It is possible to use Debian Etch, but you will need to add custom repositories for mono to work. However installing or upgrading to Lenny/Sid will enable you to use the standard debian repositories. This is a good thing.&lt;br /&gt;
&lt;br /&gt;
Hint #2: OpenSim will run on Mono 1.9.1, but seems to run a little better on Mono 2.0.1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Upgrading Etch to Lenny '''&lt;br /&gt;
&lt;br /&gt;
I culled this from the a a little post on go2linux http://www.go2linux.org/upgrading-debian&lt;br /&gt;
&lt;br /&gt;
To upgrade the Linux Debian Stable Etch to testing Lenny, just need to follow these two steps.&lt;br /&gt;
&lt;br /&gt;
1. Edit sources.list&lt;br /&gt;
&lt;br /&gt;
  sudo vi /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
and change all words etch to lenny, or stable to testing&lt;br /&gt;
&lt;br /&gt;
2. Update and upgrade&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude update&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude install apt dpkg aptitude&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude full-upgrade&lt;br /&gt;
&lt;br /&gt;
This will also work when moving from Lenny to Sid.&lt;br /&gt;
&lt;br /&gt;
Note: When I ran aptitude full-upgrade , I got a bunch of package configuration options - I took the safe option and just went with whatever it suggested. If you have no idea what you are doing (like me) then that's probably your best bet.&lt;br /&gt;
&lt;br /&gt;
''' Getting the prerequisites '''&lt;br /&gt;
&lt;br /&gt;
Ok first you need a bunch of stuff to get started - then you need Mono 2.0.1 (trembles) or better...&lt;br /&gt;
&lt;br /&gt;
  aptitude install subversion ruby&lt;br /&gt;
  aptitude install nant ( this gets you a bunch of the mono stuff anyway )&lt;br /&gt;
  aptitude install build-essential swig autoconf gawk mono-common binfmt-support bison libglib2.0-dev&lt;br /&gt;
&lt;br /&gt;
And a few more things...&lt;br /&gt;
&lt;br /&gt;
  aptitude install libmono-microsoft8.0-cil&lt;br /&gt;
  aptitude install libmono-oracle2.0-cil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Install Mono 2.0.1 '''&lt;br /&gt;
&lt;br /&gt;
Yes... you know you wan't to do it... this is one way ( compile from source ) there are several others but this worked for me.&lt;br /&gt;
&lt;br /&gt;
  wget http://ftp.novell.com/pub/mono/sources/mono/mono-2.0.1.tar.bz2&lt;br /&gt;
  tar xf mono-2.0.1.tar.bz2&lt;br /&gt;
  cd mono-2.0.1&lt;br /&gt;
  ./configure --with-libgdiplus=yes&lt;br /&gt;
  make (you may see a bunch of warnings, but do what I did - ignore them)&lt;br /&gt;
  make install&lt;br /&gt;
&lt;br /&gt;
Ok cool, now type &amp;quot;mono -V&amp;quot; and you should see something like this:&lt;br /&gt;
&lt;br /&gt;
  Mono JIT compiler version 2.0.1 (tarball)&lt;br /&gt;
  Copyright (C) 2002-2008 Novell, Inc and Contributors. www.mono-project.com&lt;br /&gt;
  TLS:           __thread&lt;br /&gt;
  GC:            Included Boehm (with typed GC)&lt;br /&gt;
  SIGSEGV:       altstack&lt;br /&gt;
  Notifications: epoll&lt;br /&gt;
  Architecture:  x86&lt;br /&gt;
  Disabled:      none&lt;br /&gt;
&lt;br /&gt;
''' Now for Opensim itself! '''&lt;br /&gt;
&lt;br /&gt;
Just do this:&lt;br /&gt;
&lt;br /&gt;
  svn co http://opensimulator.org/svn/opensim/trunk opensim (this may take a few minutes)&lt;br /&gt;
  cd opensim&lt;br /&gt;
  ./runprebuild.sh&lt;br /&gt;
  nant&lt;br /&gt;
&lt;br /&gt;
nearly there...&lt;br /&gt;
&lt;br /&gt;
  cd bin&lt;br /&gt;
  mono OpenSim.exe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enjoy :)&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Debian_4_Build_Instructions</id>
		<title>Debian 4 Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Debian_4_Build_Instructions"/>
				<updated>2009-01-19T14:09:11Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following packages and their dependencies are required to run OpenSim on a default Debian 4 netinstall:&lt;br /&gt;
&lt;br /&gt;
* mono&lt;br /&gt;
* libmono-corlib2.0-cil&lt;br /&gt;
* libmono-sqlite2.0-cil&lt;br /&gt;
* libmono-system-web2.0-cil&lt;br /&gt;
* libmono-microsoft8.0-cil&lt;br /&gt;
* libmono-system-runtime2.0-cil&lt;br /&gt;
* libmono-oracle2.0-cil (new dependency since r7587)&lt;br /&gt;
&lt;br /&gt;
Hint #1: It is possible to use Debian Etch, but you will need to add custom repositories for mono to work. However installing or upgrading to Lenny/Sid will enable you to use the standard debian repositories. This is a good thing.&lt;br /&gt;
&lt;br /&gt;
Hint #2: OpenSim will run on Mono 1.9.1, but seems to run a little better on Mono 2.0.1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Upgrading Etch to Lenny '''&lt;br /&gt;
&lt;br /&gt;
I culled this from the a a little post on go2linux http://www.go2linux.org/upgrading-debian&lt;br /&gt;
&lt;br /&gt;
To upgrade the Linux Debian Stable Etch to testing Lenny, just need to follow these two steps.&lt;br /&gt;
&lt;br /&gt;
1. Edit sources.list&lt;br /&gt;
&lt;br /&gt;
  sudo vi /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
and change all words etch to lenny, or stable to testing&lt;br /&gt;
&lt;br /&gt;
2. Update and upgrade&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude update&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude install apt dpkg aptitude&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude full-upgrade&lt;br /&gt;
&lt;br /&gt;
This will also work when moving from Lenny to Sid.&lt;br /&gt;
&lt;br /&gt;
Note: When I ran aptitude full-upgrade , I got a bunch of package configuration options - I took the safe option and just went with whatever it suggested. If you have no idea what you are doing (like me) then that's probably your best bet.&lt;br /&gt;
&lt;br /&gt;
''' Getting the prerequisites '''&lt;br /&gt;
&lt;br /&gt;
Ok first you need a bunch of stuff to get started - then you need Mono 2.0.1 (trembles) or better...&lt;br /&gt;
&lt;br /&gt;
  aptitude install subversion ruby&lt;br /&gt;
  aptitude install nant ( this gets you a bunch of the mono stuff anyway )&lt;br /&gt;
  aptitude install build-essential swig autoconf gawk mono-common binfmt-support bison libglib2.0-dev&lt;br /&gt;
&lt;br /&gt;
And a few more things...&lt;br /&gt;
&lt;br /&gt;
  aptitude install libmono-microsoft8.0-cil&lt;br /&gt;
  aptitude install libmono-oracle2.0-cil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Install Mono 2.0.1 '''&lt;br /&gt;
&lt;br /&gt;
Yes... you know you wan't to do it... this is one way ( compile from source ) there are several others but this worked for me.&lt;br /&gt;
&lt;br /&gt;
  wget http://ftp.novell.com/pub/mono/sources/mono/mono-2.0.1.tar.bz2&lt;br /&gt;
  tar xf mono-2.0.1.tar.bz2&lt;br /&gt;
  cd mono-2.0.1&lt;br /&gt;
  ./configure --with-libgdiplus=yes&lt;br /&gt;
  make (you may see a bunch of warnings, but do what I did - ignore them)&lt;br /&gt;
  make install&lt;br /&gt;
&lt;br /&gt;
Ok cool, now type &amp;quot;mono -V&amp;quot; and you should see something like this:&lt;br /&gt;
&lt;br /&gt;
  Mono JIT compiler version 2.0.1 (tarball)&lt;br /&gt;
  Copyright (C) 2002-2008 Novell, Inc and Contributors. www.mono-project.com&lt;br /&gt;
  TLS:           __thread&lt;br /&gt;
  GC:            Included Boehm (with typed GC)&lt;br /&gt;
  SIGSEGV:       altstack&lt;br /&gt;
  Notifications: epoll&lt;br /&gt;
  Architecture:  x86&lt;br /&gt;
  Disabled:      none&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Debian_4_Build_Instructions</id>
		<title>Debian 4 Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Debian_4_Build_Instructions"/>
				<updated>2009-01-19T13:54:53Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following packages and their dependencies are required to run OpenSim on a default Debian 4 netinstall:&lt;br /&gt;
&lt;br /&gt;
* mono&lt;br /&gt;
* libmono-corlib2.0-cil&lt;br /&gt;
* libmono-sqlite2.0-cil&lt;br /&gt;
* libmono-system-web2.0-cil&lt;br /&gt;
* libmono-microsoft8.0-cil&lt;br /&gt;
* libmono-system-runtime2.0-cil&lt;br /&gt;
* libmono-oracle2.0-cil (new dependency since r7587)&lt;br /&gt;
&lt;br /&gt;
Hint #1: It is possible to use Debian Etch, but you will need to add custom repositories for mono to work. However installing or upgrading to Lenny/Sid will enable you to use the standard debian repositories. This is a good thing.&lt;br /&gt;
&lt;br /&gt;
Hint #2: OpenSim will run on Mono 1.9.1, but seems to run a little better on Mono 2.0.1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Upgrading Etch to Lenny '''&lt;br /&gt;
&lt;br /&gt;
I culled this from the a a little post on go2linux http://www.go2linux.org/upgrading-debian&lt;br /&gt;
&lt;br /&gt;
To upgrade the Linux Debian Stable Etch to testing Lenny, just need to follow these two steps.&lt;br /&gt;
&lt;br /&gt;
1. Edit sources.list&lt;br /&gt;
&lt;br /&gt;
  sudo vi /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
and change all words etch to lenny, or stable to testing&lt;br /&gt;
&lt;br /&gt;
2. Update and upgrade&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude update&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude install apt dpkg aptitude&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude full-upgrade&lt;br /&gt;
&lt;br /&gt;
This will also work when moving from Lenny to Sid.&lt;br /&gt;
&lt;br /&gt;
Note: When I ran aptitude full-upgrade , I got a bunch of package configuration options - I took the safe option and just went with whatever it suggested. If you have no idea what you are doing (like me) then that's probably your best bet.&lt;br /&gt;
&lt;br /&gt;
''' Getting the prerequisites '''&lt;br /&gt;
&lt;br /&gt;
Ok first you need a bunch of stuff to get started - then you need Mono 2.0.1 (trembles) or better...&lt;br /&gt;
&lt;br /&gt;
  aptitude install subversion ruby&lt;br /&gt;
  aptitude install nant ( this gets you a bunch of the mono stuff anyway )&lt;br /&gt;
  aptitude install build-essential swig autoconf gawk mono-common binfmt-support bison libglib2.0-dev&lt;br /&gt;
&lt;br /&gt;
And a few more things...&lt;br /&gt;
&lt;br /&gt;
  aptitude install libmono-microsoft8.0-cil&lt;br /&gt;
  aptitude install libmono-oracle2.0-cil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Install Mono 2.0.1 '''&lt;br /&gt;
&lt;br /&gt;
Yes... you know you wan't to do it... this is one way ( compile from source ) there are several others but this worked for me.&lt;br /&gt;
&lt;br /&gt;
  wget http://ftp.novell.com/pub/mono/sources/mono/mono-2.0.1.tar.bz2&lt;br /&gt;
  tar xf mono-2.0.1.tar.bz2&lt;br /&gt;
  cd mono-2.0.1&lt;br /&gt;
  ./configure --with-libgdiplus=yes&lt;br /&gt;
  make (you may see a bunch of warnings, but do what I did - ignore them)&lt;br /&gt;
  make install&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Debian_4_Build_Instructions</id>
		<title>Debian 4 Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Debian_4_Build_Instructions"/>
				<updated>2009-01-19T13:46:40Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following packages and their dependencies are required to run OpenSim on a default Debian 4 netinstall:&lt;br /&gt;
&lt;br /&gt;
* mono&lt;br /&gt;
* libmono-corlib2.0-cil&lt;br /&gt;
* libmono-sqlite2.0-cil&lt;br /&gt;
* libmono-system-web2.0-cil&lt;br /&gt;
* libmono-microsoft8.0-cil&lt;br /&gt;
* libmono-system-runtime2.0-cil&lt;br /&gt;
* libmono-oracle2.0-cil (new dependency since r7587)&lt;br /&gt;
&lt;br /&gt;
Hint #1: It is possible to use Debian Etch, but you will need to add custom repositories for mono to work. However installing or upgrading to Lenny/Sid will enable you to use the standard debian repositories. This is a good thing.&lt;br /&gt;
&lt;br /&gt;
Hint #2: OpenSim will run on Mono 1.9.1, but seems to run a little better on Mono 2.0.1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Upgrading Etch to Lenny '''&lt;br /&gt;
&lt;br /&gt;
I culled this from the a a little post on go2linux http://www.go2linux.org/upgrading-debian&lt;br /&gt;
&lt;br /&gt;
To upgrade the Linux Debian Stable Etch to testing Lenny, just need to follow these two steps.&lt;br /&gt;
&lt;br /&gt;
1. Edit sources.list&lt;br /&gt;
&lt;br /&gt;
  sudo vi /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
and change all words etch to lenny, or stable to testing&lt;br /&gt;
&lt;br /&gt;
2. Update and upgrade&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude update&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude install apt dpkg aptitude&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude full-upgrade&lt;br /&gt;
&lt;br /&gt;
This will also work when moving from Lenny to Sid.&lt;br /&gt;
&lt;br /&gt;
Note: When I ran aptitude full-upgrade , I got a bunch of package configuration options - I took the safe option and just went with whatever it suggested. If you have no idea what you are doing (like me) then that's probably your best bet.&lt;br /&gt;
&lt;br /&gt;
''' Getting the prerequisites '''&lt;br /&gt;
&lt;br /&gt;
Ok first you need a bunch of stuff to get started - then you need Mono 2.0.1 (trembles) or better...&lt;br /&gt;
&lt;br /&gt;
  aptitude install subversion ruby&lt;br /&gt;
  aptitude install nant ( this gets you a bunch of the mono stuff anyway )&lt;br /&gt;
  aptitude install build-essential swig autoconf gawk mono-common binfmt-support bison libglib2.0-dev&lt;br /&gt;
&lt;br /&gt;
And a few more things...&lt;br /&gt;
&lt;br /&gt;
  aptitude install libmono-microsoft8.0-cil&lt;br /&gt;
  aptitude install libmono-oracle2.0-cil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Install Mono 2.0.1 '''&lt;br /&gt;
&lt;br /&gt;
Yes... you know you wan't to do it... this is one way ( compile from source ) there are several others but this worked for me.&lt;br /&gt;
&lt;br /&gt;
  wget http://ftp.novell.com/pub/mono/sources/mono/mono-2.0.1.tar.bz2&lt;br /&gt;
  tar xf mono-2.0.1.tar.bz2&lt;br /&gt;
  cd mono-2.0.1&lt;br /&gt;
  ./configure --with-libgdiplus=yes&lt;br /&gt;
  make (chuckle at the &amp;quot;Function Emit Trampolines bit)&lt;br /&gt;
  make install&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Debian_4_Build_Instructions</id>
		<title>Debian 4 Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Debian_4_Build_Instructions"/>
				<updated>2009-01-19T13:40:12Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following packages and their dependencies are required to run OpenSim on a default Debian 4 netinstall:&lt;br /&gt;
&lt;br /&gt;
* mono&lt;br /&gt;
* libmono-corlib2.0-cil&lt;br /&gt;
* libmono-sqlite2.0-cil&lt;br /&gt;
* libmono-system-web2.0-cil&lt;br /&gt;
* libmono-microsoft8.0-cil&lt;br /&gt;
* libmono-system-runtime2.0-cil&lt;br /&gt;
* libmono-oracle2.0-cil (new dependency since r7587)&lt;br /&gt;
&lt;br /&gt;
Hint #1: It is possible to use Debian Etch, but you will need to add custom repositories for mono to work. However installing or upgrading to Lenny/Sid will enable you to use the standard debian repositories. This is a good thing.&lt;br /&gt;
&lt;br /&gt;
Hint #2: OpenSim will run on Mono 1.9.1, but seems to run a little better on Mono 2.0.1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Upgrading Etch to Lenny '''&lt;br /&gt;
&lt;br /&gt;
I culled this from the a a little post on go2linux http://www.go2linux.org/upgrading-debian&lt;br /&gt;
&lt;br /&gt;
To upgrade the Linux Debian Stable Etch to testing Lenny, just need to follow these two steps.&lt;br /&gt;
&lt;br /&gt;
1. Edit sources.list&lt;br /&gt;
&lt;br /&gt;
  sudo vi /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
and change all words etch to lenny, or stable to testing&lt;br /&gt;
&lt;br /&gt;
2. Update and upgrade&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude update&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude install apt dpkg aptitude&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude full-upgrade&lt;br /&gt;
&lt;br /&gt;
This will also work when moving from Lenny to Sid.&lt;br /&gt;
&lt;br /&gt;
Note: When I ran aptitude full-upgrade , I got a bunch of package configuration options - I took the safe option and just went with whatever it suggested. If you have no idea what you are doing (like me) then that's probably your best bet.&lt;br /&gt;
&lt;br /&gt;
''' Getting the prerequisites '''&lt;br /&gt;
&lt;br /&gt;
Ok first you need a bunch of stuff to get started - then you need Mono 2.0.1 (trembles) or better...&lt;br /&gt;
&lt;br /&gt;
  aptitude install subversion ruby&lt;br /&gt;
  aptitude install nant ( this gets you a bunch of the mono stuff anyway )&lt;br /&gt;
  aptitude install build-essential swig autoconf gawk mono-common binfmt-support bison libglib2.0-dev&lt;br /&gt;
&lt;br /&gt;
''' Install Mono 2.0.1 '''&lt;br /&gt;
&lt;br /&gt;
Yes... you know you wan't to do it... this is one way ( compile from source ) there are several others but this worked for me.&lt;br /&gt;
&lt;br /&gt;
  wget http://ftp.novell.com/pub/mono/sources/mono/mono-2.0.1.tar.bz2&lt;br /&gt;
  tar xf mono-2.0.1.tar.bz2&lt;br /&gt;
  cd mono-2.0.1&lt;br /&gt;
  ./configure --with-libgdiplus=yes&lt;br /&gt;
  make (chuckle at the &amp;quot;Function Emit Trampolines bit)&lt;br /&gt;
  make install&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Debian_4_Build_Instructions</id>
		<title>Debian 4 Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Debian_4_Build_Instructions"/>
				<updated>2009-01-19T13:38:47Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following packages and their dependencies are required to run OpenSim on a default Debian 4 netinstall:&lt;br /&gt;
&lt;br /&gt;
* mono&lt;br /&gt;
* libmono-corlib2.0-cil&lt;br /&gt;
* libmono-sqlite2.0-cil&lt;br /&gt;
* libmono-system-web2.0-cil&lt;br /&gt;
* libmono-microsoft8.0-cil&lt;br /&gt;
* libmono-system-runtime2.0-cil&lt;br /&gt;
* libmono-oracle2.0-cil (new dependency since r7587)&lt;br /&gt;
&lt;br /&gt;
Hint #1: It is possible to use Debian Etch, but you will need to add custom repositories for mono to work. However installing or upgrading to Lenny/Sid will enable you to use the standard debian repositories. This is a good thing.&lt;br /&gt;
&lt;br /&gt;
Hint #2: OpenSim will run on Mono 1.9.1, but seems to run a little better on Mono 2.0.1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Upgrading Etch to Lenny '''&lt;br /&gt;
&lt;br /&gt;
I culled this from the a a little post on go2linux http://www.go2linux.org/upgrading-debian&lt;br /&gt;
&lt;br /&gt;
To upgrade the Linux Debian Stable Etch to testing Lenny, just need to follow these two steps.&lt;br /&gt;
&lt;br /&gt;
1. Edit sources.list&lt;br /&gt;
&lt;br /&gt;
  sudo vi /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
and change all words etch to lenny, or stable to testing&lt;br /&gt;
&lt;br /&gt;
2. Update and upgrade&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude update&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude install apt dpkg aptitude&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude full-upgrade&lt;br /&gt;
&lt;br /&gt;
This will also work when moving from Lenny to Sid.&lt;br /&gt;
&lt;br /&gt;
Note: When I ran aptitude full-upgrade , I got a bunch of package configuration options - I took the safe option and just went with whatever it suggested. If you have no idea what you are doing (like me) then that's probably your best bet.&lt;br /&gt;
&lt;br /&gt;
''' Getting the prerequisites '''&lt;br /&gt;
&lt;br /&gt;
Ok first you need a bunch of stuff to get started - then you need Mono 2.0.1 (trembles) or better...&lt;br /&gt;
&lt;br /&gt;
  aptitude install subversion ruby&lt;br /&gt;
  aptitude install nant ( this gets you a bunch of the mono stuff anyway )&lt;br /&gt;
  aptitude install build-essential swig autoconf gawk mono-common binfmt-support bison libglib2.0-dev&lt;br /&gt;
&lt;br /&gt;
''' Install Mono 2.0.1 '''&lt;br /&gt;
&lt;br /&gt;
Yes... you know you wan't to do it... this is one way ( compile from source ) there are several others but this worked for me.&lt;br /&gt;
&lt;br /&gt;
# wget http://ftp.novell.com/pub/mono/sources/mono/mono-2.0.1.tar.bz2&lt;br /&gt;
# tar xf mono-2.0.1.tar.bz2&lt;br /&gt;
# cd mono-2.0.1&lt;br /&gt;
# ./configure --with-libgdiplus=yes&lt;br /&gt;
# make (chuckled at the &amp;quot;Function Emit Trampolines bit)&lt;br /&gt;
# make install&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Debian_4_Build_Instructions</id>
		<title>Debian 4 Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Debian_4_Build_Instructions"/>
				<updated>2009-01-19T13:18:05Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following packages and their dependencies are required to run OpenSim on a default Debian 4 netinstall:&lt;br /&gt;
&lt;br /&gt;
* mono&lt;br /&gt;
* libmono-corlib2.0-cil&lt;br /&gt;
* libmono-sqlite2.0-cil&lt;br /&gt;
* libmono-system-web2.0-cil&lt;br /&gt;
* libmono-microsoft8.0-cil&lt;br /&gt;
* libmono-system-runtime2.0-cil&lt;br /&gt;
* libmono-oracle2.0-cil (new dependency since r7587)&lt;br /&gt;
&lt;br /&gt;
Hint #1: It is possible to use Debian Etch, but you will need to add custom repositories for mono to work. However installing or upgrading to Lenny/Sid will enable you to use the standard debian repositories. This is a good thing.&lt;br /&gt;
&lt;br /&gt;
Hint #2: OpenSim will run on Mono 1.9.1, but seems to run a little better on Mono 2.0.1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Upgrading Etch to Lenny '''&lt;br /&gt;
&lt;br /&gt;
I culled this from the a a little post on go2linux http://www.go2linux.org/upgrading-debian&lt;br /&gt;
&lt;br /&gt;
To upgrade the Linux Debian Stable Etch to testing Lenny, just need to follow these two steps.&lt;br /&gt;
&lt;br /&gt;
1. Edit sources.list&lt;br /&gt;
&lt;br /&gt;
  sudo vi /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
and change all words etch to lenny, or stable to testing&lt;br /&gt;
&lt;br /&gt;
2. Update and upgrade&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude update&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude install apt dpkg aptitude&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude full-upgrade&lt;br /&gt;
&lt;br /&gt;
Note: When I ran aptitude full-upgrade , I got a bunch of package configuration options - I took the safe option and just went with whatever it suggested. If you have no idea what you are doing (like me) then that's probably your best bet.&lt;br /&gt;
&lt;br /&gt;
#&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Debian_4_Build_Instructions</id>
		<title>Debian 4 Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Debian_4_Build_Instructions"/>
				<updated>2009-01-19T13:16:32Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following packages and their dependencies are required to run OpenSim on a default Debian 4 netinstall:&lt;br /&gt;
&lt;br /&gt;
* mono&lt;br /&gt;
* libmono-corlib2.0-cil&lt;br /&gt;
* libmono-sqlite2.0-cil&lt;br /&gt;
* libmono-system-web2.0-cil&lt;br /&gt;
* libmono-microsoft8.0-cil&lt;br /&gt;
* libmono-system-runtime2.0-cil&lt;br /&gt;
* libmono-oracle2.0-cil (new dependency since r7587)&lt;br /&gt;
&lt;br /&gt;
Hint #1: It is possible to use Debian Etch, but you will need to add custom repositories for mono to work. However installing or upgrading to Lenny/Sid will enable you to use the standard debian repositories. This is a good thing.&lt;br /&gt;
Hint #2: OpenSim will run on Mono 1.9.1, but seems to run a little better on Mono 2.0.1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Upgrading Etch to Lenny '''&lt;br /&gt;
&lt;br /&gt;
I culled this from the a a little post on go2linux http://www.go2linux.org/upgrading-debian&lt;br /&gt;
&lt;br /&gt;
To upgrade the Linux Debian Stable Etch to testing Lenny, just need to follow these two steps.&lt;br /&gt;
&lt;br /&gt;
1. Edit sources.list&lt;br /&gt;
&lt;br /&gt;
  sudo vi /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
and change all words etch to lenny, or stable to testing&lt;br /&gt;
&lt;br /&gt;
2. Update and upgrade&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude update&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude install apt dpkg aptitude&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude full-upgrade&lt;br /&gt;
&lt;br /&gt;
that is all, this also work if you want to go from lenny to sid, just change your sources.list accordingly.&lt;br /&gt;
It is also better if you start your Debian Linux in text mode, so GDM or KDM could be restarted without problems.&lt;br /&gt;
&lt;br /&gt;
Note: When I ran aptitude full-upgrade , I got a bunch of package configuration options - I took the safe option and just went with whatever it suggested. If you have no idea what you are doing (like me) then that's probably your best bet.&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Debian_4_Build_Instructions</id>
		<title>Debian 4 Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Debian_4_Build_Instructions"/>
				<updated>2009-01-19T13:10:37Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following packages and their dependencies are required to run OpenSim on a default Debian 4 netinstall:&lt;br /&gt;
&lt;br /&gt;
* mono&lt;br /&gt;
* libmono-corlib2.0-cil&lt;br /&gt;
* libmono-sqlite2.0-cil&lt;br /&gt;
* libmono-system-web2.0-cil&lt;br /&gt;
* libmono-microsoft8.0-cil&lt;br /&gt;
* libmono-system-runtime2.0-cil&lt;br /&gt;
* libmono-oracle2.0-cil (new dependency since r7587)&lt;br /&gt;
&lt;br /&gt;
Hint #1: It is possible to use Debian Etch, but you will need to add custom repositories for mono to work. However installing or upgrading to Lenny/Sid will enable you to use the standard debian repositories. This is a good thing.&lt;br /&gt;
Hint #2: OpenSim will run on Mono 1.9.1, but seems to run a little better on Mono 2.0.1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Upgrading Etch to Lenny '''&lt;br /&gt;
&lt;br /&gt;
I culled this from the a a little post on go2linux http://www.go2linux.org/upgrading-debian&lt;br /&gt;
&lt;br /&gt;
To upgrade the Linux Debian Stable Etch to testing Lenny, just need to follow these two steps.&lt;br /&gt;
&lt;br /&gt;
1. Edit sources.list&lt;br /&gt;
&lt;br /&gt;
  sudo vi /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
and change all words etch to lenny, or stable to testing&lt;br /&gt;
&lt;br /&gt;
2. Update and upgrade&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude update&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude install apt dpkg aptitude&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude full-upgrade&lt;br /&gt;
&lt;br /&gt;
that is all, this also work if you want to go from lenny to sid, just change your sources.list accordingly.&lt;br /&gt;
&lt;br /&gt;
It is also better if you start your Debian Linux in text mode, so GDM or KDM could be restarted without problems.&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Debian_4_Build_Instructions</id>
		<title>Debian 4 Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Debian_4_Build_Instructions"/>
				<updated>2009-01-19T13:00:57Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following packages and their dependencies are required to run OpenSim on a default Debian 4 netinstall:&lt;br /&gt;
&lt;br /&gt;
* mono&lt;br /&gt;
* libmono-corlib2.0-cil&lt;br /&gt;
* libmono-sqlite2.0-cil&lt;br /&gt;
* libmono-system-web2.0-cil&lt;br /&gt;
* libmono-microsoft8.0-cil&lt;br /&gt;
* libmono-system-runtime2.0-cil&lt;br /&gt;
* libmono-oracle2.0-cil (new dependency since r7587)&lt;br /&gt;
&lt;br /&gt;
Hint: Currently (Nov/28/2008) it is possible to use Debian etch, but you will need to add custom repositories for mono to work. However installing or upgrading to Lenny/Sid will enable you to use the standard debian repositories.&lt;br /&gt;
&lt;br /&gt;
*** Upgrading Etch to Lenny ***&lt;br /&gt;
&lt;br /&gt;
I culled this from the a a little post on go2linux http://www.go2linux.org/upgrading-debian&lt;br /&gt;
&lt;br /&gt;
To upgrade the Linux Debian Stable Etch to testing Lenny, just need to follow these two steps.&lt;br /&gt;
&lt;br /&gt;
1. Edit sources.list&lt;br /&gt;
&lt;br /&gt;
  sudo vi /etc/apt/sources.list&lt;br /&gt;
&lt;br /&gt;
and change all words etch to lenny, or stable to testing&lt;br /&gt;
&lt;br /&gt;
2. Update and upgrade&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude update&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude install apt dpkg aptitude&lt;br /&gt;
&lt;br /&gt;
  sudo aptitude full-upgrade&lt;br /&gt;
&lt;br /&gt;
that is all, this also work if you want to go from lenny to sid, just change your sources.list accordingly.&lt;br /&gt;
&lt;br /&gt;
It is also better if you start your Debian Linux in text mode, so GDM or KDM could be restarted without problems.&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Debian_4_Build_Instructions</id>
		<title>Debian 4 Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Debian_4_Build_Instructions"/>
				<updated>2009-01-19T12:49:16Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: New page: The following packages and their dependencies are required to run OpenSim on a default Debian 4 netinstall:  * mono * libmono-corlib2.0-cil * libmono-sqlite2.0-cil * libmono-system-web2.0-...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following packages and their dependencies are required to run OpenSim on a default Debian 4 netinstall:&lt;br /&gt;
&lt;br /&gt;
* mono&lt;br /&gt;
* libmono-corlib2.0-cil&lt;br /&gt;
* libmono-sqlite2.0-cil&lt;br /&gt;
* libmono-system-web2.0-cil&lt;br /&gt;
* libmono-microsoft8.0-cil&lt;br /&gt;
* libmono-system-runtime2.0-cil&lt;br /&gt;
* libmono-oracle2.0-cil (new dependency since r7587)&lt;br /&gt;
&lt;br /&gt;
Hint: Currently (Nov/28/2008) it is possible to use Debian etch, but you will need to add custom repositories for mono to work. However installing or upgrading to Lenny/Sid will enable you to use the standard debian repositories.&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Build_Instructions</id>
		<title>Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Build_Instructions"/>
				<updated>2009-01-19T12:48:53Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: Moved Debian 4 instructions to seperate page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Users]]&lt;br /&gt;
This page covers building OpenSim from source code on multiple platforms.  Please help us keep this page up to date as the project progresses.&lt;br /&gt;
&lt;br /&gt;
==Download from SVN==&lt;br /&gt;
Check out the [[Download]] Section&lt;br /&gt;
&lt;br /&gt;
==MS Windows==&lt;br /&gt;
&lt;br /&gt;
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It supports the following compilers:&lt;br /&gt;
* [http://msdn2.microsoft.com/en-us/express/aa700756.aspx Microsoft Visual C# Express Edition] (note: not Visual C++)&lt;br /&gt;
* [http://www.mono-project.com/ mono]&lt;br /&gt;
&lt;br /&gt;
Note for people who just downloaded the sources from http://dist.opensimulator.org/ (the &amp;quot;Downloads&amp;quot; link on the left) be advised that some important things are missing (like MySQL template scripts). For such features, you must download using svn!&lt;br /&gt;
&lt;br /&gt;
Additional note: any Microsoft C# Express edition should work (2005 or 2008)&lt;br /&gt;
&lt;br /&gt;
Additional note: It is possible to develope on Windows Vista 64 bits with the following tweaks:&lt;br /&gt;
# Select OpenSim project properties from solution and choose platform to be x86. Rebuild solution.&lt;br /&gt;
# Select OpenSim.exe properties under solution bin folder and choose windows xp sp 2 compatibility mode + run as administrator.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
&lt;br /&gt;
* In the top-level directory, run the '&amp;lt;tt&amp;gt;runprebuild.bat&amp;lt;/tt&amp;gt;' file. This will create a VS2005 solution file, a nant build file and a '&amp;lt;tt&amp;gt;compile.bat&amp;lt;/tt&amp;gt;' file.&lt;br /&gt;
* If you prefer VS2008, run the '&amp;lt;tt&amp;gt;runprebuild2008.bat&amp;lt;/tt&amp;gt;' instead.&lt;br /&gt;
&lt;br /&gt;
* Open the resulting sln file with visual studio and build it there, or&lt;br /&gt;
* Run the '&amp;lt;tt&amp;gt;compile.bat&amp;lt;/tt&amp;gt;' file. This will build the executable using MSBuild.&lt;br /&gt;
* if you prefer to use nant, run nant in the same top-level directory. This will build the executables.&lt;br /&gt;
&lt;br /&gt;
If you don't care about physics (walking on prims, etc), ignore the rest of this section.&lt;br /&gt;
&lt;br /&gt;
=== Running ===&lt;br /&gt;
&lt;br /&gt;
Recent versions of OpenSim come without an &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; file. Copy the &amp;lt;tt&amp;gt;OpenSim.ini.example&amp;lt;/tt&amp;gt; file to &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; before making any changes.&lt;br /&gt;
&lt;br /&gt;
Double-click on the &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; executable file in the &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; directory. This will start up OpenSim in standalone mode.&lt;br /&gt;
&lt;br /&gt;
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a &amp;quot;&amp;lt;tt&amp;gt;chmod 777 *&amp;lt;/tt&amp;gt;&amp;quot; from the &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; directory solves this.&lt;br /&gt;
&lt;br /&gt;
Physics can be invoked by adding the appropriate line to the [Startup] section of &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt;.  For ODE, that would be:&lt;br /&gt;
&lt;br /&gt;
 physics = OpenDynamicsEngine&lt;br /&gt;
&lt;br /&gt;
You can also add a command line option to a shortcut, or run from a command prompt with:&lt;br /&gt;
&lt;br /&gt;
 -physics=OpenDynamicsEngine&lt;br /&gt;
&lt;br /&gt;
'''''Windows Vista'''''&lt;br /&gt;
&lt;br /&gt;
Some people have reported that to run on Windows Vista, you must first disable Windows Firewall.  Under the new &amp;quot;Start&amp;quot; button of Vista, select &amp;quot;Control panel&amp;quot;.  Then double-click &amp;quot;Windows Firewall&amp;quot;.  In the window that pops up, on the left column, select &amp;quot;Turn Windows Firewall on or off&amp;quot;.  You will have to give permission for this to run, then select the option &amp;quot;Off (not recommended)&amp;quot;.  Click &amp;quot;OK&amp;quot; and exit from the Windows Firewall window.&lt;br /&gt;
&lt;br /&gt;
If you have McAfee SecurityCenter, see the description below.&lt;br /&gt;
&lt;br /&gt;
Once all the security features are disabled, right click on &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; and select &amp;quot;Run as administrator&amp;quot;.  This will pop up a window asking permission, select &amp;quot;Allow&amp;quot;.  Your OpenSim server should run in a DOS-like window and accept connections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''McAfee Security'''''&lt;br /&gt;
&lt;br /&gt;
McAfee Security does not allow applications to listen on ports not explicitly specified.  You have two options: 1) disable firewall protection all together, 2) enable &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; to be able to open ports.&lt;br /&gt;
&lt;br /&gt;
''Disable firewall''&lt;br /&gt;
&lt;br /&gt;
Open McAfee SecurityCenter.  Select &amp;quot;Internet &amp;amp; Network&amp;quot;.  In the lower left corner is a small link to &amp;quot;Configure...&amp;quot;.  Select this.  In the right side of the window, select the bar that says &amp;quot;Firewall protection is enabled&amp;quot;.  Here you can select &amp;quot;Off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''Enable &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; to open ports''&lt;br /&gt;
&lt;br /&gt;
Open McAfee SecurityCenter.  Select &amp;quot;Internet &amp;amp; Network&amp;quot;.  In the lower left corner is a small link to &amp;quot;Configure...&amp;quot;.  Select this.  In the right side of the window, select the bar that says &amp;quot;Firewall protection is enabled&amp;quot;.  Select the &amp;quot;Advanced...&amp;quot; button.  This will pop up a new window.&lt;br /&gt;
&lt;br /&gt;
In the new window, on the left side, select &amp;quot;Program Permissions.&amp;quot;  In the middle on the right side of the window, select the &amp;quot;Add Allowed Program&amp;quot; button.  Use the browser that pops up to find the OpenSim executable and select it.&lt;br /&gt;
&lt;br /&gt;
Finally, select &amp;quot;OK&amp;quot; and exit the McAfee SecurityCenter window.&lt;br /&gt;
&lt;br /&gt;
==Linux/Mac OS X/FreeBSD==&lt;br /&gt;
&lt;br /&gt;
The easiest plaform to get running on the Linux side is Ubuntu 8.10, 32bit.  This is what most of the developers running Linux use.  If you are looking for the quick path, start there.&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu 8.04 / 8.10 ===&lt;br /&gt;
&lt;br /&gt;
For Ubuntu users on older distributions (7.10, 8.04, etc.) '''you need''' to upgrade your mono to 1.9.1.&lt;br /&gt;
&lt;br /&gt;
You can use the built in packages for mono.  However, for better performance, you may want to [http://xyzzyxyzzy.net/2008/05/08/updated-mono-build-script-for-hardy-heron-and-mono-191/ upgrade mono to 1.9.1] ([http://tempvariable.blogspot.com/2008/04/installing-mono-191-on-ubuntu-804-hardy.html Other simple method])&lt;br /&gt;
&lt;br /&gt;
 sudo apt-get install subversion nant mono-gmcs libmono-microsoft8.0-cil \&lt;br /&gt;
      libmono-system-runtime2.0-cil libgdiplus libmono-i18n2.0-cil libmono-oracle2.0-cil ruby&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/trunk opensim&lt;br /&gt;
 cd opensim&lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
To upgrade the Mono version to the latest stable build Mono 2.0.1, read this page [[Build Instructions/Ubuntu-Mono-2.0.1 | Ubuntu on Mono 2.0.1]]&lt;br /&gt;
&lt;br /&gt;
=== openSUSE 10.3 and 11 ===&lt;br /&gt;
&lt;br /&gt;
Install an openSUSE 11 or 10.3 with its default options, add the online repositories&lt;br /&gt;
when finished installing do an online update with all the latest packages.&lt;br /&gt;
&lt;br /&gt;
In yast install these packages, for running Opensim in standalone mode.&lt;br /&gt;
(there is a slight diffrence between 10.3 and 11 but following should be same)&lt;br /&gt;
 subversion&lt;br /&gt;
 nant&lt;br /&gt;
 mono-jscript&lt;br /&gt;
 - check that mono-core is installed&lt;br /&gt;
&lt;br /&gt;
If you just want to use SQLite then jump to last section &lt;br /&gt;
within this post.&lt;br /&gt;
&lt;br /&gt;
* Optional mysql - for Opensim running in Grid mode:&lt;br /&gt;
Install these mysql packages via yast&lt;br /&gt;
  mysql&lt;br /&gt;
  mysql-client&lt;br /&gt;
  mysql-administrator&lt;br /&gt;
  mysql-gui-tools&lt;br /&gt;
  mysql-query-browser&lt;br /&gt;
&lt;br /&gt;
Before building create the mysql database.&lt;br /&gt;
 /etc/init.d/mysql start&lt;br /&gt;
 mysql -u root -p -h localhost&lt;br /&gt;
 (when asked for password just hit enter)&lt;br /&gt;
&lt;br /&gt;
 mysql&amp;gt; create database opensim;&lt;br /&gt;
 mysql&amp;gt; quit&lt;br /&gt;
&lt;br /&gt;
set the configuration in bin/mysql_connection.ini&lt;br /&gt;
Or on later builds set the connection string inside bin/OpenSim.ini&lt;br /&gt;
&lt;br /&gt;
Build after installation of above in bash terminal. i save it in /opt&lt;br /&gt;
&lt;br /&gt;
 su -&lt;br /&gt;
 cd /opt&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/trunk opensim&lt;br /&gt;
 cd opensim&lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
After this you should be able to continue on starting the diffrent Servers, look in the mysql-config section,or&lt;br /&gt;
just run your OpenSim as a Standalone. By - eagleFX&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X 10.5/10.4 ===&lt;br /&gt;
* OpenSim is now working on PowerPC Macs! Thanks to DrScofield and those who helped him. Current nightly builds for PowerPC are not working, not sure about Intel so use the 0.5 Build. OpenSim works on Intel Macs. I'm testing on PowerBook G4. Tested these step on 10.5, but not 10.4 but should work --[[User:Mokele|Mokele]] 22:36, 14 February 2008 (PST) (Works on iMac G5 with OS 10.4.11, including expanding to local grid mode. --[[User:Magnuz|Magnuz]] 2008-12-15 10:50 (CET))&lt;br /&gt;
* Install XCode Developers Tools from DVD/CD Installation Disk or download  from http://developer.apple.com/. You have to create an Apple account to access the downloads if you don't have an Apple account.&lt;br /&gt;
* Install X11 for 10.4 from the Optional Install from the DVD/CD Installation Disk. X11 for 10.5 is installed by default.&lt;br /&gt;
* Install Mono 1.2.5 from http://ftp.novell.com/pub/mono/archive/1.2.5/macos-10-universal/5/MonoFramework-1.2.5_5.macos10.novell.universal.dmg (The more recent releases Mono 1.2.6, 1.9.1 and 2.0.1 do not appear to work with these installation instructions. --[[User:Magnuz|Magnuz]] 2008-12-14 15:56 (CET)) and in Terminal or X11 edit the .profile file  and add the following line:&lt;br /&gt;
 export PKG_CONFIG_PATH=&amp;quot;/Library/Frameworks/Mono.framework/Versions/Current/lib/pkgconfig/:${PKG_CONFIG_PATH}&amp;quot;&lt;br /&gt;
* Compile OpenSim&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/tags/0.5.0-release opensim&lt;br /&gt;
 cd opensim &lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
* Download and Compile libopenjpeg-libsl-2.1.2.0.dylib and libsecondlife.dll&lt;br /&gt;
* libopenjpeg-libsl-2.1.2.0.dylib:&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim-libs/old/libsl1550 opensim-libs&lt;br /&gt;
 cd opensim-libs/openjpeg-libsl&lt;br /&gt;
 make -f Makefile.osx&lt;br /&gt;
 cp libopenjpeg-libsl-2.1.2.0.dylib ../../bin&lt;br /&gt;
* Note: The Makefile that creates the libopenjpeg-libsl-2.1.2.0.so does not compile on PowerPC, but works properly on Intel Macs. Looks like a gcc issue with compile options. (It appears to work on iMac G5 with OS X 10.4.11. --[[User:Magnuz|Magnuz]] 2008-12-14 15:55 (CET))&lt;br /&gt;
&lt;br /&gt;
* libsecondlife.dll: (for PowerPC Only, see  details on this step [http://xyzzyxyzzy.net/2008/02/12/installing-opensim-on-powerpcor-of-eggs-and-virtual-worlds installing OpenSim on PowerPC…or: of eggs and virtual worlds])&lt;br /&gt;
 cd .. (back into opensim-libs)&lt;br /&gt;
 nant&lt;br /&gt;
 cp bin/libsecondlife.dll ../bin&lt;br /&gt;
&lt;br /&gt;
* Edit the libsecondlife.dll.config (PowerPC Only). Remove the cpu=&amp;quot;x86&amp;quot; tag in the last dllmap line.&lt;br /&gt;
&lt;br /&gt;
=== FreeBSD 6.2 ===&lt;br /&gt;
 su&lt;br /&gt;
 cd /usr/ports/devel/subversion/ &amp;amp;&amp;amp; make install clean (you may also need to rebuild apr-svn if this step fails)&lt;br /&gt;
 cd /usr/ports/lang/mono/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /usr/ports/devel/nant/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /usr/ports/databases/sqlite3/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /usr/ports/x11-toolkits/libgdiplus/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /opensim/installation/directory/&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/trunk opensim&lt;br /&gt;
 cd opensim&lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
 Note: [http://opensimulator.org/wiki/OpenSim:FAQ#System.DllNotFoundException:_..2Flibopenjpeg-libsl-2.1.2.0.so|Follow the instructions on the FAQ to fix the]&lt;br /&gt;
 &amp;quot;System.DllNotFoundException: ./libopenjpeg-libsl-2.1.2.0.so&amp;quot; issue, but use &amp;quot;gmake&amp;quot; instead of &amp;quot;make&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For ODE Physics you must do the following:&lt;br /&gt;
 cd /usr/ports/graphics/libGL/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /usr/ports/graphics/libGLU/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /opensim/installation/directory/&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim-libs/trunk opensim-libs&lt;br /&gt;
 cd opensim-libs/unmanaged/OpenDynamicsEngine2/&lt;br /&gt;
 sh autogen.sh&lt;br /&gt;
 ./configure --enable-shared --enable-release --disable-demos&lt;br /&gt;
 make&lt;br /&gt;
 mv ./ode/src/.libs/libode.so /opensim/installation/directory/opensim/bin/&lt;br /&gt;
&lt;br /&gt;
=== RedHat Enterprise Linux 4 ===&lt;br /&gt;
 sudo vi /etc/yum.repos.d/mono.repo&lt;br /&gt;
&lt;br /&gt;
  [mono]&lt;br /&gt;
  name=Mono for rhel-4-i386 (stable)&lt;br /&gt;
  baseurl=http://ftp.novell.com/pub/mono/download-stable/rhel-4-i386/&lt;br /&gt;
  enabled=1&lt;br /&gt;
  gpgcheck=0&lt;br /&gt;
&lt;br /&gt;
 sudo yum install mono-complete monodoc-core nant&lt;br /&gt;
 svn co svn co http://opensimulator.org/svn/opensim/trunk opensim&lt;br /&gt;
 cd opensim&lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
=== RedHat Enterprise Linux 5 ===&lt;br /&gt;
&lt;br /&gt;
The instructions below also work on other RedHat Linux flavors such as CentOS or maybe Fedora.&lt;br /&gt;
&lt;br /&gt;
1. Put the [http://download.opensuse.org/repositories/Mono/RHEL_5/Mono.repo Mono.repo] file in the /etc/yum.repo.d/ directory:&lt;br /&gt;
 $ sudo su -&lt;br /&gt;
 $ cd /etc/yum.repos.d/&lt;br /&gt;
 $ wget http://download.opensuse.org/repositories/Mono/RHEL_5/Mono.repo&lt;br /&gt;
Naturally use the most [http://download.opensuse.org/repositories/Mono up-to-date link for your distribution].&lt;br /&gt;
&lt;br /&gt;
2. Install Mono and related tools with yum:&lt;br /&gt;
 $ yum install mono nant mono-jscript mono-nunit&lt;br /&gt;
Make sure to use nunit-console2 to run your tests.&lt;br /&gt;
&lt;br /&gt;
=== Fedora 5 ===&lt;br /&gt;
* I needed to build latest mono and nant from sources to build OpenSim successfully, the ones available in yum repository didn't work so I had to uninstall and build and configure the packages.&lt;br /&gt;
&lt;br /&gt;
For detailed instructions go [http://ruakuu.blogspot.com/2008/06/installing-and-configuring-opensim-on.html here]&lt;br /&gt;
&lt;br /&gt;
=== Debian 4 ===&lt;br /&gt;
&lt;br /&gt;
For detailed instructions please see [[Debian 4 Build Instructions]]&lt;br /&gt;
&lt;br /&gt;
=== CentOS 5.2 32bit ===&lt;br /&gt;
&lt;br /&gt;
For detailed instructions please see [[CentOS 5.2 Build Instructions]]&lt;br /&gt;
&lt;br /&gt;
=== 64bit ===&lt;br /&gt;
Please note that only 32bit binaries are provided in the bin/ directory of subversion.  If you want to use 64bit, you'll need to rebuild these shared objects.  See [[Installing and running on x86-64]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Physics (Open Dynamics Engine ODE) ===&lt;br /&gt;
As installed from svn, ODE will work on most 32 bit platforms.  If you get an ODE-related crash, and/or a &amp;lt;i&amp;gt;libode.so not found&amp;lt;/i&amp;gt; type of error, you will need to build libode from source.&lt;br /&gt;
&lt;br /&gt;
Remove &amp;lt;tt&amp;gt;libode.so&amp;lt;/tt&amp;gt; from the &amp;lt;tt&amp;gt;./bin&amp;lt;/tt&amp;gt; folder.  (Note that subsequent svn updates may replace it again; best fix is to copy your built &amp;lt;tt&amp;gt;libode.so&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt;).  Do NOT remove &amp;lt;tt&amp;gt;ode.net.dll&amp;lt;/tt&amp;gt;!  Download the latest source from:&lt;br /&gt;
&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim-libs/trunk/unmanaged/OpenDynamicsEngine&lt;br /&gt;
&lt;br /&gt;
OpenSim requires a couple of patches on top of ODE which are not yet included upstream.  When compiling, make sure to use the following configure options:&lt;br /&gt;
&lt;br /&gt;
 --with-trimesh=gimpact &lt;br /&gt;
 --enable-shared&lt;br /&gt;
&lt;br /&gt;
Make sure the configure script confirms these choices, and always compile with single precision (I believe that's the default).  Try &amp;lt;code&amp;gt; make -k &amp;lt;/code&amp;gt; if you get errors relating to drawstuff, test*, or openGL.  &amp;lt;code&amp;gt; make install &amp;lt;/code&amp;gt; should put &amp;lt;tt&amp;gt;libode.so&amp;lt;/tt&amp;gt; in the proper place (usually &amp;lt;tt&amp;gt;/usr/local/lib&amp;lt;/tt&amp;gt;), and it should be seen by opensim (&amp;lt;tt&amp;gt;ode.net.dll&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' if OpenSim fails to launch with &amp;lt;tt&amp;gt;Exception: System.DllNotFoundException: ode&amp;lt;/tt&amp;gt;, after compiling ODE, just copy &amp;lt;tt&amp;gt;libode.so&amp;lt;/tt&amp;gt; from its usual place (probably &amp;lt;tt&amp;gt;/usr/local/lib/&amp;lt;/tt&amp;gt;) to ./bin/, as per [http://metafuturing.net/index.php/OpenSim_Notebook_1 this suggestion]''&lt;br /&gt;
&lt;br /&gt;
Setting up ODE for 64 Bits systems:&lt;br /&gt;
&lt;br /&gt;
========================================================================&lt;br /&gt;
HOWTO on setting up and Install OpenSim on SLES10 - SP1 64Bit&lt;br /&gt;
&lt;br /&gt;
1. I installed Mono 2.01, added this installation source in Yast2&lt;br /&gt;
    This distro supports installing packages via YaST. Add the following installation source to YaST:&lt;br /&gt;
    * http://ftp.novell.com/pub/mono/download-stable/SLE_10 [^]&lt;br /&gt;
    For assistance with using repositories and installing packages with YaST, visit the Yast help page.&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;nant&amp;quot; was installed also via this operation.&lt;br /&gt;
&lt;br /&gt;
2. I installed subversion from http://software.opensuse.org/search [^]&lt;br /&gt;
&lt;br /&gt;
   SLES/SLED10 -&amp;gt;&lt;br /&gt;
   subversion-1.5.2-34.2.x86_64.rpm&lt;br /&gt;
&lt;br /&gt;
3. I downloaded and installed the lastest SVN version of opensim as usual (like a 32 bit system):&lt;br /&gt;
   http://opensimulator.org/wiki/Build_Instructions [^]&lt;br /&gt;
&lt;br /&gt;
4. I downloaded and installed the Open Dynamics Engine (ODE) to replace the 32 bit version of ODE with a 64 bit version.&lt;br /&gt;
 &lt;br /&gt;
   I did that with the following linux commands:&lt;br /&gt;
  (it is expected that you have all required Linux building tools installed):&lt;br /&gt;
   &lt;br /&gt;
   # cd&lt;br /&gt;
   # svn co http://opensimulator.org/svn/opensim-libs/trunk/unmanaged/OpenDynamicsEngine [^]&lt;br /&gt;
   # cd OpenDynamicEngine&lt;br /&gt;
   # chmod a+x ou/bootstrap&lt;br /&gt;
   # sh autogen.sh&lt;br /&gt;
&lt;br /&gt;
 I installed/updated SLES10 with these rpm's for autogen.sh to run properly. http://software.opensuse.org/search [^]&lt;br /&gt;
&lt;br /&gt;
   SLES/SLED10 -&amp;gt;&lt;br /&gt;
   - autoconf-2.61-168.1.x86_64.rpm&lt;br /&gt;
   - automake-1.10.1-5.3.x86_64.rpm&lt;br /&gt;
&lt;br /&gt;
   # CFLAGS=&amp;quot;-m64&amp;quot; ./configure --enable-shared&lt;br /&gt;
   # make&lt;br /&gt;
&lt;br /&gt;
 I installed gtk2-devel via yast2, and all its dependancies, because make keept failing.&lt;br /&gt;
&lt;br /&gt;
   # cp ./ode/src/.libs/libode.so /opt/opensim/bin/&lt;br /&gt;
&lt;br /&gt;
 note:&lt;br /&gt;
 in this directory it had made several versions of the &amp;quot;libode.so&amp;quot; because of running the previous commands several times&lt;br /&gt;
 so i had to copy libode.so.1.0.0 to /opt/opensim/bin/libode.so&lt;br /&gt;
&lt;br /&gt;
   # vi ../opensim/bin/OpenSim.ini (change av_capsule_standup_tensor_linux to 1700000)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 'chmod' command is required to fix permissions that are wrong.&lt;br /&gt;
The change in OpenSim.ini is required to avoid that avatars have bend legs and/or their feet are in the ground.&lt;br /&gt;
========================================================================&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
Recent versions of OpenSim come without an &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; file. Copy the &amp;lt;tt&amp;gt;OpenSim.ini.example&amp;lt;/tt&amp;gt; file to &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; before making any changes.&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 cd bin&lt;br /&gt;
 mono OpenSim.exe&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: if you are running a 32bit Server such as Ubuntu 8.0.4 you need the alternative launcher:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
mono OpenSim.32BitLaunch.exe&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* To invoke ODE, add the option:&lt;br /&gt;
 -physics=OpenDynamicsEngine&lt;br /&gt;
to the &amp;lt;tt&amp;gt;mono OpenSim.exe&amp;lt;/tt&amp;gt; line&lt;br /&gt;
&lt;br /&gt;
or add &amp;lt;code&amp;gt;  physics = OpenDynamicsEngine &amp;lt;/code&amp;gt; to the [Startup] section of &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt;.  Same deal for other physics engines, when available.&lt;br /&gt;
&lt;br /&gt;
On mono 1.2.6, some distributions may see&lt;br /&gt;
 Unhandled Exception: System.NotSupportedException: CodePage 1252 not supported&lt;br /&gt;
on startup when using mysql.  This can be resolved by installing the package libmono-i18n2.0-cil (see http://bugs.mysql.com/bug.php?id=33938).&lt;br /&gt;
&lt;br /&gt;
=== Additional Items ===&lt;br /&gt;
&lt;br /&gt;
* [[GC_NO_EXPLICIT|GC NO EXPLICIT]] - Enable Large Heap in Mono, this has been known to help performance and stability&lt;br /&gt;
&lt;br /&gt;
== Hardware selection guide ==&lt;br /&gt;
&lt;br /&gt;
An often-asked question is &amp;quot;what kind of hardware do I need to successfully run OpenSim?&amp;quot;  Unfortunately, the answer is &amp;quot;it depends&amp;quot;.  The number of regions hosted on a given machine, number of simultaneous avatars on those regions, number of prims, use of scripts, etc., all affect hardware requirements.  So, to help you make a more informed selection, some examples of hardware used are listed in the [[Hardware_Selection_Guide|hardware selection guide]]. &lt;br /&gt;
&lt;br /&gt;
[[Category:Users]]&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/CentOS_5.2_Build_Instructions</id>
		<title>CentOS 5.2 Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/CentOS_5.2_Build_Instructions"/>
				<updated>2009-01-07T07:03:04Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following process worked for me, please feel free to improve it as it may not be the best way :)&lt;br /&gt;
&lt;br /&gt;
From a fresh install:&lt;br /&gt;
&lt;br /&gt;
  # yum update&lt;br /&gt;
  # yum install subversion ruby&lt;br /&gt;
&lt;br /&gt;
To get Mono 1.9.1 I added the Mono.repo file in the /etc/yum.repo.d/ directory:&lt;br /&gt;
&lt;br /&gt;
  # sudo su -&lt;br /&gt;
  # cd /etc/yum.repos.d/&lt;br /&gt;
  # wget http://download.opensuse.org/repositories/Mono/RHEL_5/Mono.repo&lt;br /&gt;
&lt;br /&gt;
I then installed mono&lt;br /&gt;
&lt;br /&gt;
  # yum install mono nant libgdiplus mono-jscript mono-nunit&lt;br /&gt;
&lt;br /&gt;
So far so good, mono -V shows 1.9.1 has installed :)&lt;br /&gt;
&lt;br /&gt;
Now just a couple of other things that you may need:&lt;br /&gt;
&lt;br /&gt;
  # yum install swig autoconf gawk bison gcc&lt;br /&gt;
&lt;br /&gt;
And then build and install mono 2.0.1 from source&lt;br /&gt;
&lt;br /&gt;
  # wget http://ftp.novell.com/pub/mono/sources/mono/mono-2.0.1.tar.bz2&lt;br /&gt;
  # tar xf mono-2.0.1.tar.bz2&lt;br /&gt;
  # cd mono-2.0.1&lt;br /&gt;
  # ./configure --with-libgdiplus=yes&lt;br /&gt;
  # make (may take a while)&lt;br /&gt;
  # make install&lt;br /&gt;
&lt;br /&gt;
Yay! mono -V and I have Mono 2.0.1 :)&lt;br /&gt;
&lt;br /&gt;
Now all i have to do is open the right ports and install OpenSim as usual...&lt;br /&gt;
&lt;br /&gt;
Once you have OpenSimulator running you may want to follow these instructions for setting up a crontab entry that checks your server to see it is running and restarts if it ain't.&lt;br /&gt;
&lt;br /&gt;
[[How to set up OSWatchdog to automatically restart a crashed server on Linux(Universal)]]&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/CentOS_5.2_Build_Instructions</id>
		<title>CentOS 5.2 Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/CentOS_5.2_Build_Instructions"/>
				<updated>2009-01-06T14:22:16Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following process worked for me, please feel free to improve it as it may not be the best way :)&lt;br /&gt;
&lt;br /&gt;
From a fresh install:&lt;br /&gt;
&lt;br /&gt;
  # yum update&lt;br /&gt;
  # yum install subversion ruby&lt;br /&gt;
&lt;br /&gt;
To get Mono 1.9.1 I added the Mono.repo file in the /etc/yum.repo.d/ directory:&lt;br /&gt;
&lt;br /&gt;
  # sudo su -&lt;br /&gt;
  # cd /etc/yum.repos.d/&lt;br /&gt;
  # wget http://download.opensuse.org/repositories/Mono/RHEL_5/Mono.repo&lt;br /&gt;
&lt;br /&gt;
I then installed mono&lt;br /&gt;
&lt;br /&gt;
  # yum install mono nant libgdiplus mono-jscript mono-nunit&lt;br /&gt;
&lt;br /&gt;
So far so good, mono -V shows 1.9.1 has installed :)&lt;br /&gt;
&lt;br /&gt;
Now just a couple of other things that you may need:&lt;br /&gt;
&lt;br /&gt;
  # yum install swig autoconf gawk bison gcc&lt;br /&gt;
&lt;br /&gt;
And then build and install mono 2.0.1 from source&lt;br /&gt;
&lt;br /&gt;
  # wget http://ftp.novell.com/pub/mono/sources/mono/mono-2.0.1.tar.bz2&lt;br /&gt;
  # tar xf mono-2.0.1.tar.bz2&lt;br /&gt;
  # cd mono-2.0.1&lt;br /&gt;
  # ./configure --with-libgdiplus=yes&lt;br /&gt;
  # make (may take a while)&lt;br /&gt;
  # make install&lt;br /&gt;
&lt;br /&gt;
Yay! mono -V and I have Mono 2.0.1 :)&lt;br /&gt;
&lt;br /&gt;
Now all i have to do is open the right ports and install OpenSim as usual...&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/CentOS_5.2_Build_Instructions</id>
		<title>CentOS 5.2 Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/CentOS_5.2_Build_Instructions"/>
				<updated>2009-01-05T14:04:16Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following process worked for me, please feel free to improve it as it may not be the best way :)&lt;br /&gt;
&lt;br /&gt;
NB In progress do not follow these instructions yet!!&lt;br /&gt;
&lt;br /&gt;
From a fresh install:&lt;br /&gt;
&lt;br /&gt;
  # yum update&lt;br /&gt;
  # yum install subversion ruby&lt;br /&gt;
&lt;br /&gt;
To get Mono 1.9.1 I added the Mono.repo file in the /etc/yum.repo.d/ directory:&lt;br /&gt;
&lt;br /&gt;
  # sudo su -&lt;br /&gt;
  # cd /etc/yum.repos.d/&lt;br /&gt;
  # wget http://download.opensuse.org/repositories/Mono/RHEL_5/Mono.repo&lt;br /&gt;
&lt;br /&gt;
I then installed mono&lt;br /&gt;
&lt;br /&gt;
  # yum install mono nant libgdiplus mono-jscript mono-nunit&lt;br /&gt;
&lt;br /&gt;
So far so good, mono -V shows 1.9.1 has installed :)&lt;br /&gt;
&lt;br /&gt;
Now just a couple of other things that you may need:&lt;br /&gt;
&lt;br /&gt;
  # yum install swig autoconf gawk bison gcc&lt;br /&gt;
&lt;br /&gt;
And then build and install mono 2.0.1 from source&lt;br /&gt;
&lt;br /&gt;
  # wget http://ftp.novell.com/pub/mono/sources/mono/mono-2.0.1.tar.bz2&lt;br /&gt;
  # tar xf mono-2.0.1.tar.bz2&lt;br /&gt;
  # cd mono-2.0.1&lt;br /&gt;
  # ./configure --with-libgdiplus=yes&lt;br /&gt;
  # make (may take a while)&lt;br /&gt;
  # make install&lt;br /&gt;
&lt;br /&gt;
Yay! mono -V and I have Mono 2.0.1 :)&lt;br /&gt;
&lt;br /&gt;
Now all i have to do is open the right ports and install OpenSim as usual...&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/CentOS_5.2_Build_Instructions</id>
		<title>CentOS 5.2 Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/CentOS_5.2_Build_Instructions"/>
				<updated>2009-01-05T13:25:35Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following process worked for me, please feel free to improve it as it may not be the best way :)&lt;br /&gt;
&lt;br /&gt;
NB In progress do not follow these instructions yet!!&lt;br /&gt;
&lt;br /&gt;
From a fresh install:&lt;br /&gt;
&lt;br /&gt;
  # yum update&lt;br /&gt;
  # yum install subversion ruby&lt;br /&gt;
&lt;br /&gt;
To get Mono 1.9.1 I added the Mono.repo file in the /etc/yum.repo.d/ directory:&lt;br /&gt;
&lt;br /&gt;
  # sudo su -&lt;br /&gt;
  # cd /etc/yum.repos.d/&lt;br /&gt;
  # wget http://download.opensuse.org/repositories/Mono/RHEL_5/Mono.repo&lt;br /&gt;
&lt;br /&gt;
I then installed mono&lt;br /&gt;
&lt;br /&gt;
  # yum install mono nant libgdiplus&lt;br /&gt;
&lt;br /&gt;
So far so good, mono -V shows 1.9.1 has installed :)&lt;br /&gt;
&lt;br /&gt;
Now just a couple of other things that you may need:&lt;br /&gt;
&lt;br /&gt;
  # yum install swig autoconf gawk bison gcc&lt;br /&gt;
&lt;br /&gt;
And then build and install mono 2.0.1 from source&lt;br /&gt;
&lt;br /&gt;
  # wget http://ftp.novell.com/pub/mono/sources/mono/mono-2.0.1.tar.bz2&lt;br /&gt;
  # tar xf mono-2.0.1.tar.bz2&lt;br /&gt;
  # cd mono-2.0.1&lt;br /&gt;
  # ./configure --with-libgdiplus=yes&lt;br /&gt;
  # make (may take a while)&lt;br /&gt;
  # make install&lt;br /&gt;
&lt;br /&gt;
Yay! mono -V and I have Mono 2.0.1 :)&lt;br /&gt;
&lt;br /&gt;
Now all i have to do is open the right ports and install OpenSim as usual...&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/CentOS_5.2_Build_Instructions</id>
		<title>CentOS 5.2 Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/CentOS_5.2_Build_Instructions"/>
				<updated>2009-01-05T13:07:53Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following process worked for me, please feel free to improve it as it may not be the best way :)&lt;br /&gt;
&lt;br /&gt;
NB In progress do not follow these instructions yet!!&lt;br /&gt;
&lt;br /&gt;
From a fresh install:&lt;br /&gt;
&lt;br /&gt;
  # yum update&lt;br /&gt;
  # yum install subversion ruby&lt;br /&gt;
&lt;br /&gt;
To get Mono 1.9.1 I added the Mono.repo file in the /etc/yum.repo.d/ directory:&lt;br /&gt;
&lt;br /&gt;
  # sudo su -&lt;br /&gt;
  # cd /etc/yum.repos.d/&lt;br /&gt;
  # wget http://download.opensuse.org/repositories/Mono/RHEL_5/Mono.repo&lt;br /&gt;
&lt;br /&gt;
I then installed mono&lt;br /&gt;
&lt;br /&gt;
  # yum install mono nant libgdiplus&lt;br /&gt;
&lt;br /&gt;
So far so good, mono -V shows 1.9.1 has installed :)&lt;br /&gt;
&lt;br /&gt;
Ok, now to install mono 2.0.1&lt;br /&gt;
&lt;br /&gt;
  # yum install swig autoconf gawk bison gcc&lt;br /&gt;
&lt;br /&gt;
Build and install mono 2.0.1&lt;br /&gt;
&lt;br /&gt;
  # wget http://ftp.novell.com/pub/mono/sources/mono/mono-2.0.1.tar.bz2&lt;br /&gt;
  # tar xf mono-2.0.1.tar.bz2&lt;br /&gt;
  # cd mono-2.0.1&lt;br /&gt;
  # ./configure --with-libgdiplus=yes&lt;br /&gt;
  # make (chuckled at the &amp;quot;Function Emit Trampolines bit)&lt;br /&gt;
  # make install&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/CentOS_5.2_Build_Instructions</id>
		<title>CentOS 5.2 Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/CentOS_5.2_Build_Instructions"/>
				<updated>2009-01-05T12:51:19Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following process worked for me, please feel free to improve it :)&lt;br /&gt;
&lt;br /&gt;
NB In progress do not follow these instructions yet!!&lt;br /&gt;
&lt;br /&gt;
From a fresh install:&lt;br /&gt;
&lt;br /&gt;
  # yum update&lt;br /&gt;
  # yum install subversion ruby&lt;br /&gt;
&lt;br /&gt;
To get Mono 1.9.1 I added the Mono.repo file in the /etc/yum.repo.d/ directory:&lt;br /&gt;
&lt;br /&gt;
  $ sudo su -&lt;br /&gt;
  $ cd /etc/yum.repos.d/&lt;br /&gt;
  $ wget http://download.opensuse.org/repositories/Mono/RHEL_5/Mono.repo&lt;br /&gt;
&lt;br /&gt;
I then installed mono&lt;br /&gt;
&lt;br /&gt;
  # yum install mono nant libgdiplus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  # aptitude install build-essential swig autoconf gawk mono-common binfmt-support bison pkg-config libglib2.0-dev&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Build and install mono 2.0.1&lt;br /&gt;
&lt;br /&gt;
# wget http://ftp.novell.com/pub/mono/sources/mono/mono-2.0.1.tar.bz2&lt;br /&gt;
# tar xf mono-2.0.1.tar.bz2&lt;br /&gt;
# cd mono-2.0.1&lt;br /&gt;
# ./configure --with-libgdiplus=yes&lt;br /&gt;
# make (chuckled at the &amp;quot;Function Emit Trampolines bit)&lt;br /&gt;
# make install&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/CentOS_5.2_Build_Instructions</id>
		<title>CentOS 5.2 Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/CentOS_5.2_Build_Instructions"/>
				<updated>2009-01-05T12:27:23Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following process worked for me, please feel free to improve it :)&lt;br /&gt;
&lt;br /&gt;
NB In progress do not follow these instructions yet!!&lt;br /&gt;
&lt;br /&gt;
From a fresh install:&lt;br /&gt;
&lt;br /&gt;
  # yum update&lt;br /&gt;
  # sudo apt-get install subversion nant libgdiplus ruby&lt;br /&gt;
  # aptitude install build-essential swig autoconf gawk mono-common binfmt-support bison pkg-config libglib2.0-dev&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Build and install mono 2.0.1&lt;br /&gt;
&lt;br /&gt;
# wget http://ftp.novell.com/pub/mono/sources/mono/mono-2.0.1.tar.bz2&lt;br /&gt;
# tar xf mono-2.0.1.tar.bz2&lt;br /&gt;
# cd mono-2.0.1&lt;br /&gt;
# ./configure --with-libgdiplus=yes&lt;br /&gt;
# make (chuckled at the &amp;quot;Function Emit Trampolines bit)&lt;br /&gt;
# make install&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/CentOS_5.2_Build_Instructions</id>
		<title>CentOS 5.2 Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/CentOS_5.2_Build_Instructions"/>
				<updated>2009-01-05T12:01:18Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: New page: The following process worked for me, please feel free to improve it :)  as follows...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following process worked for me, please feel free to improve it :)&lt;br /&gt;
&lt;br /&gt;
as follows...&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Build_Instructions</id>
		<title>Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Build_Instructions"/>
				<updated>2009-01-05T12:00:24Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: /* Linux/Mac OS X/FreeBSD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Users]]&lt;br /&gt;
This page covers building OpenSim from source code on multiple platforms.  Please help us keep this page up to date as the project progresses.&lt;br /&gt;
&lt;br /&gt;
==Download from SVN==&lt;br /&gt;
Check out the [[Download]] Section&lt;br /&gt;
&lt;br /&gt;
==MS Windows==&lt;br /&gt;
&lt;br /&gt;
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It supports the following compilers:&lt;br /&gt;
* [http://msdn2.microsoft.com/en-us/express/aa700756.aspx Microsoft Visual C# Express Edition] (note: not Visual C++)&lt;br /&gt;
* [http://www.mono-project.com/ mono]&lt;br /&gt;
&lt;br /&gt;
Note for people who just downloaded the sources from http://dist.opensimulator.org/ (the &amp;quot;Downloads&amp;quot; link on the left) be advised that some important things are missing (like MySQL template scripts). For such features, you must download using svn!&lt;br /&gt;
&lt;br /&gt;
Additional note: any Microsoft C# Express edition should work (2005 or 2008)&lt;br /&gt;
&lt;br /&gt;
Additional note: It is possible to develope on Windows Vista 64 bits with the following tweaks:&lt;br /&gt;
# Select OpenSim project properties from solution and choose platform to be x86. Rebuild solution.&lt;br /&gt;
# Select OpenSim.exe properties under solution bin folder and choose windows xp sp 2 compatibility mode + run as administrator.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
&lt;br /&gt;
* In the top-level directory, run the '&amp;lt;tt&amp;gt;runprebuild.bat&amp;lt;/tt&amp;gt;' file. This will create a VS2005 solution file, a nant build file and a '&amp;lt;tt&amp;gt;compile.bat&amp;lt;/tt&amp;gt;' file.&lt;br /&gt;
* If you prefer VS2008, run the '&amp;lt;tt&amp;gt;runprebuild2008.bat&amp;lt;/tt&amp;gt;' instead.&lt;br /&gt;
&lt;br /&gt;
* Open the resulting sln file with visual studio and build it there, or&lt;br /&gt;
* Run the '&amp;lt;tt&amp;gt;compile.bat&amp;lt;/tt&amp;gt;' file. This will build the executable using MSBuild.&lt;br /&gt;
* if you prefer to use nant, run nant in the same top-level directory. This will build the executables.&lt;br /&gt;
&lt;br /&gt;
If you don't care about physics (walking on prims, etc), ignore the rest of this section.&lt;br /&gt;
&lt;br /&gt;
=== Running ===&lt;br /&gt;
&lt;br /&gt;
Recent versions of OpenSim come without an &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; file. Copy the &amp;lt;tt&amp;gt;OpenSim.ini.example&amp;lt;/tt&amp;gt; file to &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; before making any changes.&lt;br /&gt;
&lt;br /&gt;
Double-click on the &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; executable file in the &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; directory. This will start up OpenSim in standalone mode.&lt;br /&gt;
&lt;br /&gt;
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a &amp;quot;&amp;lt;tt&amp;gt;chmod 777 *&amp;lt;/tt&amp;gt;&amp;quot; from the &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; directory solves this.&lt;br /&gt;
&lt;br /&gt;
Physics can be invoked by adding the appropriate line to the [Startup] section of &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt;.  For ODE, that would be:&lt;br /&gt;
&lt;br /&gt;
 physics = OpenDynamicsEngine&lt;br /&gt;
&lt;br /&gt;
You can also add a command line option to a shortcut, or run from a command prompt with:&lt;br /&gt;
&lt;br /&gt;
 -physics=OpenDynamicsEngine&lt;br /&gt;
&lt;br /&gt;
'''''Windows Vista'''''&lt;br /&gt;
&lt;br /&gt;
To run on Windows Vista, you must first disable Windows Firewall.  Under the new &amp;quot;Start&amp;quot; button of Vista, select &amp;quot;Control panel&amp;quot;.  Then double-click &amp;quot;Windows Firewall&amp;quot;.  In the window that pops up, on the left column, select &amp;quot;Turn Windows Firewall on or off&amp;quot;.  You will have to give permission for this to run, then select the option &amp;quot;Off (not recommended)&amp;quot;.  Click &amp;quot;OK&amp;quot; and exit from the Windows Firewall window.&lt;br /&gt;
&lt;br /&gt;
If you have McAfee SecurityCenter, see the description below.&lt;br /&gt;
&lt;br /&gt;
Once all the security features are disabled, right click on &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; and select &amp;quot;Run as administrator&amp;quot;.  This will pop up a window asking permission, select &amp;quot;Allow&amp;quot;.  Your OpenSim server should run in a DOS-like window and accept connections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''McAfee Security'''''&lt;br /&gt;
&lt;br /&gt;
McAfee Security does not allow applications to listen on ports not explicitly specified.  You have two options: 1) disable firewall protection all together, 2) enable &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; to be able to open ports.&lt;br /&gt;
&lt;br /&gt;
''Disable firewall''&lt;br /&gt;
&lt;br /&gt;
Open McAfee SecurityCenter.  Select &amp;quot;Internet &amp;amp; Network&amp;quot;.  In the lower left corner is a small link to &amp;quot;Configure...&amp;quot;.  Select this.  In the right side of the window, select the bar that says &amp;quot;Firewall protection is enabled&amp;quot;.  Here you can select &amp;quot;Off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''Enable &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; to open ports''&lt;br /&gt;
&lt;br /&gt;
Open McAfee SecurityCenter.  Select &amp;quot;Internet &amp;amp; Network&amp;quot;.  In the lower left corner is a small link to &amp;quot;Configure...&amp;quot;.  Select this.  In the right side of the window, select the bar that says &amp;quot;Firewall protection is enabled&amp;quot;.  Select the &amp;quot;Advanced...&amp;quot; button.  This will pop up a new window.&lt;br /&gt;
&lt;br /&gt;
In the new window, on the left side, select &amp;quot;Program Permissions.&amp;quot;  In the middle on the right side of the window, select the &amp;quot;Add Allowed Program&amp;quot; button.  Use the browser that pops up to find the OpenSim executable and select it.&lt;br /&gt;
&lt;br /&gt;
Finally, select &amp;quot;OK&amp;quot; and exit the McAfee SecurityCenter window.&lt;br /&gt;
&lt;br /&gt;
==Linux/Mac OS X/FreeBSD==&lt;br /&gt;
&lt;br /&gt;
The easiest plaform to get running on the Linux side is Ubuntu 8.10, 32bit.  This is what most of the developers running Linux use.  If you are looking for the quick path, start there.&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu 8.04 / 8.10 ===&lt;br /&gt;
&lt;br /&gt;
For Ubuntu users on older distributions (7.10, 8.04, etc.) '''you need''' to upgrade your mono to 1.9.1.&lt;br /&gt;
&lt;br /&gt;
You can use the built in packages for mono.  However, for better performance, you may want to [http://xyzzyxyzzy.net/2008/05/08/updated-mono-build-script-for-hardy-heron-and-mono-191/ upgrade mono to 1.9.1] ([http://tempvariable.blogspot.com/2008/04/installing-mono-191-on-ubuntu-804-hardy.html Other simple method])&lt;br /&gt;
&lt;br /&gt;
 sudo apt-get install subversion nant mono-gmcs libmono-microsoft8.0-cil \&lt;br /&gt;
      libmono-system-runtime2.0-cil libgdiplus libmono-i18n2.0-cil libmono-oracle2.0-cil ruby&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/trunk opensim&lt;br /&gt;
 cd opensim&lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
To upgrade the Mono version to the latest stable build Mono 2.0.1, read this page [[Build Instructions/Ubuntu-Mono-2.0.1 | Ubuntu on Mono 2.0.1]]&lt;br /&gt;
&lt;br /&gt;
=== openSUSE 10.3 and 11 ===&lt;br /&gt;
&lt;br /&gt;
Install an openSUSE 11 or 10.3 with its default options, add the online repositories&lt;br /&gt;
when finished installing do an online update with all the latest packages.&lt;br /&gt;
&lt;br /&gt;
In yast install these packages, for running Opensim in standalone mode.&lt;br /&gt;
(there is a slight diffrence between 10.3 and 11 but following should be same)&lt;br /&gt;
 subversion&lt;br /&gt;
 nant&lt;br /&gt;
 mono-jscript&lt;br /&gt;
 - check that mono-core is installed&lt;br /&gt;
&lt;br /&gt;
If you just want to use SQLite then jump to last section &lt;br /&gt;
within this post.&lt;br /&gt;
&lt;br /&gt;
* Optional mysql - for Opensim running in Grid mode:&lt;br /&gt;
Install these mysql packages via yast&lt;br /&gt;
  mysql&lt;br /&gt;
  mysql-client&lt;br /&gt;
  mysql-administrator&lt;br /&gt;
  mysql-gui-tools&lt;br /&gt;
  mysql-query-browser&lt;br /&gt;
&lt;br /&gt;
Before building create the mysql database.&lt;br /&gt;
 /etc/init.d/mysql start&lt;br /&gt;
 mysql -u root -p -h localhost&lt;br /&gt;
 (when asked for password just hit enter)&lt;br /&gt;
&lt;br /&gt;
 mysql&amp;gt; create database opensim;&lt;br /&gt;
 mysql&amp;gt; quit&lt;br /&gt;
&lt;br /&gt;
set the configuration in bin/mysql_connection.ini&lt;br /&gt;
Or on later builds set the connection string inside bin/OpenSim.ini&lt;br /&gt;
&lt;br /&gt;
Build after installation of above in bash terminal. i save it in /opt&lt;br /&gt;
&lt;br /&gt;
 su -&lt;br /&gt;
 cd /opt&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/trunk opensim&lt;br /&gt;
 cd opensim&lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
After this you should be able to continue on starting the diffrent Servers, look in the mysql-config section,or&lt;br /&gt;
just run your OpenSim as a Standalone. By - eagleFX&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X 10.5/10.4 ===&lt;br /&gt;
* OpenSim is now working on PowerPC Macs! Thanks to DrScofield and those who helped him. Current nightly builds for PowerPC are not working, not sure about Intel so use the 0.5 Build. OpenSim works on Intel Macs. I'm testing on PowerBook G4. Tested these step on 10.5, but not 10.4 but should work --[[User:Mokele|Mokele]] 22:36, 14 February 2008 (PST) (Works on iMac G5 with OS 10.4.11, including expanding to local grid mode. --[[User:Magnuz|Magnuz]] 2008-12-15 10:50 (CET))&lt;br /&gt;
* Install XCode Developers Tools from DVD/CD Installation Disk or download  from http://developer.apple.com/. You have to create an Apple account to access the downloads if you don't have an Apple account.&lt;br /&gt;
* Install X11 for 10.4 from the Optional Install from the DVD/CD Installation Disk. X11 for 10.5 is installed by default.&lt;br /&gt;
* Install Mono 1.2.5 from http://ftp.novell.com/pub/mono/archive/1.2.5/macos-10-universal/5/MonoFramework-1.2.5_5.macos10.novell.universal.dmg (The more recent releases Mono 1.2.6, 1.9.1 and 2.0.1 do not appear to work with these installation instructions. --[[User:Magnuz|Magnuz]] 2008-12-14 15:56 (CET)) and in Terminal or X11 edit the .profile file  and add the following line:&lt;br /&gt;
 export PKG_CONFIG_PATH=&amp;quot;/Library/Frameworks/Mono.framework/Versions/Current/lib/pkgconfig/:${PKG_CONFIG_PATH}&amp;quot;&lt;br /&gt;
* Compile OpenSim&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/tags/0.5.0-release opensim&lt;br /&gt;
 cd opensim &lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
* Download and Compile libopenjpeg-libsl-2.1.2.0.dylib and libsecondlife.dll&lt;br /&gt;
* libopenjpeg-libsl-2.1.2.0.dylib:&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim-libs/old/libsl1550 opensim-libs&lt;br /&gt;
 cd opensim-libs/openjpeg-libsl&lt;br /&gt;
 make -f Makefile.osx&lt;br /&gt;
 cp libopenjpeg-libsl-2.1.2.0.dylib ../../bin&lt;br /&gt;
* Note: The Makefile that creates the libopenjpeg-libsl-2.1.2.0.so does not compile on PowerPC, but works properly on Intel Macs. Looks like a gcc issue with compile options. (It appears to work on iMac G5 with OS X 10.4.11. --[[User:Magnuz|Magnuz]] 2008-12-14 15:55 (CET))&lt;br /&gt;
&lt;br /&gt;
* libsecondlife.dll: (for PowerPC Only, see  details on this step [http://xyzzyxyzzy.net/2008/02/12/installing-opensim-on-powerpcor-of-eggs-and-virtual-worlds installing OpenSim on PowerPC…or: of eggs and virtual worlds])&lt;br /&gt;
 cd .. (back into opensim-libs)&lt;br /&gt;
 nant&lt;br /&gt;
 cp bin/libsecondlife.dll ../bin&lt;br /&gt;
&lt;br /&gt;
* Edit the libsecondlife.dll.config (PowerPC Only). Remove the cpu=&amp;quot;x86&amp;quot; tag in the last dllmap line.&lt;br /&gt;
&lt;br /&gt;
=== FreeBSD 6.2 ===&lt;br /&gt;
 su&lt;br /&gt;
 cd /usr/ports/devel/subversion/ &amp;amp;&amp;amp; make install clean (you may also need to rebuild apr-svn if this step fails)&lt;br /&gt;
 cd /usr/ports/lang/mono/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /usr/ports/devel/nant/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /usr/ports/databases/sqlite3/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /usr/ports/x11-toolkits/libgdiplus/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /opensim/installation/directory/&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/trunk opensim&lt;br /&gt;
 cd opensim&lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
 Note: [http://opensimulator.org/wiki/OpenSim:FAQ#System.DllNotFoundException:_..2Flibopenjpeg-libsl-2.1.2.0.so|Follow the instructions on the FAQ to fix the]&lt;br /&gt;
 &amp;quot;System.DllNotFoundException: ./libopenjpeg-libsl-2.1.2.0.so&amp;quot; issue, but use &amp;quot;gmake&amp;quot; instead of &amp;quot;make&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For ODE Physics you must do the following:&lt;br /&gt;
 cd /usr/ports/graphics/libGL/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /usr/ports/graphics/libGLU/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /opensim/installation/directory/&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim-libs/trunk opensim-libs&lt;br /&gt;
 cd opensim-libs/unmanaged/OpenDynamicsEngine2/&lt;br /&gt;
 sh autogen.sh&lt;br /&gt;
 ./configure --enable-shared --enable-release --disable-demos&lt;br /&gt;
 make&lt;br /&gt;
 mv ./ode/src/.libs/libode.so /opensim/installation/directory/opensim/bin/&lt;br /&gt;
&lt;br /&gt;
=== RedHat Enterprise Linux 4 ===&lt;br /&gt;
 sudo vi /etc/yum.repos.d/mono.repo&lt;br /&gt;
&lt;br /&gt;
  [mono]&lt;br /&gt;
  name=Mono for rhel-4-i386 (stable)&lt;br /&gt;
  baseurl=http://ftp.novell.com/pub/mono/download-stable/rhel-4-i386/&lt;br /&gt;
  enabled=1&lt;br /&gt;
  gpgcheck=0&lt;br /&gt;
&lt;br /&gt;
 sudo yum install mono-complete monodoc-core nant&lt;br /&gt;
 svn co svn co http://opensimulator.org/svn/opensim/trunk opensim&lt;br /&gt;
 cd opensim&lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
=== RedHat Enterprise Linux 5 ===&lt;br /&gt;
&lt;br /&gt;
The instructions below also work on other RedHat Linux flavors such as CentOS or maybe Fedora.&lt;br /&gt;
&lt;br /&gt;
1. Put the [http://download.opensuse.org/repositories/Mono/RHEL_5/Mono.repo Mono.repo] file in the /etc/yum.repo.d/ directory:&lt;br /&gt;
 $ sudo su -&lt;br /&gt;
 $ cd /etc/yum.repos.d/&lt;br /&gt;
 $ wget http://download.opensuse.org/repositories/Mono/RHEL_5/Mono.repo&lt;br /&gt;
Naturally use the most [http://download.opensuse.org/repositories/Mono up-to-date link for your distribution].&lt;br /&gt;
&lt;br /&gt;
2. Install Mono and related tools with yum:&lt;br /&gt;
 $ yum install mono nant mono-jscript mono-nunit&lt;br /&gt;
Make sure to use nunit-console2 to run your tests.&lt;br /&gt;
&lt;br /&gt;
=== Fedora 5 ===&lt;br /&gt;
* I needed to build latest mono and nant from sources to build OpenSim successfully, the ones available in yum repository didn't work so I had to uninstall and build and configure the packages.&lt;br /&gt;
&lt;br /&gt;
For detailed instructions go [http://ruakuu.blogspot.com/2008/06/installing-and-configuring-opensim-on.html here]&lt;br /&gt;
&lt;br /&gt;
=== Debian 4 ===&lt;br /&gt;
&lt;br /&gt;
The following packages and their dependencies are required to run OpenSim on a default Debian 4 netinstall:&lt;br /&gt;
* mono&lt;br /&gt;
* libmono-corlib2.0-cil&lt;br /&gt;
* libmono-sqlite2.0-cil&lt;br /&gt;
* libmono-system-web2.0-cil&lt;br /&gt;
* libmono-microsoft8.0-cil&lt;br /&gt;
* libmono-system-runtime2.0-cil&lt;br /&gt;
* libmono-oracle2.0-cil (new dependency since r7587)&lt;br /&gt;
&lt;br /&gt;
Hint: Currently (Nov/28/2008) it is possible to use Debian etch, but you will need to add custom repositories for mono to work. However installing or upgrading to Lenny/Sid will enable you to use the standard debian repositories.&lt;br /&gt;
&lt;br /&gt;
=== CentOS 5.2 32bit ===&lt;br /&gt;
&lt;br /&gt;
For detailed instructions please see [[CentOS 5.2 Build Instructions]]&lt;br /&gt;
&lt;br /&gt;
=== 64bit ===&lt;br /&gt;
Please note that only 32bit binaries are provided in the bin/ directory of subversion.  If you want to use 64bit, you'll need to rebuild these shared objects.  See [[Installing and running on x86-64]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Physics (Open Dynamics Engine ODE) ===&lt;br /&gt;
As installed from svn, ODE will work on most 32 bit platforms.  If you get an ODE-related crash, and/or a &amp;lt;i&amp;gt;libode.so not found&amp;lt;/i&amp;gt; type of error, you will need to build libode from source.&lt;br /&gt;
&lt;br /&gt;
Remove &amp;lt;tt&amp;gt;libode.so&amp;lt;/tt&amp;gt; from the &amp;lt;tt&amp;gt;./bin&amp;lt;/tt&amp;gt; folder.  (Note that subsequent svn updates may replace it again; best fix is to copy your built &amp;lt;tt&amp;gt;libode.so&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt;).  Do NOT remove &amp;lt;tt&amp;gt;ode.net.dll&amp;lt;/tt&amp;gt;!  Download the latest source from:&lt;br /&gt;
&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim-libs/trunk/unmanaged/OpenDynamicsEngine&lt;br /&gt;
&lt;br /&gt;
OpenSim requires a couple of patches on top of ODE which are not yet included upstream.  When compiling, make sure to use the following configure options:&lt;br /&gt;
&lt;br /&gt;
 --with-trimesh=gimpact &lt;br /&gt;
 --enable-shared&lt;br /&gt;
&lt;br /&gt;
Make sure the configure script confirms these choices, and always compile with single precision (I believe that's the default).  Try &amp;lt;code&amp;gt; make -k &amp;lt;/code&amp;gt; if you get errors relating to drawstuff, test*, or openGL.  &amp;lt;code&amp;gt; make install &amp;lt;/code&amp;gt; should put &amp;lt;tt&amp;gt;libode.so&amp;lt;/tt&amp;gt; in the proper place (usually &amp;lt;tt&amp;gt;/usr/local/lib&amp;lt;/tt&amp;gt;), and it should be seen by opensim (&amp;lt;tt&amp;gt;ode.net.dll&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' if OpenSim fails to launch with &amp;lt;tt&amp;gt;Exception: System.DllNotFoundException: ode&amp;lt;/tt&amp;gt;, after compiling ODE, just copy &amp;lt;tt&amp;gt;libode.so&amp;lt;/tt&amp;gt; from its usual place (probably &amp;lt;tt&amp;gt;/usr/local/lib/&amp;lt;/tt&amp;gt;) to ./bin/, as per [http://metafuturing.net/index.php/OpenSim_Notebook_1 this suggestion]''&lt;br /&gt;
&lt;br /&gt;
Setting up ODE for 64 Bits systems:&lt;br /&gt;
&lt;br /&gt;
========================================================================&lt;br /&gt;
HOWTO on setting up and Install OpenSim on SLES10 - SP1 64Bit&lt;br /&gt;
&lt;br /&gt;
1. I installed Mono 2.01, added this installation source in Yast2&lt;br /&gt;
    This distro supports installing packages via YaST. Add the following installation source to YaST:&lt;br /&gt;
    * http://ftp.novell.com/pub/mono/download-stable/SLE_10 [^]&lt;br /&gt;
    For assistance with using repositories and installing packages with YaST, visit the Yast help page.&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;nant&amp;quot; was installed also via this operation.&lt;br /&gt;
&lt;br /&gt;
2. I installed subversion from http://software.opensuse.org/search [^]&lt;br /&gt;
&lt;br /&gt;
   SLES/SLED10 -&amp;gt;&lt;br /&gt;
   subversion-1.5.2-34.2.x86_64.rpm&lt;br /&gt;
&lt;br /&gt;
3. I downloaded and installed the lastest SVN version of opensim as usual (like a 32 bit system):&lt;br /&gt;
   http://opensimulator.org/wiki/Build_Instructions [^]&lt;br /&gt;
&lt;br /&gt;
4. I downloaded and installed the Open Dynamics Engine (ODE) to replace the 32 bit version of ODE with a 64 bit version.&lt;br /&gt;
 &lt;br /&gt;
   I did that with the following linux commands:&lt;br /&gt;
  (it is expected that you have all required Linux building tools installed):&lt;br /&gt;
   &lt;br /&gt;
   # cd&lt;br /&gt;
   # svn co http://opensimulator.org/svn/opensim-libs/trunk/unmanaged/OpenDynamicsEngine [^]&lt;br /&gt;
   # cd OpenDynamicEngine&lt;br /&gt;
   # chmod a+x ou/bootstrap&lt;br /&gt;
   # sh autogen.sh&lt;br /&gt;
&lt;br /&gt;
 I installed/updated SLES10 with these rpm's for autogen.sh to run properly. http://software.opensuse.org/search [^]&lt;br /&gt;
&lt;br /&gt;
   SLES/SLED10 -&amp;gt;&lt;br /&gt;
   - autoconf-2.61-168.1.x86_64.rpm&lt;br /&gt;
   - automake-1.10.1-5.3.x86_64.rpm&lt;br /&gt;
&lt;br /&gt;
   # CFLAGS=&amp;quot;-m64&amp;quot; ./configure --enable-shared&lt;br /&gt;
   # make&lt;br /&gt;
&lt;br /&gt;
 I installed gtk2-devel via yast2, and all its dependancies, because make keept failing.&lt;br /&gt;
&lt;br /&gt;
   # cp ./ode/src/.libs/libode.so /opt/opensim/bin/&lt;br /&gt;
&lt;br /&gt;
 note:&lt;br /&gt;
 in this directory it had made several versions of the &amp;quot;libode.so&amp;quot; because of running the previous commands several times&lt;br /&gt;
 so i had to copy libode.so.1.0.0 to /opt/opensim/bin/libode.so&lt;br /&gt;
&lt;br /&gt;
   # vi ../opensim/bin/OpenSim.ini (change av_capsule_standup_tensor_linux to 1700000)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 'chmod' command is required to fix permissions that are wrong.&lt;br /&gt;
The change in OpenSim.ini is required to avoid that avatars have bend legs and/or their feet are in the ground.&lt;br /&gt;
========================================================================&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
Recent versions of OpenSim come without an &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; file. Copy the &amp;lt;tt&amp;gt;OpenSim.ini.example&amp;lt;/tt&amp;gt; file to &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; before making any changes.&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 cd bin&lt;br /&gt;
 mono OpenSim.exe&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: if you are running a 32bit Server such as Ubuntu 8.0.4 you need the alternative launcher:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
mono OpenSim.32BitLaunch.exe&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* To invoke ODE, add the option:&lt;br /&gt;
 -physics=OpenDynamicsEngine&lt;br /&gt;
to the &amp;lt;tt&amp;gt;mono OpenSim.exe&amp;lt;/tt&amp;gt; line&lt;br /&gt;
&lt;br /&gt;
or add &amp;lt;code&amp;gt;  physics = OpenDynamicsEngine &amp;lt;/code&amp;gt; to the [Startup] section of &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt;.  Same deal for other physics engines, when available.&lt;br /&gt;
&lt;br /&gt;
On mono 1.2.6, some distributions may see&lt;br /&gt;
 Unhandled Exception: System.NotSupportedException: CodePage 1252 not supported&lt;br /&gt;
on startup when using mysql.  This can be resolved by installing the package libmono-i18n2.0-cil (see http://bugs.mysql.com/bug.php?id=33938).&lt;br /&gt;
&lt;br /&gt;
=== Additional Items ===&lt;br /&gt;
&lt;br /&gt;
* [[GC_NO_EXPLICIT|GC NO EXPLICIT]] - Enable Large Heap in Mono, this has been known to help performance and stability&lt;br /&gt;
&lt;br /&gt;
== Hardware selection guide ==&lt;br /&gt;
&lt;br /&gt;
An often-asked question is &amp;quot;what kind of hardware do I need to successfully run OpenSim?&amp;quot;  Unfortunately, the answer is &amp;quot;it depends&amp;quot;.  The number of regions hosted on a given machine, number of simultaneous avatars on those regions, number of prims, use of scripts, etc., all affect hardware requirements.  So, to help you make a more informed selection, some examples of hardware used are listed in the [[Hardware_Selection_Guide|hardware selection guide]]. &lt;br /&gt;
&lt;br /&gt;
[[Category:Users]]&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT</id>
		<title>Cross-region terrain making with L3DT</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT"/>
				<updated>2009-01-05T11:39:19Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: /* Generating the Heightfield */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial has been put together from several sources on the web it is aimed at region operators who want to make detailed cross region terrains quickly and easily.&lt;br /&gt;
&lt;br /&gt;
It describes the generation of the terrain files needed to seamlessly fill a 2x3 region. Obviously you can adapt it to fit your specific requirements. Designing a terrain map for a single region is relatively straightforward, however if you want your region to span across a number of regions we are faced with a few challenges. The main one is seam-matching, in other words getting the edge of one sim to match the edge of the next. The inbuilt terraforming tools are quite good in OpenSimulator, however they struggle on region boundaries - thus you end up with jagged edges where the regions meet.&lt;br /&gt;
&lt;br /&gt;
To resolve this you need to create a larger terrain map and then split it into tiles.&lt;br /&gt;
&lt;br /&gt;
There are two ways to do this, either draw it by hand using a graphics package, or use a terrain generating tool as a starting point. You can just use the terrain generator to get started quickly although in reality you will probably end up mixing both techniques. The manual technique has been well described by Fu Barr here: http://opensimulator.org/wiki/Terrain_making so i will focus on the easy way.&lt;br /&gt;
&lt;br /&gt;
The principle reason why I wanted to start with a generated terrain is time - it takes a long time to draw your heightmap by hand so using the generator gives you a little kick start. It can also generate very realistic terrains which factor in things like age and erosion, in minutes rather than hours :)&lt;br /&gt;
&lt;br /&gt;
Enjoy the tutorial and feel free to contribute/improve it - &lt;br /&gt;
&lt;br /&gt;
[[Max Ping]]&lt;br /&gt;
&lt;br /&gt;
== The Objective ==&lt;br /&gt;
&lt;br /&gt;
My objective is to create a 6 region heightmap based on the idea of an ancient volcanic archipelago. Thus I wanted a few islands with nice curved stretches of beach, some cliffs and drop offs and a higher regions. I already had in mind roughly what i wanted so that was a good start. I personally like islands because you get lots of terrain variation and the sunsets in OpenSim can be... well stunning :) It's very useful to have an idea in your mind of what you want before you start...&lt;br /&gt;
&lt;br /&gt;
== The Process ==&lt;br /&gt;
&lt;br /&gt;
I used the L3DT Editor from Bundysoft, the standard edition is free and it does a great job of creating heightmaps, it generates nice and realisitc terrain- you can also drop in and fly around the terrain in a 3d view which will be familiar to OpenSimmers and great for previewing before you upload the regions. You can get the product here:&lt;br /&gt;
&lt;br /&gt;
http://www.bundysoft.com/L3DT/downloads/standard.php&lt;br /&gt;
&lt;br /&gt;
[[Image:Design map1.png|100px|thumb|left|First iteration of design map]][[Image:Design map2.png|100px|thumb|left|Second iteration of design map]]&lt;br /&gt;
&lt;br /&gt;
== Generating your terrain files - The Design Map ==&lt;br /&gt;
&lt;br /&gt;
The first thing you will generate is a design map - this is a &amp;quot;blocky&amp;quot; representation of the landmass which means you can rapidly paint your terrain before you actually apply the terrain calculation.&lt;br /&gt;
&lt;br /&gt;
1. Click &amp;quot;New Map&amp;quot; and choose the &amp;quot;Design/inflate (blank)&amp;quot; Algorithm&lt;br /&gt;
&lt;br /&gt;
2. My desired region size is 2x3, which is 512m x 768m. Note that I set the horizontal scale to 1m&lt;br /&gt;
&lt;br /&gt;
3. I then used the default HF/DM ratio of 64 - this allows you to roughly plot your land mass&lt;br /&gt;
&lt;br /&gt;
4. Now the fun begins :) Click the edit icon to bring up the Design map brush - there's lots you can do here - you just have to experiment with the brushes... Personally I found the easiest method was to simply ignore all the other brushes and focus on the altitude brush. The design map starts at sea level, so I set the altitude to &amp;quot;-20&amp;quot; then hit &amp;quot;apply to all&amp;quot;. From this starting point I built my islands up from there, keeping the altitude in the range of -20 to 44m. Remember it can be pretty rough to begin with as you can gradually build up the terrain to suit your needs. &lt;br /&gt;
&lt;br /&gt;
7. After a bit of experimenting I found that the altitude tools on the designmap at 512x768 was a bit limited, so i decided to double the size of the map to give me more accuracy. I chose Operations &amp;gt; Design Map &amp;gt; Resize Design map, and increased the size to 1024x1536 which generated a new larger scale design map derived from the orginal - you can immediately see the improvement in accuracy. You could have started with the large scale initially, but by starting small you lets L3DT do much of the hard work for you. As you can see i then further tweaked the map to get the features i wanted.&lt;br /&gt;
&lt;br /&gt;
Note: I kept a border of -20m all around my terrain file, this was for ease of adding new regions later on&lt;br /&gt;
&lt;br /&gt;
== Generating the Heightfield ==&lt;br /&gt;
[[Image:First_heightfield.jpg|100px|thumb|left|Exported image file]]&lt;br /&gt;
&lt;br /&gt;
5. When you are happy with your design map, hit the calc button, choose Heightfield and watch l3DT do it's magic.&lt;br /&gt;
&lt;br /&gt;
6. If it's not quite right, go back to your design map and tweak it, then hit calc again&lt;br /&gt;
&lt;br /&gt;
7. When you think you nearly have it thats a good time to head over into the 3d view. The system uses roughly the same movement controls as OS so it's pretty easy to get to grips with. Here you can &amp;quot;fine tune&amp;quot; your terrain features to get it closer to what you are looking for. Mouse Tools &amp;gt; Edit Active Map.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editing in Sapphire.jpg|200px|thumb|left|Editing in Sapphire]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8. Close Sapphire and then use File &amp;gt; Export &amp;gt; Active map, use .PNG format - at this point I resized back to 512x768&lt;br /&gt;
&lt;br /&gt;
Using the grids and snapping in your editor comes in very handy. I then use guides to show where the final cuts will be. Tio speed things up you can use &amp;quot;slice along guides&amp;quot; when you export to get the files you need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Making OpenSimulator use the new terrain files ==&lt;br /&gt;
&lt;br /&gt;
You need to now tell OpenSimulator to use the new terrain textures on your grid. For example: if you have 4 regions called Region1, Region2, Region3 and Region4... you need to add a section to your startup_commands.txt that looks like this:&lt;br /&gt;
&lt;br /&gt;
    change-region Region1&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region1.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region2&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region2.png&lt;br /&gt;
    &lt;br /&gt;
    etc...&lt;br /&gt;
&lt;br /&gt;
Note: you can also add Terrain commands here, but if you follow the instructions above you won't have to&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 9. '''Restart your OpenSimulator instance and fine-tune your terrain height.'''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
When you have your new terrain files loaded - make sure you disable the startup_commands, as every time you restart your server your terrain files will be re-uploaded, removing any in-game terraforming you have done&lt;br /&gt;
[[Image:terrain_in_opensim.jpg|200px|thumb|left|Here is the region in OpenSimulator :)]]&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/File:Terrain_in_opensim.jpg</id>
		<title>File:Terrain in opensim.jpg</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/File:Terrain_in_opensim.jpg"/>
				<updated>2009-01-05T11:30:21Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT</id>
		<title>Cross-region terrain making with L3DT</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT"/>
				<updated>2009-01-05T11:29:37Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial has been put together from several sources on the web it is aimed at region operators who want to make detailed cross region terrains quickly and easily.&lt;br /&gt;
&lt;br /&gt;
It describes the generation of the terrain files needed to seamlessly fill a 2x3 region. Obviously you can adapt it to fit your specific requirements. Designing a terrain map for a single region is relatively straightforward, however if you want your region to span across a number of regions we are faced with a few challenges. The main one is seam-matching, in other words getting the edge of one sim to match the edge of the next. The inbuilt terraforming tools are quite good in OpenSimulator, however they struggle on region boundaries - thus you end up with jagged edges where the regions meet.&lt;br /&gt;
&lt;br /&gt;
To resolve this you need to create a larger terrain map and then split it into tiles.&lt;br /&gt;
&lt;br /&gt;
There are two ways to do this, either draw it by hand using a graphics package, or use a terrain generating tool as a starting point. You can just use the terrain generator to get started quickly although in reality you will probably end up mixing both techniques. The manual technique has been well described by Fu Barr here: http://opensimulator.org/wiki/Terrain_making so i will focus on the easy way.&lt;br /&gt;
&lt;br /&gt;
The principle reason why I wanted to start with a generated terrain is time - it takes a long time to draw your heightmap by hand so using the generator gives you a little kick start. It can also generate very realistic terrains which factor in things like age and erosion, in minutes rather than hours :)&lt;br /&gt;
&lt;br /&gt;
Enjoy the tutorial and feel free to contribute/improve it - &lt;br /&gt;
&lt;br /&gt;
[[Max Ping]]&lt;br /&gt;
&lt;br /&gt;
== The Objective ==&lt;br /&gt;
&lt;br /&gt;
My objective is to create a 6 region heightmap based on the idea of an ancient volcanic archipelago. Thus I wanted a few islands with nice curved stretches of beach, some cliffs and drop offs and a higher regions. I already had in mind roughly what i wanted so that was a good start. I personally like islands because you get lots of terrain variation and the sunsets in OpenSim can be... well stunning :) It's very useful to have an idea in your mind of what you want before you start...&lt;br /&gt;
&lt;br /&gt;
== The Process ==&lt;br /&gt;
&lt;br /&gt;
I used the L3DT Editor from Bundysoft, the standard edition is free and it does a great job of creating heightmaps, it generates nice and realisitc terrain- you can also drop in and fly around the terrain in a 3d view which will be familiar to OpenSimmers and great for previewing before you upload the regions. You can get the product here:&lt;br /&gt;
&lt;br /&gt;
http://www.bundysoft.com/L3DT/downloads/standard.php&lt;br /&gt;
&lt;br /&gt;
[[Image:Design map1.png|100px|thumb|left|First iteration of design map]][[Image:Design map2.png|100px|thumb|left|Second iteration of design map]]&lt;br /&gt;
&lt;br /&gt;
== Generating your terrain files - The Design Map ==&lt;br /&gt;
&lt;br /&gt;
The first thing you will generate is a design map - this is a &amp;quot;blocky&amp;quot; representation of the landmass which means you can rapidly paint your terrain before you actually apply the terrain calculation.&lt;br /&gt;
&lt;br /&gt;
1. Click &amp;quot;New Map&amp;quot; and choose the &amp;quot;Design/inflate (blank)&amp;quot; Algorithm&lt;br /&gt;
&lt;br /&gt;
2. My desired region size is 2x3, which is 512m x 768m. Note that I set the horizontal scale to 1m&lt;br /&gt;
&lt;br /&gt;
3. I then used the default HF/DM ratio of 64 - this allows you to roughly plot your land mass&lt;br /&gt;
&lt;br /&gt;
4. Now the fun begins :) Click the edit icon to bring up the Design map brush - there's lots you can do here - you just have to experiment with the brushes... Personally I found the easiest method was to simply ignore all the other brushes and focus on the altitude brush. The design map starts at sea level, so I set the altitude to &amp;quot;-20&amp;quot; then hit &amp;quot;apply to all&amp;quot;. From this starting point I built my islands up from there, keeping the altitude in the range of -20 to 44m. Remember it can be pretty rough to begin with as you can gradually build up the terrain to suit your needs. &lt;br /&gt;
&lt;br /&gt;
7. After a bit of experimenting I found that the altitude tools on the designmap at 512x768 was a bit limited, so i decided to double the size of the map to give me more accuracy. I chose Operations &amp;gt; Design Map &amp;gt; Resize Design map, and increased the size to 1024x1536 which generated a new larger scale design map derived from the orginal - you can immediately see the improvement in accuracy. You could have started with the large scale initially, but by starting small you lets L3DT do much of the hard work for you. As you can see i then further tweaked the map to get the features i wanted.&lt;br /&gt;
&lt;br /&gt;
Note: I kept a border of -20m all around my terrain file, this was for ease of adding new regions later on&lt;br /&gt;
&lt;br /&gt;
== Generating the Heightfield ==&lt;br /&gt;
[[Image:First_heightfield.jpg|100px|thumb|left|Exported image file]]&lt;br /&gt;
&lt;br /&gt;
5. When you are happy with your design map, hit the calc button, choose Heightfield and watch l3DT do it's magic.&lt;br /&gt;
&lt;br /&gt;
6. If it's not quite right, go back to your design map and tweak it, then hit calc again&lt;br /&gt;
&lt;br /&gt;
7. When you think you nearly have it thats a good time to head over into the 3d view. The system uses roughly the same movement controls as OS so it's pretty easy to get to grips with. Here you can &amp;quot;fine tune&amp;quot; your terrain features to get it closer to what you are looking for. Mouse Tools &amp;gt; Edit Active Map.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editing in Sapphire.jpg|200px|thumb|left|Editing in Sapphire]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8. Close Sapphire and then use File &amp;gt; Export &amp;gt; Active map, use .PNG format - at this point I resized back to 512x768&lt;br /&gt;
&lt;br /&gt;
Using the grids and snapping in your editor comes in very handy. I then use guides to show where the final cuts will be. Tio speed things up you can use &amp;quot;slice along guides&amp;quot; when you export to get the files you need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 8. '''Making OpenSimulator use the new textures.'''&lt;br /&gt;
&lt;br /&gt;
You need to now tell OpenSimulator to use the new terrain textures on your grid. For example: if you have 4 regions called Region1, Region2, Region3 and Region4... you need to add a section to your startup_commands.txt that looks like this:&lt;br /&gt;
&lt;br /&gt;
    change-region Region1&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region1.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region2&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region2.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region3&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region3.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region4&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region4.png&lt;br /&gt;
&lt;br /&gt;
Note: you can also add Terrain commands here, but if you follow the instructions above you won't have to&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 9. '''Restart your OpenSimulator instance and fine-tune your terrain height.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
When you have your new terrain files loaded - make sure you disable the startup_commands, as every time you restart your server your terrain files will be re-uploaded, removing any in-game terraforming you have done&lt;br /&gt;
[[Image:terrain_in_opensim.jpg|200px|thumb|left|Here is the region in OpenSimulator :)]]&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/File:Editing_in_Sapphire.jpg</id>
		<title>File:Editing in Sapphire.jpg</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/File:Editing_in_Sapphire.jpg"/>
				<updated>2009-01-05T11:27:11Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT</id>
		<title>Cross-region terrain making with L3DT</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT"/>
				<updated>2009-01-05T11:26:51Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial has been put together from several sources on the web it is aimed at region operators who want to make detailed cross region terrains quickly and easily.&lt;br /&gt;
&lt;br /&gt;
It describes the generation of the terrain files needed to seamlessly fill a 2x3 region. Obviously you can adapt it to fit your specific requirements. Designing a terrain map for a single region is relatively straightforward, however if you want your region to span across a number of regions we are faced with a few challenges. The main one is seam-matching, in other words getting the edge of one sim to match the edge of the next. The inbuilt terraforming tools are quite good in OpenSimulator, however they struggle on region boundaries - thus you end up with jagged edges where the regions meet.&lt;br /&gt;
&lt;br /&gt;
To resolve this you need to create a larger terrain map and then split it into tiles.&lt;br /&gt;
&lt;br /&gt;
There are two ways to do this, either draw it by hand using a graphics package, or use a terrain generating tool as a starting point. You can just use the terrain generator to get started quickly although in reality you will probably end up mixing both techniques. The manual technique has been well described by Fu Barr here: http://opensimulator.org/wiki/Terrain_making so i will focus on the easy way.&lt;br /&gt;
&lt;br /&gt;
The principle reason why I wanted to start with a generated terrain is time - it takes a long time to draw your heightmap by hand so using the generator gives you a little kick start. It can also generate very realistic terrains which factor in things like age and erosion, in minutes rather than hours :)&lt;br /&gt;
&lt;br /&gt;
Enjoy the tutorial and feel free to contribute/improve it - &lt;br /&gt;
&lt;br /&gt;
[[Max Ping]]&lt;br /&gt;
&lt;br /&gt;
== The Objective ==&lt;br /&gt;
&lt;br /&gt;
My objective is to create a 6 region heightmap based on the idea of an ancient volcanic archipelago. Thus I wanted a few islands with nice curved stretches of beach, some cliffs and drop offs and a higher regions. I already had in mind roughly what i wanted so that was a good start. I personally like islands because you get lots of terrain variation and the sunsets in OpenSim can be... well stunning :) It's very useful to have an idea in your mind of what you want before you start...&lt;br /&gt;
&lt;br /&gt;
== The Process ==&lt;br /&gt;
&lt;br /&gt;
I used the L3DT Editor from Bundysoft, the standard edition is free and it does a great job of creating heightmaps, it generates nice and realisitc terrain- you can also drop in and fly around the terrain in a 3d view which will be familiar to OpenSimmers and great for previewing before you upload the regions. You can get the product here:&lt;br /&gt;
&lt;br /&gt;
http://www.bundysoft.com/L3DT/downloads/standard.php&lt;br /&gt;
&lt;br /&gt;
[[Image:Design map1.png|100px|thumb|left|First iteration of design map]][[Image:Design map2.png|100px|thumb|left|Second iteration of design map]]&lt;br /&gt;
&lt;br /&gt;
== Generating your terrain files - The Design Map ==&lt;br /&gt;
&lt;br /&gt;
The first thing you will generate is a design map - this is a &amp;quot;blocky&amp;quot; representation of the landmass which means you can rapidly paint your terrain before you actually apply the terrain calculation.&lt;br /&gt;
&lt;br /&gt;
1. Click &amp;quot;New Map&amp;quot; and choose the &amp;quot;Design/inflate (blank)&amp;quot; Algorithm&lt;br /&gt;
&lt;br /&gt;
2. My desired region size is 2x3, which is 512m x 768m. Note that I set the horizontal scale to 1m&lt;br /&gt;
&lt;br /&gt;
3. I then used the default HF/DM ratio of 64 - this allows you to roughly plot your land mass&lt;br /&gt;
&lt;br /&gt;
4. Now the fun begins :) Click the edit icon to bring up the Design map brush - there's lots you can do here - you just have to experiment with the brushes... Personally I found the easiest method was to simply ignore all the other brushes and focus on the altitude brush. The design map starts at sea level, so I set the altitude to &amp;quot;-20&amp;quot; then hit &amp;quot;apply to all&amp;quot;. From this starting point I built my islands up from there, keeping the altitude in the range of -20 to 44m. Remember it can be pretty rough to begin with as you can gradually build up the terrain to suit your needs. &lt;br /&gt;
&lt;br /&gt;
7. After a bit of experimenting I found that the altitude tools on the designmap at 512x768 was a bit limited, so i decided to double the size of the map to give me more accuracy. I chose Operations &amp;gt; Design Map &amp;gt; Resize Design map, and increased the size to 1024x1536 which generated a new larger scale design map derived from the orginal - you can immediately see the improvement in accuracy. You could have started with the large scale initially, but by starting small you lets L3DT do much of the hard work for you. As you can see i then further tweaked the map to get the features i wanted.&lt;br /&gt;
&lt;br /&gt;
Note: I kept a border of -20m all around my terrain file, this was for ease of adding new regions later on&lt;br /&gt;
&lt;br /&gt;
== Generating the Heightfield ==&lt;br /&gt;
[[Image:First_heightfield.jpg|100px|thumb|left|Exported image file]]&lt;br /&gt;
&lt;br /&gt;
5. When you are happy with your design map, hit the calc button, choose Heightfield and watch l3DT do it's magic.&lt;br /&gt;
&lt;br /&gt;
6. If it's not quite right, go back to your design map and tweak it, then hit calc again&lt;br /&gt;
&lt;br /&gt;
7. When you think you nearly have it thats a good time to head over into the 3d view. The system uses roughly the same movement controls as OS so it's pretty easy to get to grips with. Here you can &amp;quot;fine tune&amp;quot; your terrain features to get it closer to what you are looking for. Mouse Tools &amp;gt; Edit Active Map.&lt;br /&gt;
&lt;br /&gt;
[[Image:Editing in Sapphire.jpg|200px|thumb|left|Editing in Sapphire]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8. Close Sapphire and then use File &amp;gt; Export &amp;gt; Active map, use .PNG format - at this point I resized back to 512x768&lt;br /&gt;
&lt;br /&gt;
Using the grids and snapping in your editor comes in very handy. I then use guides to show where the final cuts will be. Tio speed things up you can use &amp;quot;slice along guides&amp;quot; when you export to get the files you need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 8. '''Making OpenSimulator use the new textures.'''&lt;br /&gt;
&lt;br /&gt;
You need to now tell OpenSimulator to use the new terrain textures on your grid. For example: if you have 4 regions called Region1, Region2, Region3 and Region4... you need to add a section to your startup_commands.txt that looks like this:&lt;br /&gt;
&lt;br /&gt;
    change-region Region1&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region1.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region2&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region2.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region3&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region3.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region4&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region4.png&lt;br /&gt;
&lt;br /&gt;
Note: you can also add Terrain commands here, but if you follow the instructions above you won't have to&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 9. '''Restart your OpenSimulator instance and fine-tune your terrain height.'''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
When you have your new terrain files loaded - make sure you disable the startup_commands, as every time you restart your server your terrain files will be re-uploaded, removing any in-game terraforming you have done&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT</id>
		<title>Cross-region terrain making with L3DT</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT"/>
				<updated>2009-01-05T11:23:02Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: /* Generating your terrain files - The Design Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial has been put together from several sources on the web it is aimed at region operators who want to make detailed cross region terrains quickly and easily.&lt;br /&gt;
&lt;br /&gt;
It describes the generation of the terrain files needed to seamlessly fill a 2x3 region. Obviously you can adapt it to fit your specific requirements. Designing a terrain map for a single region is relatively straightforward, however if you want your region to span across a number of regions we are faced with a few challenges. The main one is seam-matching, in other words getting the edge of one sim to match the edge of the next. The inbuilt terraforming tools are quite good in OpenSimulator, however they struggle on region boundaries - thus you end up with jagged edges where the regions meet.&lt;br /&gt;
&lt;br /&gt;
To resolve this you need to create a larger terrain map and then split it into tiles.&lt;br /&gt;
&lt;br /&gt;
There are two ways to do this, either draw it by hand using a graphics package, or use a terrain generating tool as a starting point. You can just use the terrain generator to get started quickly although in reality you will probably end up mixing both techniques. The manual technique has been well described by Fu Barr here: http://opensimulator.org/wiki/Terrain_making so i will focus on the easy way.&lt;br /&gt;
&lt;br /&gt;
The principle reason why I wanted to start with a generated terrain is time - it takes a long time to draw your heightmap by hand so using the generator gives you a little kick start. It can also generate very realistic terrains which factor in things like age and erosion, in minutes rather than hours :)&lt;br /&gt;
&lt;br /&gt;
Enjoy the tutorial and feel free to contribute/improve it - &lt;br /&gt;
&lt;br /&gt;
[[Max Ping]]&lt;br /&gt;
&lt;br /&gt;
== The Objective ==&lt;br /&gt;
&lt;br /&gt;
My objective is to create a 6 region heightmap based on the idea of an ancient volcanic archipelago. Thus I wanted a few islands with nice curved stretches of beach, some cliffs and drop offs and a higher regions. I already had in mind roughly what i wanted so that was a good start. I personally like islands because you get lots of terrain variation and the sunsets in OpenSim can be... well stunning :) It's very useful to have an idea in your mind of what you want before you start...&lt;br /&gt;
&lt;br /&gt;
== The Process ==&lt;br /&gt;
&lt;br /&gt;
I used the L3DT Editor from Bundysoft, the standard edition is free and it does a great job of creating heightmaps, it generates nice and realisitc terrain- you can also drop in and fly around the terrain in a 3d view which will be familiar to OpenSimmers and great for previewing before you upload the regions. You can get the product here:&lt;br /&gt;
&lt;br /&gt;
http://www.bundysoft.com/L3DT/downloads/standard.php&lt;br /&gt;
&lt;br /&gt;
[[Image:Design map1.png|150px|thumb|left|First iteration of design map]][[Image:Design map2.png|150px|thumb|left|Second iteration of design map]]&lt;br /&gt;
&lt;br /&gt;
== Generating your terrain files - The Design Map ==&lt;br /&gt;
&lt;br /&gt;
The first thing you will generate is a design map - this is a &amp;quot;blocky&amp;quot; representation of the landmass which means you can rapidly paint your terrain before you actually apply the terrain calculation.&lt;br /&gt;
&lt;br /&gt;
1. Click &amp;quot;New Map&amp;quot; and choose the &amp;quot;Design/inflate (blank)&amp;quot; Algorithm&lt;br /&gt;
&lt;br /&gt;
2. My desired region size is 2x3, which is 512m x 768m. Note that I set the horizontal scale to 1m&lt;br /&gt;
&lt;br /&gt;
3. I then used the default HF/DM ratio of 64 - this allows you to roughly plot your land mass&lt;br /&gt;
&lt;br /&gt;
4. Now the fun begins :) Click the edit icon to bring up the Design map brush - there's lots you can do here - you just have to experiment with the brushes... Personally I found the easiest method was to simply ignore all the other brushes and focus on the altitude brush. The design map starts at sea level, so I set the altitude to &amp;quot;-20&amp;quot; then hit &amp;quot;apply to all&amp;quot;. From this starting point I built my islands up from there, keeping the altitude in the range of -20 to 44m. Remember it can be pretty rough to begin with as you can gradually build up the terrain to suit your needs. &lt;br /&gt;
&lt;br /&gt;
7. After a bit of experimenting I found that the altitude tools on the designmap at 512x768 was a bit limited, so i decided to double the size of the map to give me more accuracy. I chose Operations &amp;gt; Design Map &amp;gt; Resize Design map, and increased the size to 1024x1536 which generated a new larger scale design map derived from the orginal - you can immediately see the improvement in accuracy. You could have started with the large scale initially, but by starting small you lets L3DT do much of the hard work for you. As you can see i then further tweaked the map to get the features i wanted.&lt;br /&gt;
&lt;br /&gt;
Note: I kept a border of -20m all around my terrain file, this was for ease of adding new regions later on&lt;br /&gt;
&lt;br /&gt;
== Generating the Heightfield ==&lt;br /&gt;
[[Image:First_heightfield.jpg|150px|thumb|left|Exported image file]]&lt;br /&gt;
&lt;br /&gt;
5. When you are happy with your design map, hit the calc button, choose Heightfield and watch l3DT do it's magic.&lt;br /&gt;
&lt;br /&gt;
6. If it's not quite right, go back to your design map and tweak it, then hit calc again&lt;br /&gt;
&lt;br /&gt;
7. When you think you nearly have it thats a good time to head over into the 3d view. The system uses roughly the same movement controls as OS so it's pretty easy to get to grips with. Here you can &amp;quot;fine tune&amp;quot; your terrain features to get it closer to what you are looking for. Mouse Tools &amp;gt; Edit Active Map.&lt;br /&gt;
&lt;br /&gt;
8. Close Sapphire and then use File &amp;gt; Export &amp;gt; Active map, use .PNG format - at this point I resized back to 512x768&lt;br /&gt;
&lt;br /&gt;
Using the grids and snapping in your editor comes in very handy. I then use guides to show where the final cuts will be. Tio speed things up you can use &amp;quot;slice along guides&amp;quot; when you export to get the files you need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 8. '''Making OpenSimulator use the new textures.'''&lt;br /&gt;
&lt;br /&gt;
You need to now tell OpenSimulator to use the new terrain textures on your grid. For example: if you have 4 regions called Region1, Region2, Region3 and Region4... you need to add a section to your startup_commands.txt that looks like this:&lt;br /&gt;
&lt;br /&gt;
    change-region Region1&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region1.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region2&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region2.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region3&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region3.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region4&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region4.png&lt;br /&gt;
&lt;br /&gt;
Note: you can also add Terrain commands here, but if you follow the instructions above you won't have to&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 9. '''Restart your OpenSimulator instance and fine-tune your terrain height.'''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
When you have your new terrain files loaded - make sure you disable the startup_commands, as every time you restart your server your terrain files will be re-uploaded, removing any in-game terraforming you have done&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT</id>
		<title>Cross-region terrain making with L3DT</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT"/>
				<updated>2009-01-05T11:21:04Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: /* Generating the Heightfield */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial has been put together from several sources on the web it is aimed at region operators who want to make detailed cross region terrains quickly and easily.&lt;br /&gt;
&lt;br /&gt;
It describes the generation of the terrain files needed to seamlessly fill a 2x3 region. Obviously you can adapt it to fit your specific requirements. Designing a terrain map for a single region is relatively straightforward, however if you want your region to span across a number of regions we are faced with a few challenges. The main one is seam-matching, in other words getting the edge of one sim to match the edge of the next. The inbuilt terraforming tools are quite good in OpenSimulator, however they struggle on region boundaries - thus you end up with jagged edges where the regions meet.&lt;br /&gt;
&lt;br /&gt;
To resolve this you need to create a larger terrain map and then split it into tiles.&lt;br /&gt;
&lt;br /&gt;
There are two ways to do this, either draw it by hand using a graphics package, or use a terrain generating tool as a starting point. You can just use the terrain generator to get started quickly although in reality you will probably end up mixing both techniques. The manual technique has been well described by Fu Barr here: http://opensimulator.org/wiki/Terrain_making so i will focus on the easy way.&lt;br /&gt;
&lt;br /&gt;
The principle reason why I wanted to start with a generated terrain is time - it takes a long time to draw your heightmap by hand so using the generator gives you a little kick start. It can also generate very realistic terrains which factor in things like age and erosion, in minutes rather than hours :)&lt;br /&gt;
&lt;br /&gt;
Enjoy the tutorial and feel free to contribute/improve it - &lt;br /&gt;
&lt;br /&gt;
[[Max Ping]]&lt;br /&gt;
&lt;br /&gt;
== The Objective ==&lt;br /&gt;
&lt;br /&gt;
My objective is to create a 6 region heightmap based on the idea of an ancient volcanic archipelago. Thus I wanted a few islands with nice curved stretches of beach, some cliffs and drop offs and a higher regions. I already had in mind roughly what i wanted so that was a good start. I personally like islands because you get lots of terrain variation and the sunsets in OpenSim can be... well stunning :) It's very useful to have an idea in your mind of what you want before you start...&lt;br /&gt;
&lt;br /&gt;
== The Process ==&lt;br /&gt;
&lt;br /&gt;
I used the L3DT Editor from Bundysoft, the standard edition is free and it does a great job of creating heightmaps, it generates nice and realisitc terrain- you can also drop in and fly around the terrain in a 3d view which will be familiar to OpenSimmers and great for previewing before you upload the regions. You can get the product here:&lt;br /&gt;
&lt;br /&gt;
http://www.bundysoft.com/L3DT/downloads/standard.php&lt;br /&gt;
&lt;br /&gt;
== Generating your terrain files - The Design Map ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Design map1.png|150px|thumb|left|First iteration of design map]][[Image:Design map2.png|150px|thumb|left|Second iteration of design map]]&lt;br /&gt;
&lt;br /&gt;
The first thing you will generate is a design map - this is a &amp;quot;blocky&amp;quot; representation of the landmass which means you can rapidly paint your terrain before you actually apply the terrain calculation.&lt;br /&gt;
&lt;br /&gt;
1. Click &amp;quot;New Map&amp;quot; and choose the &amp;quot;Design/inflate (blank)&amp;quot; Algorithm&lt;br /&gt;
&lt;br /&gt;
2. My desired region size is 2x3, which is 512m x 768m. Note that I set the horizontal scale to 1m&lt;br /&gt;
&lt;br /&gt;
3. I then used the default HF/DM ratio of 64 - this allows you to roughly plot your land mass&lt;br /&gt;
&lt;br /&gt;
4. Now the fun begins :) Click the edit icon to bring up the Design map brush - there's lots you can do here - you just have to experiment with the brushes... Personally I found the easiest method was to simply ignore all the other brushes and focus on the altitude brush. The design map starts at sea level, so I set the altitude to &amp;quot;-20&amp;quot; then hit &amp;quot;apply to all&amp;quot;. From this starting point I built my islands up from there, keeping the altitude in the range of -20 to 44m. Remember it can be pretty rough to begin with as you can gradually build up the terrain to suit your needs. &lt;br /&gt;
&lt;br /&gt;
7. After a bit of experimenting I found that the altitude tools on the designmap at 512x768 was a bit limited, so i decided to double the size of the map to give me more accuracy. I chose Operations &amp;gt; Design Map &amp;gt; Resize Design map, and increased the size to 1024x1536 which generated a new larger scale design map derived from the orginal - you can immediately see the improvement in accuracy. You could have started with the large scale initially, but by starting small you lets L3DT do much of the hard work for you. As you can see i then further tweaked the map to get the features i wanted.&lt;br /&gt;
&lt;br /&gt;
Note: I kept a border of -20m all around my terrain file, this was for ease of adding new regions later on&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Generating the Heightfield ==&lt;br /&gt;
[[Image:First_heightfield.jpg|150px|thumb|left|Exported image file]]&lt;br /&gt;
&lt;br /&gt;
5. When you are happy with your design map, hit the calc button, choose Heightfield and watch l3DT do it's magic.&lt;br /&gt;
&lt;br /&gt;
6. If it's not quite right, go back to your design map and tweak it, then hit calc again&lt;br /&gt;
&lt;br /&gt;
7. When you think you nearly have it thats a good time to head over into the 3d view. The system uses roughly the same movement controls as OS so it's pretty easy to get to grips with. Here you can &amp;quot;fine tune&amp;quot; your terrain features to get it closer to what you are looking for. Mouse Tools &amp;gt; Edit Active Map.&lt;br /&gt;
&lt;br /&gt;
8. Close Sapphire and then use File &amp;gt; Export &amp;gt; Active map, use .PNG format - at this point I resized back to 512x768&lt;br /&gt;
&lt;br /&gt;
Using the grids and snapping in your editor comes in very handy. I then use guides to show where the final cuts will be. Tio speed things up you can use &amp;quot;slice along guides&amp;quot; when you export to get the files you need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 8. '''Making OpenSimulator use the new textures.'''&lt;br /&gt;
&lt;br /&gt;
You need to now tell OpenSimulator to use the new terrain textures on your grid. For example: if you have 4 regions called Region1, Region2, Region3 and Region4... you need to add a section to your startup_commands.txt that looks like this:&lt;br /&gt;
&lt;br /&gt;
    change-region Region1&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region1.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region2&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region2.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region3&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region3.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region4&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region4.png&lt;br /&gt;
&lt;br /&gt;
Note: you can also add Terrain commands here, but if you follow the instructions above you won't have to&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 9. '''Restart your OpenSimulator instance and fine-tune your terrain height.'''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
When you have your new terrain files loaded - make sure you disable the startup_commands, as every time you restart your server your terrain files will be re-uploaded, removing any in-game terraforming you have done&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/File:First_heightfield.jpg</id>
		<title>File:First heightfield.jpg</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/File:First_heightfield.jpg"/>
				<updated>2009-01-05T11:19:59Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT</id>
		<title>Cross-region terrain making with L3DT</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT"/>
				<updated>2009-01-05T11:18:41Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: /* Generating your terrain files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial has been put together from several sources on the web it is aimed at region operators who want to make detailed cross region terrains quickly and easily.&lt;br /&gt;
&lt;br /&gt;
It describes the generation of the terrain files needed to seamlessly fill a 2x3 region. Obviously you can adapt it to fit your specific requirements. Designing a terrain map for a single region is relatively straightforward, however if you want your region to span across a number of regions we are faced with a few challenges. The main one is seam-matching, in other words getting the edge of one sim to match the edge of the next. The inbuilt terraforming tools are quite good in OpenSimulator, however they struggle on region boundaries - thus you end up with jagged edges where the regions meet.&lt;br /&gt;
&lt;br /&gt;
To resolve this you need to create a larger terrain map and then split it into tiles.&lt;br /&gt;
&lt;br /&gt;
There are two ways to do this, either draw it by hand using a graphics package, or use a terrain generating tool as a starting point. You can just use the terrain generator to get started quickly although in reality you will probably end up mixing both techniques. The manual technique has been well described by Fu Barr here: http://opensimulator.org/wiki/Terrain_making so i will focus on the easy way.&lt;br /&gt;
&lt;br /&gt;
The principle reason why I wanted to start with a generated terrain is time - it takes a long time to draw your heightmap by hand so using the generator gives you a little kick start. It can also generate very realistic terrains which factor in things like age and erosion, in minutes rather than hours :)&lt;br /&gt;
&lt;br /&gt;
Enjoy the tutorial and feel free to contribute/improve it - &lt;br /&gt;
&lt;br /&gt;
[[Max Ping]]&lt;br /&gt;
&lt;br /&gt;
== The Objective ==&lt;br /&gt;
&lt;br /&gt;
My objective is to create a 6 region heightmap based on the idea of an ancient volcanic archipelago. Thus I wanted a few islands with nice curved stretches of beach, some cliffs and drop offs and a higher regions. I already had in mind roughly what i wanted so that was a good start. I personally like islands because you get lots of terrain variation and the sunsets in OpenSim can be... well stunning :) It's very useful to have an idea in your mind of what you want before you start...&lt;br /&gt;
&lt;br /&gt;
== The Process ==&lt;br /&gt;
&lt;br /&gt;
I used the L3DT Editor from Bundysoft, the standard edition is free and it does a great job of creating heightmaps, it generates nice and realisitc terrain- you can also drop in and fly around the terrain in a 3d view which will be familiar to OpenSimmers and great for previewing before you upload the regions. You can get the product here:&lt;br /&gt;
&lt;br /&gt;
http://www.bundysoft.com/L3DT/downloads/standard.php&lt;br /&gt;
&lt;br /&gt;
== Generating your terrain files - The Design Map ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Design map1.png|150px|thumb|left|First iteration of design map]][[Image:Design map2.png|150px|thumb|left|Second iteration of design map]]&lt;br /&gt;
&lt;br /&gt;
The first thing you will generate is a design map - this is a &amp;quot;blocky&amp;quot; representation of the landmass which means you can rapidly paint your terrain before you actually apply the terrain calculation.&lt;br /&gt;
&lt;br /&gt;
1. Click &amp;quot;New Map&amp;quot; and choose the &amp;quot;Design/inflate (blank)&amp;quot; Algorithm&lt;br /&gt;
&lt;br /&gt;
2. My desired region size is 2x3, which is 512m x 768m. Note that I set the horizontal scale to 1m&lt;br /&gt;
&lt;br /&gt;
3. I then used the default HF/DM ratio of 64 - this allows you to roughly plot your land mass&lt;br /&gt;
&lt;br /&gt;
4. Now the fun begins :) Click the edit icon to bring up the Design map brush - there's lots you can do here - you just have to experiment with the brushes... Personally I found the easiest method was to simply ignore all the other brushes and focus on the altitude brush. The design map starts at sea level, so I set the altitude to &amp;quot;-20&amp;quot; then hit &amp;quot;apply to all&amp;quot;. From this starting point I built my islands up from there, keeping the altitude in the range of -20 to 44m. Remember it can be pretty rough to begin with as you can gradually build up the terrain to suit your needs. &lt;br /&gt;
&lt;br /&gt;
7. After a bit of experimenting I found that the altitude tools on the designmap at 512x768 was a bit limited, so i decided to double the size of the map to give me more accuracy. I chose Operations &amp;gt; Design Map &amp;gt; Resize Design map, and increased the size to 1024x1536 which generated a new larger scale design map derived from the orginal - you can immediately see the improvement in accuracy. You could have started with the large scale initially, but by starting small you lets L3DT do much of the hard work for you. As you can see i then further tweaked the map to get the features i wanted.&lt;br /&gt;
&lt;br /&gt;
Note: I kept a border of -20m all around my terrain file, this was for ease of adding new regions later on&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Generating the Heightfield ==&lt;br /&gt;
[[Image:heightfield.png|150px|thumb|left|Exported image file]]&lt;br /&gt;
&lt;br /&gt;
5. When you are happy with your design map, hit the calc button, choose Heightfield and watch l3DT do it's magic.&lt;br /&gt;
&lt;br /&gt;
6. If it's not quite right, go back to your design map and tweak it, then hit calc again&lt;br /&gt;
&lt;br /&gt;
7. When you think you nearly have it thats a good time to head over into the 3d view. The system uses roughly the same movement controls as OS so it's pretty easy to get to grips with. Here you can &amp;quot;fine tune&amp;quot; your terrain features to get it closer to what you are looking for. Mouse Tools &amp;gt; Edit Active Map.&lt;br /&gt;
&lt;br /&gt;
8. Close Sapphire and then use File &amp;gt; Export &amp;gt; Active map, use .PNG format - at this point I resized back to 512x768&lt;br /&gt;
&lt;br /&gt;
Using the grids and snapping in your editor comes in very handy. I then use guides to show where the final cuts will be. Tio speed things up you can use &amp;quot;slice along guides&amp;quot; when you export to get the files you need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 8. '''Making OpenSimulator use the new textures.'''&lt;br /&gt;
&lt;br /&gt;
You need to now tell OpenSimulator to use the new terrain textures on your grid. For example: if you have 4 regions called Region1, Region2, Region3 and Region4... you need to add a section to your startup_commands.txt that looks like this:&lt;br /&gt;
&lt;br /&gt;
    change-region Region1&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region1.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region2&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region2.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region3&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region3.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region4&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region4.png&lt;br /&gt;
&lt;br /&gt;
Note: you can also add Terrain commands here, but if you follow the instructions above you won't have to&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 9. '''Restart your OpenSimulator instance and fine-tune your terrain height.'''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
When you have your new terrain files loaded - make sure you disable the startup_commands, as every time you restart your server your terrain files will be re-uploaded, removing any in-game terraforming you have done&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT</id>
		<title>Cross-region terrain making with L3DT</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT"/>
				<updated>2009-01-05T11:10:08Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial has been put together from several sources on the web it is aimed at region operators who want to make detailed cross region terrains quickly and easily.&lt;br /&gt;
&lt;br /&gt;
It describes the generation of the terrain files needed to seamlessly fill a 2x3 region. Obviously you can adapt it to fit your specific requirements. Designing a terrain map for a single region is relatively straightforward, however if you want your region to span across a number of regions we are faced with a few challenges. The main one is seam-matching, in other words getting the edge of one sim to match the edge of the next. The inbuilt terraforming tools are quite good in OpenSimulator, however they struggle on region boundaries - thus you end up with jagged edges where the regions meet.&lt;br /&gt;
&lt;br /&gt;
To resolve this you need to create a larger terrain map and then split it into tiles.&lt;br /&gt;
&lt;br /&gt;
There are two ways to do this, either draw it by hand using a graphics package, or use a terrain generating tool as a starting point. You can just use the terrain generator to get started quickly although in reality you will probably end up mixing both techniques. The manual technique has been well described by Fu Barr here: http://opensimulator.org/wiki/Terrain_making so i will focus on the easy way.&lt;br /&gt;
&lt;br /&gt;
The principle reason why I wanted to start with a generated terrain is time - it takes a long time to draw your heightmap by hand so using the generator gives you a little kick start. It can also generate very realistic terrains which factor in things like age and erosion, in minutes rather than hours :)&lt;br /&gt;
&lt;br /&gt;
Enjoy the tutorial and feel free to contribute/improve it - &lt;br /&gt;
&lt;br /&gt;
[[Max Ping]]&lt;br /&gt;
&lt;br /&gt;
== The Objective ==&lt;br /&gt;
&lt;br /&gt;
My objective is to create a 6 region heightmap based on the idea of an ancient volcanic archipelago. Thus I wanted a few islands with nice curved stretches of beach, some cliffs and drop offs and a higher regions. I already had in mind roughly what i wanted so that was a good start. I personally like islands because you get lots of terrain variation and the sunsets in OpenSim can be... well stunning :) It's very useful to have an idea in your mind of what you want before you start...&lt;br /&gt;
&lt;br /&gt;
== The Process ==&lt;br /&gt;
&lt;br /&gt;
I used the L3DT Editor from Bundysoft, the standard edition is free and it does a great job of creating heightmaps, it generates nice and realisitc terrain- you can also drop in and fly around the terrain in a 3d view which will be familiar to OpenSimmers and great for previewing before you upload the regions. You can get the product here:&lt;br /&gt;
&lt;br /&gt;
http://www.bundysoft.com/L3DT/downloads/standard.php&lt;br /&gt;
&lt;br /&gt;
== Generating your terrain files ==&lt;br /&gt;
&lt;br /&gt;
The first thing you will generate is a design map - this is a &amp;quot;blocky&amp;quot; representation of the landmass which means you can rapidly paint your terrain before you actually apply the terrain calculation.&lt;br /&gt;
&lt;br /&gt;
[[Image:Design map1.png|150px|thumb|right|First iteration of design map]][[Image:Design map2.png|150px|thumb|right|Second iteration of design map]]&lt;br /&gt;
&lt;br /&gt;
1. Click &amp;quot;New Map&amp;quot; and choose the &amp;quot;Design/inflate (blank)&amp;quot; Algorithm&lt;br /&gt;
&lt;br /&gt;
2. My desired region size is 2x3, which is 512m x 768m. Note that I set the horizontal scale to 1m&lt;br /&gt;
&lt;br /&gt;
3. I then used the default HF/DM ratio of 64 - this allows you to roughly plot your land mass&lt;br /&gt;
&lt;br /&gt;
4. Now the fun begins :) Click the edit icon to bring up the Design map brush - there's lots you can do here - you just have to experiment with the brushes... Personally I found the easiest method was to simply ignore all the other brushes and focus on the altitude brush. The design map starts at sea level, so I set the altitude to &amp;quot;-20&amp;quot; then hit &amp;quot;apply to all&amp;quot;. From this starting point I built my islands up from there, keeping the altitude in the range of -20 to 44m. Remember it can be pretty rough to begin with as you can gradually build up the terrain to suit your needs. &lt;br /&gt;
&lt;br /&gt;
5. When you are happy with your design map, hit the calc button, choose Heightfield and watch l3DT do it's magic.&lt;br /&gt;
&lt;br /&gt;
6. If it's not quite right, go back to your design map and tweak it, then hit calc again&lt;br /&gt;
&lt;br /&gt;
7. After a bit of experimenting I found that the altitude tools on the designmap at 512x768 was a bit limited, so i decided to double the size of the map to give me more accuracy. I chose Operations &amp;gt; Design Map &amp;gt; Resize Design map, and increased the size to 1024x1536 which generated a new larger scale design map derived from the orginal - you can immediately see the improvement in accuracy. You could have started with the large scale initially, but by starting small you lets L3DT do much of the hard work for you. As you can see i then further tweaked the map to get the features i wanted.&lt;br /&gt;
&lt;br /&gt;
Note I kept a border of -20m all around my terrain file, this was for ease of adding new regions later on&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. When you think you nearly have it thats a good time to head over into the 3d view. The system uses roughly the same movement controls as OS so it's pretty easy to get to grips with. Here you can &amp;quot;fine tune&amp;quot; your terrain features to get it closer to what you are looking for. Mouse Tools &amp;gt; Edit Active Map.&lt;br /&gt;
&lt;br /&gt;
8. Close Sapphire and then use File &amp;gt; Export &amp;gt; Active map, use .PNG format - at this point I resized back to 512x768&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. Leave design map checked and hit OK&lt;br /&gt;
&lt;br /&gt;
The first thing L3DT will generate is a design map - this is a blocky representation of what will be calcualted but it gives you a good idea of what the results will be before you actually apply the terrain calculation.&lt;br /&gt;
&lt;br /&gt;
You may need to generate your initial terrain several times until you get something that looks close to what you desire, you can also generate several terrains and then mash them together later in a graphics package&lt;br /&gt;
&lt;br /&gt;
Once you are happy, choose &amp;quot;CALC&amp;quot; and &amp;quot;Heightfield&amp;quot; - this then generates an accurate terrain file.&lt;br /&gt;
&lt;br /&gt;
Then choose File &amp;gt; Export &amp;gt; Export Map &amp;gt; Heightfield and choose .PNG format ( way easier than messing around with RAW files)&lt;br /&gt;
Now you can choose to simply cut this png, or in my case I offset the png so that I could position it better in the 9x9 grid (remeber why I chose edge wrapping?). Basically you double the canvas size, then copy the heightfile. Using the grids and snapping in your editor comes in very handy. I then use guides to show where the final cuts will be. Tio speed things up you can use &amp;quot;slice along guides&amp;quot; when you export to get the files you need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 8. '''Making OpenSimulator use the new textures.'''&lt;br /&gt;
&lt;br /&gt;
You need to now tell OpenSimulator to use the new terrain textures on your grid. For example: if you have 4 regions called Region1, Region2, Region3 and Region4... you need to add a section to your startup_commands.txt that looks like this:&lt;br /&gt;
&lt;br /&gt;
    change-region Region1&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region1.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region2&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region2.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region3&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region3.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region4&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region4.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 9. '''Restart your OpenSimulator instance and fine-tune your terrain height.'''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
When you have your new terrain files loaded - make sure you disable the startup_commands, as every time you restart your server your terrain files will be re-uploaded, removing any in-game terraforming you have done&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT</id>
		<title>Cross-region terrain making with L3DT</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT"/>
				<updated>2009-01-05T11:04:49Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial has been put together from several sources on the web it is aimed at region operators who want to make detailed cross region terrains quickly and easily.&lt;br /&gt;
&lt;br /&gt;
It describes the generation of the terrain files needed to seamlessly fill a 2x3 region. Obviously you can adapt it to fit your specific requirements. Designing a terrain map for a single region is relatively straightforward, however if you want your region to span across a number of regions we are faced with a few challenges. The main one is seam-matching, in other words getting the edge of one sim to match the edge of the next. The inbuilt terraforming tools are quite good in OpenSimulator, however they struggle on region boundaries - thus you end up with jagged edges where the regions meet.&lt;br /&gt;
&lt;br /&gt;
To resolve this you need to create a larger terrain map and then split it into tiles.&lt;br /&gt;
&lt;br /&gt;
There are two ways to do this, either draw it by hand using a graphics package, or use a terrain generating tool as a starting point. You can just use the terrain generator to get started quickly although in reality you will probably end up mixing both techniques. The manual technique has been well described by Fu Barr here: http://opensimulator.org/wiki/Terrain_making so i will focus on the easy way.&lt;br /&gt;
&lt;br /&gt;
The principle reason why I wanted to start with a generated terrain is time - it takes a long time to draw your heightmap by hand so using the generator gives you a little kick start. It can also generate very realistic terrains which factor in things like age and erosion, in minutes rather than hours :)&lt;br /&gt;
&lt;br /&gt;
Enjoy the tutorial and feel free to contribute/improve it - &lt;br /&gt;
&lt;br /&gt;
[[Max Ping]]&lt;br /&gt;
&lt;br /&gt;
== The Objective ==&lt;br /&gt;
&lt;br /&gt;
My objective is to create a 6 region heightmap based on the idea of an ancient volcanic archipelago. Thus I wanted a few islands with nice curved stretches of beach, some cliffs and drop offs and a higher regions. I already had in mind roughly what i wanted so that was a good start. I personally like islands because you get lots of terrain variation and the sunsets in OpenSim can be... well stunning :) It's very useful to have an idea in your mind of what you want before you start...&lt;br /&gt;
&lt;br /&gt;
== The Process ==&lt;br /&gt;
&lt;br /&gt;
I used the L3DT Editor from Bundysoft, the standard edition is free and it does a great job of creating heightmaps, it generates nice and realisitc terrain- you can also drop in and fly around the terrain in a 3d view which will be familiar to OpenSimmers and great for previewing before you upload the regions. You can get the product here:&lt;br /&gt;
&lt;br /&gt;
http://www.bundysoft.com/L3DT/downloads/standard.php&lt;br /&gt;
&lt;br /&gt;
== Generating your terrain files ==&lt;br /&gt;
&lt;br /&gt;
The first thing you will generate is a design map - this is a &amp;quot;blocky&amp;quot; representation of the landmass which means you can rapidly paint your terrain before you actually apply the terrain calculation.&lt;br /&gt;
&lt;br /&gt;
1. Click &amp;quot;New Map&amp;quot; and choose the &amp;quot;Design/inflate (blank)&amp;quot; Algorithm&lt;br /&gt;
2. My desired region size is 2x3, which is 512m x 768m. Note that I set the horizontal scale to 1m&lt;br /&gt;
3. I then used the default HF/DM ratio of 64 - this allows you to roughly plot your land mass&lt;br /&gt;
&lt;br /&gt;
4. Now the fun begins :) Click the edit icon to bring up the Design map brush - there's lots you can do here - you just have to experiment with the brushes... Personally I found the easiest method was to simply ignore all the other brushes and focus on the altitude brush. The design map starts at sea level, so I set the altitude to &amp;quot;-20&amp;quot; then hit &amp;quot;apply to all&amp;quot;. From this starting point I built my islands up from there, keeping the altitude in the range of -20 to 44m. Remember it can be pretty rough to begin with as you can gradually build up the terrain to suit your needs. &lt;br /&gt;
[[Image:Design map1.png|100px|thumb|right|First iteration of design map]]&lt;br /&gt;
[[Image:Design map2.png|100px|thumb|right|Second iteration of design map]]&lt;br /&gt;
&lt;br /&gt;
5. When you are happy with your design map, hit the calc button, choose Heightfield and watch l3DT do it's magic.&lt;br /&gt;
&lt;br /&gt;
6. If it's not quite right, go back to your design map and tweak it, then hit calc again&lt;br /&gt;
&lt;br /&gt;
7. After a bit of experimenting I found that the altitude tools on the designmap at 512x768 was a bit limited, so i decided to double the size of the map to give me more accuracy. I chose Operations &amp;gt; Design Map &amp;gt; Resize Design map, and increased the size to 1024x1536 which generated a new larger scale design map derived from the orginal - you can immediately see the improvement in accuracy. You could have started with the large scale initially, but by starting small you lets L3DT do much of the hard work for you. As you can see i then further tweaked the map to get the features i wanted.&lt;br /&gt;
&lt;br /&gt;
Note I kept a border of -20m all around my terrain file, this was for ease of adding new regions later on&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. When you think you nearly have it thats a good time to head over into the 3d view. The system uses roughly the same movement controls as OS so it's pretty easy to get to grips with. Here you can &amp;quot;fine tune&amp;quot; your terrain features to get it closer to what you are looking for. Mouse Tools &amp;gt; Edit Active Map.&lt;br /&gt;
&lt;br /&gt;
8. Close Sapphire and then use File &amp;gt; Export &amp;gt; Active map, use .PNG format - at this point I resized back to 512x768&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. Leave design map checked and hit OK&lt;br /&gt;
&lt;br /&gt;
The first thing L3DT will generate is a design map - this is a blocky representation of what will be calcualted but it gives you a good idea of what the results will be before you actually apply the terrain calculation.&lt;br /&gt;
&lt;br /&gt;
You may need to generate your initial terrain several times until you get something that looks close to what you desire, you can also generate several terrains and then mash them together later in a graphics package&lt;br /&gt;
&lt;br /&gt;
Once you are happy, choose &amp;quot;CALC&amp;quot; and &amp;quot;Heightfield&amp;quot; - this then generates an accurate terrain file.&lt;br /&gt;
&lt;br /&gt;
Then choose File &amp;gt; Export &amp;gt; Export Map &amp;gt; Heightfield and choose .PNG format ( way easier than messing around with RAW files)&lt;br /&gt;
Now you can choose to simply cut this png, or in my case I offset the png so that I could position it better in the 9x9 grid (remeber why I chose edge wrapping?). Basically you double the canvas size, then copy the heightfile. Using the grids and snapping in your editor comes in very handy. I then use guides to show where the final cuts will be. Tio speed things up you can use &amp;quot;slice along guides&amp;quot; when you export to get the files you need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 8. '''Making OpenSimulator use the new textures.'''&lt;br /&gt;
&lt;br /&gt;
You need to now tell OpenSimulator to use the new terrain textures on your grid. For example: if you have 4 regions called Region1, Region2, Region3 and Region4... you need to add a section to your startup_commands.txt that looks like this:&lt;br /&gt;
&lt;br /&gt;
    change-region Region1&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region1.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region2&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region2.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region3&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region3.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region4&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region4.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 9. '''Restart your OpenSimulator instance and fine-tune your terrain height.'''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
When you have your new terrain files loaded - make sure you disable the startup_commands, as every time you restart your server your terrain files will be re-uploaded, removing any in-game terraforming you have done&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/File:Design_map2.png</id>
		<title>File:Design map2.png</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/File:Design_map2.png"/>
				<updated>2009-01-05T11:03:21Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT</id>
		<title>Cross-region terrain making with L3DT</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT"/>
				<updated>2009-01-05T11:02:52Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial has been put together from several sources on the web it is aimed at region operators who want to make detailed cross region terrains quickly and easily.&lt;br /&gt;
&lt;br /&gt;
It describes the generation of the terrain files needed to seamlessly fill a 2x3 region. Obviously you can adapt it to fit your specific requirements. Designing a terrain map for a single region is relatively straightforward, however if you want your region to span across a number of regions we are faced with a few challenges. The main one is seam-matching, in other words getting the edge of one sim to match the edge of the next. The inbuilt terraforming tools are quite good in OpenSimulator, however they struggle on region boundaries - thus you end up with jagged edges where the regions meet.&lt;br /&gt;
&lt;br /&gt;
To resolve this you need to create a larger terrain map and then split it into tiles.&lt;br /&gt;
&lt;br /&gt;
There are two ways to do this, either draw it by hand using a graphics package, or use a terrain generating tool as a starting point. You can just use the terrain generator to get started quickly although in reality you will probably end up mixing both techniques. The manual technique has been well described by Fu Barr here: http://opensimulator.org/wiki/Terrain_making so i will focus on the easy way.&lt;br /&gt;
&lt;br /&gt;
The principle reason why I wanted to start with a generated terrain is time - it takes a long time to draw your heightmap by hand so using the generator gives you a little kick start. It can also generate very realistic terrains which factor in things like age and erosion, in minutes rather than hours :)&lt;br /&gt;
&lt;br /&gt;
Enjoy the tutorial and feel free to contribute/improve it - &lt;br /&gt;
&lt;br /&gt;
[[Max Ping]]&lt;br /&gt;
&lt;br /&gt;
== The Objective ==&lt;br /&gt;
&lt;br /&gt;
My objective is to create a 6 region heightmap based on the idea of an ancient volcanic archipelago. Thus I wanted a few islands with nice curved stretches of beach, some cliffs and drop offs and a higher regions. I already had in mind roughly what i wanted so that was a good start. I personally like islands because you get lots of terrain variation and the sunsets in OpenSim can be... well stunning :) It's very useful to have an idea in your mind of what you want before you start...&lt;br /&gt;
&lt;br /&gt;
== The Process ==&lt;br /&gt;
&lt;br /&gt;
I used the L3DT Editor from Bundysoft, the standard edition is free and it does a great job of creating heightmaps, it generates nice and realisitc terrain- you can also drop in and fly around the terrain in a 3d view which will be familiar to OpenSimmers and great for previewing before you upload the regions. You can get the product here:&lt;br /&gt;
&lt;br /&gt;
http://www.bundysoft.com/L3DT/downloads/standard.php&lt;br /&gt;
&lt;br /&gt;
== Generating your terrain files ==&lt;br /&gt;
&lt;br /&gt;
The first thing you will generate is a design map - this is a &amp;quot;blocky&amp;quot; representation of the landmass which means you can rapidly paint your terrain before you actually apply the terrain calculation.&lt;br /&gt;
&lt;br /&gt;
1. Click &amp;quot;New Map&amp;quot; and choose the &amp;quot;Design/inflate (blank)&amp;quot; Algorithm&lt;br /&gt;
2. My desired region size is 2x3, which is 512m x 768m. Note that I set the horizontal scale to 1m&lt;br /&gt;
3. I then used the default HF/DM ratio of 64 - this allows you to roughly plot your land mass&lt;br /&gt;
&lt;br /&gt;
4. Now the fun begins :) Click the edit icon to bring up the Design map brush - there's lots you can do here - you just have to experiment with the brushes... Personally I found the easiest method was to simply ignore all the other brushes and focus on the altitude brush. The design map starts at sea level, so I set the altitude to &amp;quot;-20&amp;quot; then hit &amp;quot;apply to all&amp;quot;. From this starting point I built my islands up from there, keeping the altitude in the range of -20 to 44m. Remember it can be pretty rough to begin with as you can gradually build up the terrain to suit your needs. [[Image:Design map1.png|200px|thumb|left|First iteration of design map]]&lt;br /&gt;
&lt;br /&gt;
5. When you are happy with your design map, hit the calc button, choose Heightfield and watch l3DT do it's magic.&lt;br /&gt;
&lt;br /&gt;
6. If it's not quite right, go back to your design map and tweak it, then hit calc again&lt;br /&gt;
&lt;br /&gt;
7. After a bit of experimenting I found that the altitude tools on the designmap at 512x768 was a bit limited, so i decided to double the size of the map to give me more accuracy. I chose Operations &amp;gt; Design Map &amp;gt; Resize Design map, and increased the size to 1024x1536 which generated a new larger scale design map derived from the orginal - you can immediately see the improvement in accuracy. You could have started with the large scale initially, but by starting small you lets L3DT do much of the hard work for you. As you can see i then further tweaked the map to get the features i wanted.[[Image:Design map2.png|200px|thumb|left|Second iteration of design map]]&lt;br /&gt;
&lt;br /&gt;
Note I kept a border of -20m all around my terrain file, this was for ease of adding new regions later on&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. When you think you nearly have it thats a good time to head over into the 3d view. The system uses roughly the same movement controls as OS so it's pretty easy to get to grips with. Here you can &amp;quot;fine tune&amp;quot; your terrain features to get it closer to what you are looking for. Mouse Tools &amp;gt; Edit Active Map.&lt;br /&gt;
&lt;br /&gt;
8. Close Sapphire and then use File &amp;gt; Export &amp;gt; Active map, use .PNG format - at this point I resized back to 512x768&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. Leave design map checked and hit OK&lt;br /&gt;
&lt;br /&gt;
The first thing L3DT will generate is a design map - this is a blocky representation of what will be calcualted but it gives you a good idea of what the results will be before you actually apply the terrain calculation.&lt;br /&gt;
&lt;br /&gt;
You may need to generate your initial terrain several times until you get something that looks close to what you desire, you can also generate several terrains and then mash them together later in a graphics package&lt;br /&gt;
&lt;br /&gt;
Once you are happy, choose &amp;quot;CALC&amp;quot; and &amp;quot;Heightfield&amp;quot; - this then generates an accurate terrain file.&lt;br /&gt;
&lt;br /&gt;
Then choose File &amp;gt; Export &amp;gt; Export Map &amp;gt; Heightfield and choose .PNG format ( way easier than messing around with RAW files)&lt;br /&gt;
Now you can choose to simply cut this png, or in my case I offset the png so that I could position it better in the 9x9 grid (remeber why I chose edge wrapping?). Basically you double the canvas size, then copy the heightfile. Using the grids and snapping in your editor comes in very handy. I then use guides to show where the final cuts will be. Tio speed things up you can use &amp;quot;slice along guides&amp;quot; when you export to get the files you need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 8. '''Making OpenSimulator use the new textures.'''&lt;br /&gt;
&lt;br /&gt;
You need to now tell OpenSimulator to use the new terrain textures on your grid. For example: if you have 4 regions called Region1, Region2, Region3 and Region4... you need to add a section to your startup_commands.txt that looks like this:&lt;br /&gt;
&lt;br /&gt;
    change-region Region1&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region1.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region2&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region2.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region3&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region3.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region4&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region4.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 9. '''Restart your OpenSimulator instance and fine-tune your terrain height.'''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
When you have your new terrain files loaded - make sure you disable the startup_commands, as every time you restart your server your terrain files will be re-uploaded, removing any in-game terraforming you have done&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/File:Design_map1.png</id>
		<title>File:Design map1.png</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/File:Design_map1.png"/>
				<updated>2009-01-05T11:01:31Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT</id>
		<title>Cross-region terrain making with L3DT</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT"/>
				<updated>2009-01-05T11:00:49Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial has been put together from several sources on the web it is aimed at region operators who want to make detailed cross region terrains quickly and easily.&lt;br /&gt;
&lt;br /&gt;
It describes the generation of the terrain files needed to seamlessly fill a 2x3 region. Obviously you can adapt it to fit your specific requirements. Designing a terrain map for a single region is relatively straightforward, however if you want your region to span across a number of regions we are faced with a few challenges. The main one is seam-matching, in other words getting the edge of one sim to match the edge of the next. The inbuilt terraforming tools are quite good in OpenSimulator, however they struggle on region boundaries - thus you end up with jagged edges where the regions meet.&lt;br /&gt;
&lt;br /&gt;
To resolve this you need to create a larger terrain map and then split it into tiles.&lt;br /&gt;
&lt;br /&gt;
There are two ways to do this, either draw it by hand using a graphics package, or use a terrain generating tool as a starting point. You can just use the terrain generator to get started quickly although in reality you will probably end up mixing both techniques. The manual technique has been well described by Fu Barr here: http://opensimulator.org/wiki/Terrain_making so i will focus on the easy way.&lt;br /&gt;
&lt;br /&gt;
The principle reason why I wanted to start with a generated terrain is time - it takes a long time to draw your heightmap by hand so using the generator gives you a little kick start. It can also generate very realistic terrains which factor in things like age and erosion, in minutes rather than hours :)&lt;br /&gt;
&lt;br /&gt;
Enjoy the tutorial and feel free to contribute/improve it - &lt;br /&gt;
&lt;br /&gt;
[[Max Ping]]&lt;br /&gt;
&lt;br /&gt;
== The Objective ==&lt;br /&gt;
&lt;br /&gt;
My objective is to create a 6 region heightmap based on the idea of an ancient volcanic archipelago. Thus I wanted a few islands with nice curved stretches of beach, some cliffs and drop offs and a higher regions. I already had in mind roughly what i wanted so that was a good start. I personally like islands because you get lots of terrain variation and the sunsets in OpenSim can be... well stunning :) It's very useful to have an idea in your mind of what you want before you start...&lt;br /&gt;
&lt;br /&gt;
== The Process ==&lt;br /&gt;
&lt;br /&gt;
I used the L3DT Editor from Bundysoft, the standard edition is free and it does a great job of creating heightmaps, it generates nice and realisitc terrain- you can also drop in and fly around the terrain in a 3d view which will be familiar to OpenSimmers and great for previewing before you upload the regions. You can get the product here:&lt;br /&gt;
&lt;br /&gt;
http://www.bundysoft.com/L3DT/downloads/standard.php&lt;br /&gt;
&lt;br /&gt;
== Generating your terrain files ==&lt;br /&gt;
&lt;br /&gt;
The first thing you will generate is a design map - this is a &amp;quot;blocky&amp;quot; representation of the landmass which means you can rapidly paint your terrain before you actually apply the terrain calculation.&lt;br /&gt;
&lt;br /&gt;
1. Click &amp;quot;New Map&amp;quot; and choose the &amp;quot;Design/inflate (blank)&amp;quot; Algorithm&lt;br /&gt;
2. My desired region size is 2x3, which is 512m x 768m. Note that I set the horizontal scale to 1m&lt;br /&gt;
3. I then used the default HF/DM ratio of 64 - this allows you to roughly plot your land mass&lt;br /&gt;
&lt;br /&gt;
4. Now the fun begins :) Click the edit icon to bring up the Design map brush - there's lots you can do here - you just have to experiment with the brushes... Personally I found the easiest method was to simply ignore all the other brushes and focus on the altitude brush. The design map starts at sea level, so I set the altitude to &amp;quot;-20&amp;quot; then hit &amp;quot;apply to all&amp;quot;. From this starting point I built my islands up from there, keeping the altitude in the range of -20 to 44m. Remember it can be pretty rough to begin with as you can gradually build up the terrain to suit your needs. [[Image:design_map.png]]&lt;br /&gt;
&lt;br /&gt;
5. When you are happy with your design map, hit the calc button, choose Heightfield and watch l3DT do it's magic.&lt;br /&gt;
&lt;br /&gt;
6. If it's not quite right, go back to your design map and tweak it, then hit calc again&lt;br /&gt;
&lt;br /&gt;
7. After a bit of experimenting I found that the altitude tools on the designmap at 512x768 was a bit limited, so i decided to double the size of the map to give me more accuracy. I chose Operations &amp;gt; Design Map &amp;gt; Resize Design map, and increased the size to 1024x1536 which generated a new larger scale design map derived from the orginal - you can immediately see the improvement in accuracy. You could have started with the large scale initially, but by starting small you lets L3DT do much of the hard work for you. As you can see i then further tweaked the map to get the features i wanted.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Note I kept a border of -20m all around my terrain file, this was for ease of adding new regions later on&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. When you think you nearly have it thats a good time to head over into the 3d view. The system uses roughly the same movement controls as OS so it's pretty easy to get to grips with. Here you can &amp;quot;fine tune&amp;quot; your terrain features to get it closer to what you are looking for. Mouse Tools &amp;gt; Edit Active Map.&lt;br /&gt;
&lt;br /&gt;
8. Close Sapphire and then use File &amp;gt; Export &amp;gt; Active map, use .PNG format - at this point I resized back to 512x768&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. Leave design map checked and hit OK&lt;br /&gt;
&lt;br /&gt;
The first thing L3DT will generate is a design map - this is a blocky representation of what will be calcualted but it gives you a good idea of what the results will be before you actually apply the terrain calculation.&lt;br /&gt;
&lt;br /&gt;
You may need to generate your initial terrain several times until you get something that looks close to what you desire, you can also generate several terrains and then mash them together later in a graphics package&lt;br /&gt;
&lt;br /&gt;
Once you are happy, choose &amp;quot;CALC&amp;quot; and &amp;quot;Heightfield&amp;quot; - this then generates an accurate terrain file.&lt;br /&gt;
&lt;br /&gt;
Then choose File &amp;gt; Export &amp;gt; Export Map &amp;gt; Heightfield and choose .PNG format ( way easier than messing around with RAW files)&lt;br /&gt;
Now you can choose to simply cut this png, or in my case I offset the png so that I could position it better in the 9x9 grid (remeber why I chose edge wrapping?). Basically you double the canvas size, then copy the heightfile. Using the grids and snapping in your editor comes in very handy. I then use guides to show where the final cuts will be. Tio speed things up you can use &amp;quot;slice along guides&amp;quot; when you export to get the files you need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 8. '''Making OpenSimulator use the new textures.'''&lt;br /&gt;
&lt;br /&gt;
You need to now tell OpenSimulator to use the new terrain textures on your grid. For example: if you have 4 regions called Region1, Region2, Region3 and Region4... you need to add a section to your startup_commands.txt that looks like this:&lt;br /&gt;
&lt;br /&gt;
    change-region Region1&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region1.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region2&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region2.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region3&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region3.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region4&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region4.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 9. '''Restart your OpenSimulator instance and fine-tune your terrain height.'''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
When you have your new terrain files loaded - make sure you disable the startup_commands, as every time you restart your server your terrain files will be re-uploaded, removing any in-game terraforming you have done&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/File:Step2.png</id>
		<title>File:Step2.png</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/File:Step2.png"/>
				<updated>2009-01-05T10:56:47Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT</id>
		<title>Cross-region terrain making with L3DT</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT"/>
				<updated>2009-01-05T10:55:42Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial has been put together from several sources on the web it is aimed at region operators who want to make detailed cross region terrains quickly and easily.&lt;br /&gt;
&lt;br /&gt;
It describes the generation of the terrain files needed to seamlessly fill a 2x3 region. Obviously you can adapt it to fit your specific requirements. Designing a terrain map for a single region is relatively straightforward, however if you want your region to span across a number of regions we are faced with a few challenges. The main one is seam-matching, in other words getting the edge of one sim to match the edge of the next. The inbuilt terraforming tools are quite good in OpenSimulator, however they struggle on region boundaries - thus you end up with jagged edges where the regions meet.&lt;br /&gt;
&lt;br /&gt;
To resolve this you need to create a larger terrain map and then split it into tiles.&lt;br /&gt;
&lt;br /&gt;
There are two ways to do this, either draw it by hand using a graphics package, or use a terrain generating tool as a starting point. You can just use the terrain generator to get started quickly although in reality you will probably end up mixing both techniques. The manual technique has been well described by Fu Barr here: http://opensimulator.org/wiki/Terrain_making so i will focus on the easy way.&lt;br /&gt;
&lt;br /&gt;
The principle reason why I wanted to start with a generated terrain is time - it takes a long time to draw your heightmap by hand so using the generator gives you a little kick start. It can also generate very realistic terrains which factor in things like age and erosion, in minutes rather than hours :)&lt;br /&gt;
&lt;br /&gt;
Enjoy the tutorial and feel free to contribute/improve it - &lt;br /&gt;
&lt;br /&gt;
[[Max Ping]]&lt;br /&gt;
&lt;br /&gt;
== The Objective ==&lt;br /&gt;
&lt;br /&gt;
My objective is to create a 6 region heightmap based on the idea of an ancient volcanic archipelago. Thus I wanted a few islands with nice curved stretches of beach, some cliffs and drop offs and a higher regions. I already had in mind roughly what i wanted so that was a good start. I personally like islands because you get lots of terrain variation and the sunsets in OpenSim can be... well stunning :) It's very useful to have an idea in your mind of what you want before you start...&lt;br /&gt;
&lt;br /&gt;
== The Process ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I used the L3DT Editor from Bundysoft, the standard edition is free and it does a great job of creating heightmaps, it generates nice and realisitc terrain- you can also drop in and fly around the terrain in a 3d view which will be familiar to OpenSimmers and great for previewing before you upload the regions. You can get the product here:&lt;br /&gt;
&lt;br /&gt;
http://www.bundysoft.com/L3DT/downloads/standard.php&lt;br /&gt;
&lt;br /&gt;
== Generating your terrain files ==&lt;br /&gt;
&lt;br /&gt;
The first thing you will generate is a design map - this is a &amp;quot;blocky&amp;quot; representation of the landmass which means you can rapidly paint your terrain before you actually apply the terrain calculation.&lt;br /&gt;
&lt;br /&gt;
1. Click &amp;quot;New Map&amp;quot; and choose the &amp;quot;Design/inflate (blank)&amp;quot; Algorithm [[Image:step1.png]]&lt;br /&gt;
&lt;br /&gt;
2. My desired region size is 2x3, which is 512m x 768m. Note that I set the horizontal scale to 1m [[Image:step2.png]]&lt;br /&gt;
&lt;br /&gt;
3. I then used the default HF/DM ratio of 64 - thi s allows you to roughly plot your land mass [[Image:step3.png]]&lt;br /&gt;
&lt;br /&gt;
4. Now the fun begins :) Click the edit icon to bring up the Design map brush - there's lots you can do here - you just have to experiment with the brushes... Personally I found the easiest method was to simply ignore all the other brushes and focus on the altitude brush. The design map starts at sea level, so I set the altitude to &amp;quot;-20&amp;quot; then hit &amp;quot;apply to all&amp;quot;. From this starting point I built my islands up from there, keeping the altitude in the range of -20 to 44m. Remember it can be pretty rough to begin with as you can gradually build up the terrain to suit your needs.&lt;br /&gt;
&lt;br /&gt;
5. When you are happy with your design map, hit the calc button, choose Heightfield and watch l3DT do it's magic.&lt;br /&gt;
&lt;br /&gt;
6. If it's not quite right, go back to your design map and tweak it, then hit calc again&lt;br /&gt;
&lt;br /&gt;
7. After a bit of experimenting I found that the altitude tools on the designmap at 512x768 was a bit limited, so i decided to double the size of the map to give me more accuracy. I chose Operations &amp;gt; Design Map &amp;gt; Resize Design map, and increased the size to 1024x1536 which generated a new larger scale design map derived from the orginal - you can immediately see the improvement in accuracy. You could have started with the large scale initially, but by starting small you lets L3DT do much of the hard work for you. As you can see i then further tweaked the map to get the features i wanted.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Note I kept a border of -20m all around my terrain file, this was for ease of adding new regions later on&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. When you think you nearly have it thats a good time to head over into the 3d view. The system uses roughly the same movement controls as OS so it's pretty easy to get to grips with. Here you can &amp;quot;fine tune&amp;quot; your terrain features to get it closer to what you are looking for. Mouse Tools &amp;gt; Edit Active Map.&lt;br /&gt;
&lt;br /&gt;
8. Close Sapphire and then use File &amp;gt; Export &amp;gt; Active map, use .PNG format - at this point I resized back to 512x768&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. Leave design map checked and hit OK&lt;br /&gt;
&lt;br /&gt;
The first thing L3DT will generate is a design map - this is a blocky representation of what will be calcualted but it gives you a good idea of what the results will be before you actually apply the terrain calculation.&lt;br /&gt;
&lt;br /&gt;
You may need to generate your initial terrain several times until you get something that looks close to what you desire, you can also generate several terrains and then mash them together later in a graphics package&lt;br /&gt;
&lt;br /&gt;
Once you are happy, choose &amp;quot;CALC&amp;quot; and &amp;quot;Heightfield&amp;quot; - this then generates an accurate terrain file.&lt;br /&gt;
&lt;br /&gt;
Then choose File &amp;gt; Export &amp;gt; Export Map &amp;gt; Heightfield and choose .PNG format ( way easier than messing around with RAW files)&lt;br /&gt;
Now you can choose to simply cut this png, or in my case I offset the png so that I could position it better in the 9x9 grid (remeber why I chose edge wrapping?). Basically you double the canvas size, then copy the heightfile. Using the grids and snapping in your editor comes in very handy. I then use guides to show where the final cuts will be. Tio speed things up you can use &amp;quot;slice along guides&amp;quot; when you export to get the files you need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 8. '''Making OpenSimulator use the new textures.'''&lt;br /&gt;
&lt;br /&gt;
You need to now tell OpenSimulator to use the new terrain textures on your grid. For example: if you have 4 regions called Region1, Region2, Region3 and Region4... you need to add a section to your startup_commands.txt that looks like this:&lt;br /&gt;
&lt;br /&gt;
    change-region Region1&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region1.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region2&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region2.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region3&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region3.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region4&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region4.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 9. '''Restart your OpenSimulator instance and fine-tune your terrain height.'''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
When you have your new terrain files loaded - make sure you disable the startup_commands, as every time you restart your server your terrain files will be re-uploaded, removing any in-game terraforming you have done&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/File:Step1.png</id>
		<title>File:Step1.png</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/File:Step1.png"/>
				<updated>2009-01-05T10:53:29Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT</id>
		<title>Cross-region terrain making with L3DT</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT"/>
				<updated>2009-01-05T10:51:53Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial has been put together from several sources on the web it is aimed at region operators who want to make detailed cross region terrains quickly and easily.&lt;br /&gt;
&lt;br /&gt;
It describes the generation of the terrain files needed to seamlessly fill a 2x3 region. Obviously you can adapt it to fit your specific requirements. Designing a terrain map for a single region is relatively straightforward, however if you want your region to span across a number of regions we are faced with a few challenges. The main one is seam-matching, in other words getting the edge of one sim to match the edge of the next. The inbuilt terraforming tools are quite good in OpenSimulator, however they struggle on region boundaries - thus you end up with jagged edges where the regions meet.&lt;br /&gt;
&lt;br /&gt;
To resolve this you need to create a larger terrain map and then split it into tiles.&lt;br /&gt;
&lt;br /&gt;
There are two ways to do this, either draw it by hand using a graphics package, or use a terrain generating tool as a starting point. You can just use the terrain generator to get started quickly although in reality you will probably end up mixing both techniques. The manual technique has been well described by Fu Barr here: http://opensimulator.org/wiki/Terrain_making so i will focus on the easy way.&lt;br /&gt;
&lt;br /&gt;
The principle reason why I wanted to start with a generated terrain is time - it takes a long time to draw your heightmap by hand so using the generator gives you a little kick start. It can also generate very realistic terrains which factor in things like age and erosion, in minutes rather than hours :)&lt;br /&gt;
&lt;br /&gt;
Enjoy the tutorial and feel free to contribute/improve it - &lt;br /&gt;
&lt;br /&gt;
[[Max Ping]]&lt;br /&gt;
&lt;br /&gt;
== The Objective ==&lt;br /&gt;
&lt;br /&gt;
My objective is to create a 6 region heightmap based on the idea of an ancient volcanic archipelago. Thus I wanted a few islands with nice curved stretches of beach, some cliffs and drop offs and a higher regions. I already had in mind roughly what i wanted so that was a good start. I personally like islands because you get lots of terrain variation and the sunsets in OpenSim can be... well stunning :) It's very useful to have an idea in your mind of what you want before you start...&lt;br /&gt;
&lt;br /&gt;
== The Process ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I used the L3DT Editor from Bundysoft, the standard edition is free and it does a great job of creating heightmaps, it generates nice and realisitc terrain- you can also drop in and fly around the terrain in a 3d view which will be familiar to OpenSimmers and great for previewing before you upload the regions. You can get the product here:&lt;br /&gt;
&lt;br /&gt;
http://www.bundysoft.com/L3DT/downloads/standard.php&lt;br /&gt;
&lt;br /&gt;
== Generating your terrain files ==&lt;br /&gt;
&lt;br /&gt;
The first thing you will generate is a design map - this is a &amp;quot;blocky&amp;quot; representation of the landmass which means you can rapidly paint your terrain before you actually apply the terrain calculation.&lt;br /&gt;
&lt;br /&gt;
1. Click &amp;quot;New Map&amp;quot; and choose the &amp;quot;Design/inflate (blank)&amp;quot; Algorithm [Next] [[img]]&lt;br /&gt;
&lt;br /&gt;
2. My desired region size is 2x3, which is 512m x 768m. Note that I set the horizontal scale to 1m&lt;br /&gt;
&lt;br /&gt;
3. I then used the default HF/DM ratio of 64 - thi s allows you to roughly plot your land mass [Next]&lt;br /&gt;
&lt;br /&gt;
4. Now the fun begins :) Click the edit icon to bring up the Design map brush - there's lots you can do here - you just have to experiment with the brushes... Personally I found the easiest method was to simply ignore all the other brushes and focus on the altitude brush. The design map starts at sea level, so I set the altitude to &amp;quot;-20&amp;quot; then hit &amp;quot;apply to all&amp;quot;. From this starting point I built my islands up from there, keeping the altitude in the range of -20 to 44m. Remember it can be pretty rough to begin with as you can gradually build up the terrain to suit your needs.&lt;br /&gt;
&lt;br /&gt;
5. When you are happy with your design map, hit the calc button, choose Heightfield and watch l3DT do it's magic.&lt;br /&gt;
&lt;br /&gt;
6. If it's not quite right, go back to your design map and tweak it, then hit calc again&lt;br /&gt;
&lt;br /&gt;
7. After a bit of experimenting I found that the altitude tools on the designmap at 512x768 was a bit limited, so i decided to double the size of the map to give me more accuracy. I chose Operations &amp;gt; Design Map &amp;gt; Resize Design map, and increased the size to 1024x1536 which generated a new larger scale design map derived from the orginal - you can immediately see the improvement in accuracy. You could have started with the large scale initially, but by starting small you lets L3DT do much of the hard work for you. As you can see i then further tweaked the map to get the features i wanted.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Note I kept a border of -20m all around my terrain file, this was for ease of adding new regions later on&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. When you think you nearly have it thats a good time to head over into the 3d view. The system uses roughly the same movement controls as OS so it's pretty easy to get to grips with. Here you can &amp;quot;fine tune&amp;quot; your terrain features to get it closer to what you are looking for. Mouse Tools &amp;gt; Edit Active Map.&lt;br /&gt;
&lt;br /&gt;
8. Close Sapphire and then use File &amp;gt; Export &amp;gt; Active map, use .PNG format - at this point I resized back to 512x768&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. Leave design map checked and hit OK&lt;br /&gt;
&lt;br /&gt;
The first thing L3DT will generate is a design map - this is a blocky representation of what will be calcualted but it gives you a good idea of what the results will be before you actually apply the terrain calculation.&lt;br /&gt;
&lt;br /&gt;
You may need to generate your initial terrain several times until you get something that looks close to what you desire, you can also generate several terrains and then mash them together later in a graphics package&lt;br /&gt;
&lt;br /&gt;
Once you are happy, choose &amp;quot;CALC&amp;quot; and &amp;quot;Heightfield&amp;quot; - this then generates an accurate terrain file.&lt;br /&gt;
&lt;br /&gt;
Then choose File &amp;gt; Export &amp;gt; Export Map &amp;gt; Heightfield and choose .PNG format ( way easier than messing around with RAW files)&lt;br /&gt;
Now you can choose to simply cut this png, or in my case I offset the png so that I could position it better in the 9x9 grid (remeber why I chose edge wrapping?). Basically you double the canvas size, then copy the heightfile. Using the grids and snapping in your editor comes in very handy. I then use guides to show where the final cuts will be. Tio speed things up you can use &amp;quot;slice along guides&amp;quot; when you export to get the files you need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 8. '''Making OpenSimulator use the new textures.'''&lt;br /&gt;
&lt;br /&gt;
You need to now tell OpenSimulator to use the new terrain textures on your grid. For example: if you have 4 regions called Region1, Region2, Region3 and Region4... you need to add a section to your startup_commands.txt that looks like this:&lt;br /&gt;
&lt;br /&gt;
    change-region Region1&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region1.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region2&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region2.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region3&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region3.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region4&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region4.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 9. '''Restart your OpenSimulator instance and fine-tune your terrain height.'''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
When you have your new terrain files loaded - make sure you disable the startup_commands, as every time you restart your server your terrain files will be re-uploaded, removing any in-game terraforming you have done&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT</id>
		<title>Cross-region terrain making with L3DT</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Cross-region_terrain_making_with_L3DT"/>
				<updated>2009-01-05T10:35:51Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: New page: This tutorial has been put together from several sources on the web it is aimed at region operators who want to make detailed cross region terrains quickly and easily.  It describes the ge...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial has been put together from several sources on the web it is aimed at region operators who want to make detailed cross region terrains quickly and easily.&lt;br /&gt;
&lt;br /&gt;
It describes the generation of the terrain files needed to seamlessly fill a 2x3 region. Obviously you can adapt it to fit your specific requirements. Designing a terrain map for a single region is relatively straightforward, however if you want your region to span across a number of regions we are faced with a few challenges. The main one is seam-matching, in other words getting the edge of one sim to match the edge of the next. The inbuilt terraforming tools are quite good in OpenSimulator, however they struggle on region boundaries - thus you end up with jagged edges where the regions meet.&lt;br /&gt;
&lt;br /&gt;
To resolve this you need to create a larger terrain map and then split it into tiles.&lt;br /&gt;
&lt;br /&gt;
There are two ways to do this, either draw it by hand using a graphics package, or use a terrain generating tool as a starting point. You can just use the terrain generator to get started quickly although in reality you will probably end up mixing both techniques. The manual technique has been well described by Fu Barr here: http://opensimulator.org/wiki/Terrain_making so i will focus on the easy way.&lt;br /&gt;
&lt;br /&gt;
The principle reason why I wanted to start with a generated terrain is time - it takes a long time to draw your heightmap by hand so using the generator gives you a little kick start. It can also generate very realistic terrains which factor in things like age and erosion, in minutes rather than hours :)&lt;br /&gt;
&lt;br /&gt;
Enjoy the tutorial and feel free to contribute/improve it - &lt;br /&gt;
&lt;br /&gt;
[[Max Ping]]&lt;br /&gt;
&lt;br /&gt;
== The Objective ==&lt;br /&gt;
&lt;br /&gt;
My objective is to create a 6 region heightmap based on the idea of an ancient volcanic archipelago. Thus I wanted a few islands with nice curved stretches of beach, some cliffs and drop offs and a higher regions. I already had in mind roughly what i wanted so that was a good start. I personally like islands because you get lots of terrain variation and the sunsets in OpenSim can be... well stunning :) It's very useful to have an idea in your mind of what you want before you start...&lt;br /&gt;
&lt;br /&gt;
 The Process:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I used the L3DT Editor from Bundysoft, the standard edition is free and it does a great job of creating heightmaps, it generates nice and realisitc terrain- you can also drop in and fly around the terrain in a 3d view which will be familiar to OpenSimmers and great for previewing before you upload the regions. You can get the product here:&lt;br /&gt;
&lt;br /&gt;
http://www.bundysoft.com/L3DT/downloads/standard.php&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generating your terrain files:&lt;br /&gt;
&lt;br /&gt;
The first thing YOU will generate is a design map - this is a &amp;quot;blocky&amp;quot; representation of the landmass which means you can rapidly paint your terrain before you actually apply the terrain calculation.&lt;br /&gt;
&lt;br /&gt;
1. Click &amp;quot;New Map&amp;quot; and choose the &amp;quot;Design/inflate (blank)&amp;quot; Algorithm [Next]&lt;br /&gt;
&lt;br /&gt;
2. My desired region size is 2x3, which is 512m x 768m. Note that I set the horizontal scale to 1m&lt;br /&gt;
&lt;br /&gt;
3. I then used the default HF/DM ratio of 64 - thi s allows you to roughly plot your land mass [Next]&lt;br /&gt;
&lt;br /&gt;
4. Now the fun begins :) Click the edit icon to bring up the Design map brush - there's lots you can do here - you just have to experiment with the brushes... Personally I found the easiest method was to simply ignore all the other brushes and focus on the altitude brush. The design map starts at sea level, so I set the altitude to &amp;quot;-20&amp;quot; then hit &amp;quot;apply to all&amp;quot;. From this starting point I built my islands up from there, keeping the altitude in the range of -20 to 44m. Remember it can be pretty rough to begin with as you can gradually build up the terrain to suit your needs.&lt;br /&gt;
&lt;br /&gt;
5. When you are happy with your design map, hit the calc button, choose Heightfield and watch l3DT do it's magic.&lt;br /&gt;
&lt;br /&gt;
6. If it's not quite right, go back to your design map and tweak it, then hit calc again&lt;br /&gt;
&lt;br /&gt;
7. After a bit of experimenting I found that the altitude tools on the designmap at 512x768 was a bit limited, so i decided to double the size of the map to give me more accuracy. I chose Operations &amp;gt; Design Map &amp;gt; Resize Design map, and increased the size to 1024x1536 which generated a new larger scale design map derived from the orginal - you can immediately see the improvement in accuracy. You could have started with the large scale initially, but by starting small you lets L3DT do much of the hard work for you. As you can see i then further tweaked the map to get the features i wanted.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Note I kept a border of -20m all around my terrain file, this was for ease of adding new regions later on&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7. When you think you nearly have it thats a good time to head over into the 3d view. The system uses roughly the same movement controls as OS so it's pretty easy to get to grips with. Here you can &amp;quot;fine tune&amp;quot; your terrain features to get it closer to what you are looking for. Mouse Tools &amp;gt; Edit Active Map.&lt;br /&gt;
&lt;br /&gt;
8. Close Sapphire and then use File &amp;gt; Export &amp;gt; Active map, use .PNG format - at this point I resized back to 512x768&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5. Leave design map checked and hit OK&lt;br /&gt;
&lt;br /&gt;
The first thing L3DT will generate is a design map - this is a blocky representation of what will be calcualted but it gives you a good idea of what the results will be before you actually apply the terrain calculation.&lt;br /&gt;
&lt;br /&gt;
You may need to generate your initial terrain several times until you get something that looks close to what you desire, you can also generate several terrains and then mash them together later in a graphics package&lt;br /&gt;
&lt;br /&gt;
Once you are happy, choose &amp;quot;CALC&amp;quot; and &amp;quot;Heightfield&amp;quot; - this then generates an accurate terrain file.&lt;br /&gt;
&lt;br /&gt;
Then choose File &amp;gt; Export &amp;gt; Export Map &amp;gt; Heightfield and choose .PNG format ( way easier than messing around with RAW files)&lt;br /&gt;
Now you can choose to simply cut this png, or in my case I offset the png so that I could position it better in the 9x9 grid (remeber why I chose edge wrapping?). Basically you double the canvas size, then copy the heightfile. Using the grids and snapping in your editor comes in very handy. I then use guides to show where the final cuts will be. Tio speed things up you can use &amp;quot;slice along guides&amp;quot; when you export to get the files you need.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 8. '''Making OpenSimulator use the new textures.'''&lt;br /&gt;
&lt;br /&gt;
You need to now tell OpenSimulator to use the new terrain textures on your grid. For example: if you have 4 regions called Region1, Region2, Region3 and Region4... you need to add a section to your startup_commands.txt that looks like this:&lt;br /&gt;
&lt;br /&gt;
    change-region Region1&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region1.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region2&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region2.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region3&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region3.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region4&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region4.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 9. '''Restart your OpenSimulator instance and fine-tune your terrain height.'''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
When you have your new terrain files loaded - make sure you disable the startup_commands, as every time you restart your server your terrain files will be re-uploaded, removing any in-game terraforming you have done&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Terrain_making</id>
		<title>Terrain making</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Terrain_making"/>
				<updated>2009-01-05T10:27:28Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes a workflow for creating large, detailed, cross-region terrains. This workflow works for me, but you may find the whole process to be a little baroque. Feel free to provide the community with a sleeker option.&lt;br /&gt;
&lt;br /&gt;
enjoy!&lt;br /&gt;
&lt;br /&gt;
Fu Barr.&lt;br /&gt;
&lt;br /&gt;
NB: For a slightly less baroque technique check out Max Ping's [[Cross-region terrain making with L3DT]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
There are many ways to create heightmaps for terrains. You can use a specialised application with 3D terrain previews, or you can hand-craft each heightmap by drawing the gray-scales with a bitmap editor like the GIMP, Adobe Photoshop or DeLuxe-Paint II. &lt;br /&gt;
&lt;br /&gt;
The workflow described here is based on using a combination of both: a specialised terrain application is used to create each individual heightmap, and a bitmap editor is then used to combine, cleanup and export the maps to OpenSimulator. &lt;br /&gt;
&lt;br /&gt;
The reason for this seemingly convoluted way of doing things is that I like detailed region terrains and the 3D-preview of a terrain editor provides me with more 'control' over what I'm doing compared to using only a bitmap editor. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Creating a detailed terrain map. ==&lt;br /&gt;
&lt;br /&gt;
Step 1. '''Sketch the contours of your map.'''&lt;br /&gt;
&lt;br /&gt;
This sketch should be a birds-eye view only, 3D-ness should remain in your minds-eye.&lt;br /&gt;
&lt;br /&gt;
I cannot stress enough that the secret to good terrain is imagination, and in my experience the fastest path from imagination to workable idea is pen and paper. So, raid the laserprinter and dont be afraid to sketch several versions to see which one does the most justice to your vision. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2. '''Divide the sketch into squares.'''&lt;br /&gt;
&lt;br /&gt;
Once you have a map you like, draw straight lines across the map as per the number of regions you want this map to span. For example: a 2x2 grid would have two lines cutting the map into 4 equal squares: one going top to bottom and one going left to right.&lt;br /&gt;
&lt;br /&gt;
Sometimes the lines cut your map into odd shapes like very thin slices of slope at the edge of regions, or little bits of river and lake in the corners of regions. If you redesign around these oddities now you'll have an easier time of it when you come to assembling the terrains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3. '''Use the 3D terrain editor to add detail.'''&lt;br /&gt;
&lt;br /&gt;
Run your terrain editor and draw each square of your map adding in the 3D detail. Save each square as a simple gray-scale bitmap like a PNG or a TIFF.&lt;br /&gt;
&lt;br /&gt;
Take care not to overdo the height thing. A good rule of thumb is not to exceed 60 metres height differential between the lowest and the highest points on the map. &lt;br /&gt;
&lt;br /&gt;
Also avoid creating very steep inclines with a height difference of more than about 15 metres, as this will badly stretch the terrain textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4. '''Assembling the overall terrain map.'''&lt;br /&gt;
&lt;br /&gt;
Run your bitmap editor and create a new file of size: (256 x grid_x_regions) by (256 x grid_y_regions). For example in a 4x2 grid that would be: 1024x512 pixels. Then drop-in the individual region bitmaps you saved in step 3, taking care to match the region seams perfectly.&lt;br /&gt;
&lt;br /&gt;
Put each region bitmap into its own layer, this makes it much easier to move the layers around.&lt;br /&gt;
&lt;br /&gt;
Save this layered file before you continue. Trust me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 5. '''Smoothing the region seams.'''&lt;br /&gt;
&lt;br /&gt;
Flatten the layers of your perfectly arranged region map and then use your colour-copy tool to even-out the grey-scale values on the region seams. Save into a new file, keeping the first layered file as a starting point for new versions.&lt;br /&gt;
&lt;br /&gt;
Why this smoothing business? Well, unless you've taken great care in step 3, there will be (small) differences in the gray values on the region seams. This is bad news as they'll show up as sudden height differences on your regions. &lt;br /&gt;
&lt;br /&gt;
Also at this stage, you might want to use the smudge tool to blend gray-scales on mountain sides and other such details. This softens their slope and makes for prettier terrain in most cases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 6. '''Cut the large region map into individual regions.'''&lt;br /&gt;
&lt;br /&gt;
Once your smoothing and smudging is complete, you need to cut the assembled region back into 256x256 pixel squares, one tile per simulator region.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 7. '''Upload the textures to your server.'''&lt;br /&gt;
&lt;br /&gt;
Duh.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 8. '''Making OpenSimulator use the new textures.'''&lt;br /&gt;
&lt;br /&gt;
You need to now tell OpenSimulator to use the new terrain textures on your grid. For example: if you have 4 regions called Region1, Region2, Region3 and Region4... you need to add a section to your startup_commands.ini that looks like this:&lt;br /&gt;
&lt;br /&gt;
    change-region Region1&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region1.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region2&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region2.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region3&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region3.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region4&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region4.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 9. '''Restart your OpenSimulator instance and fine-tune your terrain height.'''&lt;br /&gt;
&lt;br /&gt;
You should see your glorious new terrains appear on your regions when you restart the simulator, but it's likely that the terrains are too tall or too flat. &lt;br /&gt;
&lt;br /&gt;
You need to add a terrain multiplier factor to each region, to compensate. This looks like so:&lt;br /&gt;
&lt;br /&gt;
    change-region Region1&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region1.png&lt;br /&gt;
    terrain multiply 0.45&lt;br /&gt;
    &lt;br /&gt;
    change-region Region2&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region2.png&lt;br /&gt;
    terrain multiply 0.45&lt;br /&gt;
    &lt;br /&gt;
    change-region Region3&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region3.png&lt;br /&gt;
    terrain multiply 0.45&lt;br /&gt;
    &lt;br /&gt;
    change-region Region4&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region4.png&lt;br /&gt;
    terrain multiply 0.45&lt;br /&gt;
&lt;br /&gt;
The actual multiplication factor will differ from case to case, so you need to experiment with the factor-value till you get the height you want.&lt;br /&gt;
&lt;br /&gt;
That's it. Go forth and multiply!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Terrain_making</id>
		<title>Terrain making</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Terrain_making"/>
				<updated>2009-01-05T10:26:13Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: Removed stuff about 90degree rotion of  terrain tiles as this is now redundant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes a workflow for creating large, detailed, cross-region terrains. This workflow works for me, but you may find the whole process to be a little baroque. Feel free to provide the community with a sleeker option.&lt;br /&gt;
&lt;br /&gt;
enjoy!&lt;br /&gt;
&lt;br /&gt;
Fu Barr.&lt;br /&gt;
&lt;br /&gt;
For a slightly less baroque technique check out Max Ping's [[Cross-region Terrain Making with L3DT]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
There are many ways to create heightmaps for terrains. You can use a specialised application with 3D terrain previews, or you can hand-craft each heightmap by drawing the gray-scales with a bitmap editor like the GIMP, Adobe Photoshop or DeLuxe-Paint II. &lt;br /&gt;
&lt;br /&gt;
The workflow described here is based on using a combination of both: a specialised terrain application is used to create each individual heightmap, and a bitmap editor is then used to combine, cleanup and export the maps to OpenSimulator. &lt;br /&gt;
&lt;br /&gt;
The reason for this seemingly convoluted way of doing things is that I like detailed region terrains and the 3D-preview of a terrain editor provides me with more 'control' over what I'm doing compared to using only a bitmap editor. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Creating a detailed terrain map. ==&lt;br /&gt;
&lt;br /&gt;
Step 1. '''Sketch the contours of your map.'''&lt;br /&gt;
&lt;br /&gt;
This sketch should be a birds-eye view only, 3D-ness should remain in your minds-eye.&lt;br /&gt;
&lt;br /&gt;
I cannot stress enough that the secret to good terrain is imagination, and in my experience the fastest path from imagination to workable idea is pen and paper. So, raid the laserprinter and dont be afraid to sketch several versions to see which one does the most justice to your vision. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 2. '''Divide the sketch into squares.'''&lt;br /&gt;
&lt;br /&gt;
Once you have a map you like, draw straight lines across the map as per the number of regions you want this map to span. For example: a 2x2 grid would have two lines cutting the map into 4 equal squares: one going top to bottom and one going left to right.&lt;br /&gt;
&lt;br /&gt;
Sometimes the lines cut your map into odd shapes like very thin slices of slope at the edge of regions, or little bits of river and lake in the corners of regions. If you redesign around these oddities now you'll have an easier time of it when you come to assembling the terrains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 3. '''Use the 3D terrain editor to add detail.'''&lt;br /&gt;
&lt;br /&gt;
Run your terrain editor and draw each square of your map adding in the 3D detail. Save each square as a simple gray-scale bitmap like a PNG or a TIFF.&lt;br /&gt;
&lt;br /&gt;
Take care not to overdo the height thing. A good rule of thumb is not to exceed 60 metres height differential between the lowest and the highest points on the map. &lt;br /&gt;
&lt;br /&gt;
Also avoid creating very steep inclines with a height difference of more than about 15 metres, as this will badly stretch the terrain textures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 4. '''Assembling the overall terrain map.'''&lt;br /&gt;
&lt;br /&gt;
Run your bitmap editor and create a new file of size: (256 x grid_x_regions) by (256 x grid_y_regions). For example in a 4x2 grid that would be: 1024x512 pixels. Then drop-in the individual region bitmaps you saved in step 3, taking care to match the region seams perfectly.&lt;br /&gt;
&lt;br /&gt;
Put each region bitmap into its own layer, this makes it much easier to move the layers around.&lt;br /&gt;
&lt;br /&gt;
Save this layered file before you continue. Trust me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 5. '''Smoothing the region seams.'''&lt;br /&gt;
&lt;br /&gt;
Flatten the layers of your perfectly arranged region map and then use your colour-copy tool to even-out the grey-scale values on the region seams. Save into a new file, keeping the first layered file as a starting point for new versions.&lt;br /&gt;
&lt;br /&gt;
Why this smoothing business? Well, unless you've taken great care in step 3, there will be (small) differences in the gray values on the region seams. This is bad news as they'll show up as sudden height differences on your regions. &lt;br /&gt;
&lt;br /&gt;
Also at this stage, you might want to use the smudge tool to blend gray-scales on mountain sides and other such details. This softens their slope and makes for prettier terrain in most cases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 6. '''Cut the large region map into individual regions.'''&lt;br /&gt;
&lt;br /&gt;
Once your smoothing and smudging is complete, you need to cut the assembled region back into 256x256 pixel squares, one tile per simulator region.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 7. '''Upload the textures to your server.'''&lt;br /&gt;
&lt;br /&gt;
Duh.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 8. '''Making OpenSimulator use the new textures.'''&lt;br /&gt;
&lt;br /&gt;
You need to now tell OpenSimulator to use the new terrain textures on your grid. For example: if you have 4 regions called Region1, Region2, Region3 and Region4... you need to add a section to your startup_commands.ini that looks like this:&lt;br /&gt;
&lt;br /&gt;
    change-region Region1&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region1.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region2&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region2.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region3&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region3.png&lt;br /&gt;
    &lt;br /&gt;
    change-region Region4&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region4.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 9. '''Restart your OpenSimulator instance and fine-tune your terrain height.'''&lt;br /&gt;
&lt;br /&gt;
You should see your glorious new terrains appear on your regions when you restart the simulator, but it's likely that the terrains are too tall or too flat. &lt;br /&gt;
&lt;br /&gt;
You need to add a terrain multiplier factor to each region, to compensate. This looks like so:&lt;br /&gt;
&lt;br /&gt;
    change-region Region1&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region1.png&lt;br /&gt;
    terrain multiply 0.45&lt;br /&gt;
    &lt;br /&gt;
    change-region Region2&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region2.png&lt;br /&gt;
    terrain multiply 0.45&lt;br /&gt;
    &lt;br /&gt;
    change-region Region3&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region3.png&lt;br /&gt;
    terrain multiply 0.45&lt;br /&gt;
    &lt;br /&gt;
    change-region Region4&lt;br /&gt;
    terrain load path_to_textures/terrain_for_region4.png&lt;br /&gt;
    terrain multiply 0.45&lt;br /&gt;
&lt;br /&gt;
The actual multiplication factor will differ from case to case, so you need to experiment with the factor-value till you get the height you want.&lt;br /&gt;
&lt;br /&gt;
That's it. Go forth and multiply!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Build_Instructions</id>
		<title>Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Build_Instructions"/>
				<updated>2008-11-09T21:08:02Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: /* Running */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Users]]&lt;br /&gt;
This page covers building OpenSim from source code on multiple platforms.  Please help us keep this page up to date as the project progresses.&lt;br /&gt;
&lt;br /&gt;
==Download from SVN==&lt;br /&gt;
Check out the [[Download]] Section&lt;br /&gt;
&lt;br /&gt;
==MS Windows==&lt;br /&gt;
&lt;br /&gt;
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It supports the following compilers:&lt;br /&gt;
* [http://msdn2.microsoft.com/en-us/express/aa700756.aspx Microsoft Visual C# Express Edition] (note: not Visual C++)&lt;br /&gt;
* [http://www.mono-project.com/ mono]&lt;br /&gt;
&lt;br /&gt;
Note for people who just downloaded the sources from http://dist.opensimulator.org/ (the &amp;quot;Downloads&amp;quot; link on the left) be advised that some important things are missing (like MySQL template scripts). For such features, you must download using svn!&lt;br /&gt;
&lt;br /&gt;
Additional note: any Microsoft C# Express edition should work (2005 or 2008)&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
&lt;br /&gt;
* In the top-level directory, run the '&amp;lt;tt&amp;gt;runprebuild.bat&amp;lt;/tt&amp;gt;' file. This will create a VS2005 solution file, a nant build file and a '&amp;lt;tt&amp;gt;compile.bat&amp;lt;/tt&amp;gt;' file.&lt;br /&gt;
* If you prefer VS2008, run the '&amp;lt;tt&amp;gt;runprebuild2008.bat&amp;lt;/tt&amp;gt;' instead.&lt;br /&gt;
&lt;br /&gt;
* Open the resulting sln file with visual studio and build it there, or&lt;br /&gt;
* Run the '&amp;lt;tt&amp;gt;compile.bat&amp;lt;/tt&amp;gt;' file. This will build the executable using MSBuild.&lt;br /&gt;
* if you prefer to use nant, run nant in the same top-level directory. This will build the executables.&lt;br /&gt;
&lt;br /&gt;
If you don't care about physics (walking on prims, etc), ignore the rest of this section.&lt;br /&gt;
&lt;br /&gt;
=== Running ===&lt;br /&gt;
&lt;br /&gt;
Recent versions of OpenSim come without an &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; file. Copy the &amp;lt;tt&amp;gt;OpenSim.ini.example&amp;lt;/tt&amp;gt; file to &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; before making any changes.&lt;br /&gt;
&lt;br /&gt;
Double-click on the &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; executable file in the &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; directory. This will start up OpenSim in standalone mode.&lt;br /&gt;
&lt;br /&gt;
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a &amp;quot;&amp;lt;tt&amp;gt;chmod 777 *&amp;lt;/tt&amp;gt;&amp;quot; from the &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; directory solves this.&lt;br /&gt;
&lt;br /&gt;
Physics can be invoked by adding the appropriate line to the [Startup] section of &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt;.  For ODE, that would be:&lt;br /&gt;
&lt;br /&gt;
 physics = OpenDynamicsEngine&lt;br /&gt;
&lt;br /&gt;
You can also add a command line option to a shortcut, or run from a command prompt with:&lt;br /&gt;
&lt;br /&gt;
 -physics=OpenDynamicsEngine&lt;br /&gt;
&lt;br /&gt;
'''''Windows Vista'''''&lt;br /&gt;
&lt;br /&gt;
To run on Windows Vista, you must first disable Windows Firewall.  Under the new &amp;quot;Start&amp;quot; button of Vista, select &amp;quot;Control panel&amp;quot;.  Then double-click &amp;quot;Windows Firewall&amp;quot;.  In the window that pops up, on the left column, select &amp;quot;Turn Windows Firewall on or off&amp;quot;.  You will have to give permission for this to run, then select the option &amp;quot;Off (not recommended)&amp;quot;.  Click &amp;quot;OK&amp;quot; and exit from the Windows Firewall window.&lt;br /&gt;
&lt;br /&gt;
If you have McAfee SecurityCenter, see the description below.&lt;br /&gt;
&lt;br /&gt;
Once all the security features are disabled, right click on &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; and select &amp;quot;Run as administrator&amp;quot;.  This will pop up a window asking permission, select &amp;quot;Allow&amp;quot;.  Your OpenSim server should run in a DOS-like window and accept connections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''McAfee Security'''''&lt;br /&gt;
&lt;br /&gt;
McAfee Security does not allow applications to listen on ports not explicitly specified.  You have two options: 1) disable firewall protection all together, 2) enable &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; to be able to open ports.&lt;br /&gt;
&lt;br /&gt;
''Disable firewall''&lt;br /&gt;
&lt;br /&gt;
Open McAfee SecurityCenter.  Select &amp;quot;Internet &amp;amp; Network&amp;quot;.  In the lower left corner is a small link to &amp;quot;Configure...&amp;quot;.  Select this.  In the right side of the window, select the bar that says &amp;quot;Firewall protection is enabled&amp;quot;.  Here you can select &amp;quot;Off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''Enable &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; to open ports''&lt;br /&gt;
&lt;br /&gt;
Open McAfee SecurityCenter.  Select &amp;quot;Internet &amp;amp; Network&amp;quot;.  In the lower left corner is a small link to &amp;quot;Configure...&amp;quot;.  Select this.  In the right side of the window, select the bar that says &amp;quot;Firewall protection is enabled&amp;quot;.  Select the &amp;quot;Advanced...&amp;quot; button.  This will pop up a new window.&lt;br /&gt;
&lt;br /&gt;
In the new window, on the left side, select &amp;quot;Program Permissions.&amp;quot;  In the middle on the right side of the window, select the &amp;quot;Add Allowed Program&amp;quot; button.  Use the browser that pops up to find the OpenSim executable and select it.&lt;br /&gt;
&lt;br /&gt;
Finally, select &amp;quot;OK&amp;quot; and exit the McAfee SecurityCenter window.&lt;br /&gt;
&lt;br /&gt;
==Linux/Mac OS X/FreeBSD==&lt;br /&gt;
&lt;br /&gt;
The easiest plaform to get running on the Linux side is Ubuntu 8.04, 32bit.  This is what most of the developers running Linux use.  If you are looking for the quick path, start there.&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu 8.04 / 8.10 ===&lt;br /&gt;
&lt;br /&gt;
For Ubuntu 7.10 users '''you need''' to upgrade your mono to 1.9.1.&lt;br /&gt;
&lt;br /&gt;
You can use the built in packages for mono.  However, for better performance, you may want to [http://xyzzyxyzzy.net/2008/05/08/updated-mono-build-script-for-hardy-heron-and-mono-191/ upgrade mono to 1.9.1] ([http://tempvariable.blogspot.com/2008/04/installing-mono-191-on-ubuntu-804-hardy.html Other simple method])&lt;br /&gt;
&lt;br /&gt;
 sudo apt-get install subversion nant mono-gmcs libmono-microsoft8.0-cil \&lt;br /&gt;
      libmono-system-runtime2.0-cil libgdiplus libmono-i18n2.0-cil ruby&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/trunk opensim&lt;br /&gt;
 cd opensim&lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
=== openSUSE 10.3 and 11 ===&lt;br /&gt;
&lt;br /&gt;
Install an openSUSE 11 or 10.3 with its default options, add the online repositories&lt;br /&gt;
when finished installing do an online update with all the latest packages.&lt;br /&gt;
&lt;br /&gt;
In yast install these packages, for running Opensim in standalone mode.&lt;br /&gt;
(there is a slight diffrence between 10.3 and 11 but following should be same)&lt;br /&gt;
 subversion&lt;br /&gt;
 nant&lt;br /&gt;
 mono-jscript&lt;br /&gt;
 - check that mono-core is installed&lt;br /&gt;
&lt;br /&gt;
If you just want to use SQLite then jump to last section &lt;br /&gt;
within this post.&lt;br /&gt;
&lt;br /&gt;
* Optional mysql - for Opensim running in Grid mode:&lt;br /&gt;
Install these mysql packages via yast&lt;br /&gt;
  mysql&lt;br /&gt;
  mysql-client&lt;br /&gt;
  mysql-administrator&lt;br /&gt;
  mysql-gui-tools&lt;br /&gt;
  mysql-query-browser&lt;br /&gt;
&lt;br /&gt;
Before building create the mysql database.&lt;br /&gt;
 /etc/init.d/mysql start&lt;br /&gt;
 mysql -u root -p -h localhost&lt;br /&gt;
 (when asked for password just hit enter)&lt;br /&gt;
&lt;br /&gt;
 mysql&amp;gt; create database opensim;&lt;br /&gt;
 mysql&amp;gt; quit&lt;br /&gt;
&lt;br /&gt;
set the configuration in bin/mysql_connection.ini&lt;br /&gt;
Or on later builds set the connection string inside bin/OpenSim.ini&lt;br /&gt;
&lt;br /&gt;
Build after installation of above in bash terminal. i save it in /opt&lt;br /&gt;
&lt;br /&gt;
 su -&lt;br /&gt;
 cd /opt&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/trunk opensim&lt;br /&gt;
 cd opensim&lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
After this you should be able to continue on starting the diffrent Servers, look in the mysql-config section,or&lt;br /&gt;
just run your OpenSim as a Standalone. By - eagleFX&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X 10.5/10.4 ===&lt;br /&gt;
* OpenSim is now working on PowerPC Macs! Thanks to DrScofield and those who helped him. Current nightly builds for PowerPC are not working, not sure about Intel so use the 0.5 Build. OpenSim works on Intel Macs. I'm testing on PowerBook G4. Tested these step on 10.5, but not 10.4 but should work --[[User:Mokele|Mokele]] 22:36, 14 February 2008 (PST)&lt;br /&gt;
* Install XCode Developers Tools from DVD/CD Installation Disk or download  from http://developer.apple.com/. You have to create an Apple account to access the downloads if you don't have an Apple account.&lt;br /&gt;
* Install X11 for 10.4 from the Optional Install from the DVD/CD Installation Disk. X11 for 10.5 is installed by default.&lt;br /&gt;
* Install Mono 1.2.5 from http://ftp.novell.com/pub/mono/archive/1.2.5/macos-10-universal/5/MonoFramework-1.2.5_5.macos10.novell.universal.dmg and in Terminal or X11 edit the .profile file  and add the following line:&lt;br /&gt;
 export PKG_CONFIG_PATH=&amp;quot;/Library/Frameworks/Mono.framework/Versions/Current/lib/pkgconfig/:${PKG_CONFIG_PATH}&amp;quot;&lt;br /&gt;
* Compile OpenSim&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/tags/0.5.0-release opensim&lt;br /&gt;
 cd opensim &lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
* Download and Compile libopenjpeg-libsl-2.1.2.0.dylib and libsecondlife.dll&lt;br /&gt;
* libopenjpeg-libsl-2.1.2.0.dylib:&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim-libs/libsl1550 opensim-libs&lt;br /&gt;
 cd opensim-libs/openjpeg-libsl&lt;br /&gt;
 make -f Makefile.osx&lt;br /&gt;
 cp libopenjpeg-libsl-2.1.2.0.dylib ../../opensim/bin&lt;br /&gt;
* Note: The Makefile that creates the libopenjpeg-libsl-2.1.2.0.so does not compile on PowerPC, but works properly on Intel Macs. Looks like a gcc issue with compile options.&lt;br /&gt;
&lt;br /&gt;
* libsecondlife.dll: (for PowerPC Only, see  details on this step [http://xyzzyxyzzy.net/2008/02/12/installing-opensim-on-powerpcor-of-eggs-and-virtual-worlds installing OpenSim on PowerPC…or: of eggs and virtual worlds])&lt;br /&gt;
 cd .. (back into opensim-libs)&lt;br /&gt;
 nant&lt;br /&gt;
 cp bin/libsecondlife.dll ../opensim/bin&lt;br /&gt;
&lt;br /&gt;
* Edit the libsecondlife.dll.config (PowerPC Only). Remove the cpu=&amp;quot;x86&amp;quot; tag in the last dllmap line.&lt;br /&gt;
&lt;br /&gt;
=== FreeBSD 6.2 ===&lt;br /&gt;
 su&lt;br /&gt;
 cd /usr/ports/devel/subversion/ &amp;amp;&amp;amp; make install clean (you may also need to rebuild apr-svn if this step fails)&lt;br /&gt;
 cd /usr/ports/lang/mono/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /usr/ports/devel/nant/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /usr/ports/databases/sqlite3/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /usr/ports/x11-toolkits/libgdiplus/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /opensim/installation/directory/&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/trunk opensim&lt;br /&gt;
 cd opensim&lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
 Note: [http://opensimulator.org/wiki/OpenSim:FAQ#System.DllNotFoundException:_..2Flibopenjpeg-libsl-2.1.2.0.so|Follow the instructions on the FAQ to fix the]&lt;br /&gt;
 &amp;quot;System.DllNotFoundException: ./libopenjpeg-libsl-2.1.2.0.so&amp;quot; issue, but use &amp;quot;gmake&amp;quot; instead of &amp;quot;make&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For ODE Physics you must do the following:&lt;br /&gt;
 cd /usr/ports/graphics/libGL/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /usr/ports/graphics/libGLU/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /opensim/installation/directory/&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim-libs/trunk opensim-libs&lt;br /&gt;
 cd opensim-libs/unmanaged/OpenDynamicsEngine2/&lt;br /&gt;
 sh autogen.sh&lt;br /&gt;
 ./configure --enable-shared --enable-release --disable-demos&lt;br /&gt;
 make&lt;br /&gt;
 mv ./ode/src/libode.so /opensim/installation/directory/opensim/bin/&lt;br /&gt;
&lt;br /&gt;
=== RedHat Enterprise Linux 4 ===&lt;br /&gt;
 sudo vi /etc/yum.repos.d/mono.repo&lt;br /&gt;
&lt;br /&gt;
  [mono]&lt;br /&gt;
  name=Mono for rhel-4-i386 (stable)&lt;br /&gt;
  baseurl=http://ftp.novell.com/pub/mono/download-stable/rhel-4-i386/&lt;br /&gt;
  enabled=1&lt;br /&gt;
  gpgcheck=0&lt;br /&gt;
&lt;br /&gt;
 sudo yum install mono-complete monodoc-core nant&lt;br /&gt;
 svn co svn co http://opensimulator.org/svn/opensim/trunk opensim&lt;br /&gt;
 cd opensim&lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
=== RedHat Enterprise Linux 5 ===&lt;br /&gt;
&lt;br /&gt;
The instructions below also work on other RedHat Linux flavors such as CentOS or maybe Fedora.&lt;br /&gt;
&lt;br /&gt;
1. Put the [http://download.opensuse.org/repositories/Mono/RHEL_5/Mono.repo Mono.repo] file in the /etc/yum.repo.d/ directory:&lt;br /&gt;
 $ sudo su -&lt;br /&gt;
 $ cd /etc/yum.repo.d/&lt;br /&gt;
 $ wget http://download.opensuse.org/repositories/Mono/RHEL_5/Mono.repo&lt;br /&gt;
Naturally use the most [http://download.opensuse.org/repositories/Mono up-to-date link for your distribution].&lt;br /&gt;
&lt;br /&gt;
2. Install Mono and related tools with yum:&lt;br /&gt;
 $ yum install mono nant mono-jscript mono-nunit&lt;br /&gt;
Make sure to use nunit-console2 to run your tests.&lt;br /&gt;
&lt;br /&gt;
=== Fedora 5 ===&lt;br /&gt;
* I needed to build latest mono and nant from sources to build OpenSim successfully, the ones available in yum repository didn't work so I had to uninstall and build and configure the packages.&lt;br /&gt;
&lt;br /&gt;
For detailed instructions go [http://ruakuu.blogspot.com/2008/06/installing-and-configuring-opensim-on.html here]&lt;br /&gt;
&lt;br /&gt;
=== Debian 4 ===&lt;br /&gt;
&lt;br /&gt;
The following packages and their dependencies are required to run OpenSim on a default Debian 4 netinstall:&lt;br /&gt;
* mono&lt;br /&gt;
* libmono-corlib2.0-cil&lt;br /&gt;
* libmono-sqlite2.0-cil&lt;br /&gt;
* libmono-system-web2.0-cil&lt;br /&gt;
* libmono-microsoft8.0-cil&lt;br /&gt;
* libmono-system-runtime2.0-cil&lt;br /&gt;
&lt;br /&gt;
=== 64bit ===&lt;br /&gt;
Please note that only 32bit binaries are provided in the bin/ directory of subversion.  If you want to use 64bit, you'll need to rebuild these shared objects.  See [[Installing and running on x86-64]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Physics (Open Dynamics Engine ODE) ===&lt;br /&gt;
As installed from svn, ODE will work on most 32 bit platforms.  If you get an ODE-related crash, and/or a &amp;lt;i&amp;gt;libode.so not found&amp;lt;/i&amp;gt; type of error, you will need to build libode from source.&lt;br /&gt;
&lt;br /&gt;
Remove &amp;lt;tt&amp;gt;libode.so&amp;lt;/tt&amp;gt; from the &amp;lt;tt&amp;gt;./bin&amp;lt;/tt&amp;gt; folder.  (Note that subsequent svn updates may replace it again; best fix is to copy your built &amp;lt;tt&amp;gt;libode.so&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt;).  Do NOT remove &amp;lt;tt&amp;gt;ode.net.dll&amp;lt;/tt&amp;gt;!  Download the latest source from:&lt;br /&gt;
&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim-libs/trunk/unmanaged/OpenDynamicsEngine&lt;br /&gt;
&lt;br /&gt;
OpenSim requires a couple of patches on top of ODE which are not yet included upstream.  When compiling, make sure to use the following configure options:&lt;br /&gt;
&lt;br /&gt;
 --with-trimesh=gimpact &lt;br /&gt;
 --enable-shared&lt;br /&gt;
&lt;br /&gt;
Make sure the configure script confirms these choices, and always compile with single precision (I believe that's the default).  Try &amp;lt;code&amp;gt; make -k &amp;lt;/code&amp;gt; if you get errors relating to drawstuff, test*, or openGL.  &amp;lt;code&amp;gt; make install &amp;lt;/code&amp;gt; should put &amp;lt;tt&amp;gt;libode.so&amp;lt;/tt&amp;gt; in the proper place (usually &amp;lt;tt&amp;gt;/usr/local/lib&amp;lt;/tt&amp;gt;), and it should be seen by opensim (&amp;lt;tt&amp;gt;ode.net.dll&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
Recent versions of OpenSim come without an &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; file. Copy the &amp;lt;tt&amp;gt;OpenSim.ini.example&amp;lt;/tt&amp;gt; file to &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; before making any changes.&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 cd bin&lt;br /&gt;
 mono OpenSim.exe&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: if you are running a 32bit Server such as Ubuntu 8.0.4 you need the alternative launcher:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
mono OpenSim.32BitLaunch.exe&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* To invoke ODE, add the option:&lt;br /&gt;
 -physics=OpenDynamicsEngine&lt;br /&gt;
to the &amp;lt;tt&amp;gt;mono OpenSim.exe&amp;lt;/tt&amp;gt; line&lt;br /&gt;
&lt;br /&gt;
or add &amp;lt;code&amp;gt;  physics = OpenDynamicsEngine &amp;lt;/code&amp;gt; to the [Startup] section of &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt;.  Same deal for other physics engines, when available.&lt;br /&gt;
&lt;br /&gt;
On mono 1.2.6, some distributions may see&lt;br /&gt;
 Unhandled Exception: System.NotSupportedException: CodePage 1252 not supported&lt;br /&gt;
on startup when using mysql.  This can be resolved by installing the package libmono-i18n2.0-cil (see http://bugs.mysql.com/bug.php?id=33938).&lt;br /&gt;
&lt;br /&gt;
=== Additional Items ===&lt;br /&gt;
&lt;br /&gt;
* [[GC_NO_EXPLICIT|GC NO EXPLICIT]] - Enable Large Heap in Mono, this has been known to help performance and stability&lt;br /&gt;
&lt;br /&gt;
[[Category:Users]]&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Build_Instructions</id>
		<title>Build Instructions</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Build_Instructions"/>
				<updated>2008-11-09T21:07:12Z</updated>
		
		<summary type="html">&lt;p&gt;Max Ping: /* Running */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Users]]&lt;br /&gt;
This page covers building OpenSim from source code on multiple platforms.  Please help us keep this page up to date as the project progresses.&lt;br /&gt;
&lt;br /&gt;
==Download from SVN==&lt;br /&gt;
Check out the [[Download]] Section&lt;br /&gt;
&lt;br /&gt;
==MS Windows==&lt;br /&gt;
&lt;br /&gt;
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It supports the following compilers:&lt;br /&gt;
* [http://msdn2.microsoft.com/en-us/express/aa700756.aspx Microsoft Visual C# Express Edition] (note: not Visual C++)&lt;br /&gt;
* [http://www.mono-project.com/ mono]&lt;br /&gt;
&lt;br /&gt;
Note for people who just downloaded the sources from http://dist.opensimulator.org/ (the &amp;quot;Downloads&amp;quot; link on the left) be advised that some important things are missing (like MySQL template scripts). For such features, you must download using svn!&lt;br /&gt;
&lt;br /&gt;
Additional note: any Microsoft C# Express edition should work (2005 or 2008)&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
&lt;br /&gt;
* In the top-level directory, run the '&amp;lt;tt&amp;gt;runprebuild.bat&amp;lt;/tt&amp;gt;' file. This will create a VS2005 solution file, a nant build file and a '&amp;lt;tt&amp;gt;compile.bat&amp;lt;/tt&amp;gt;' file.&lt;br /&gt;
* If you prefer VS2008, run the '&amp;lt;tt&amp;gt;runprebuild2008.bat&amp;lt;/tt&amp;gt;' instead.&lt;br /&gt;
&lt;br /&gt;
* Open the resulting sln file with visual studio and build it there, or&lt;br /&gt;
* Run the '&amp;lt;tt&amp;gt;compile.bat&amp;lt;/tt&amp;gt;' file. This will build the executable using MSBuild.&lt;br /&gt;
* if you prefer to use nant, run nant in the same top-level directory. This will build the executables.&lt;br /&gt;
&lt;br /&gt;
If you don't care about physics (walking on prims, etc), ignore the rest of this section.&lt;br /&gt;
&lt;br /&gt;
=== Running ===&lt;br /&gt;
&lt;br /&gt;
Recent versions of OpenSim come without an &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; file. Copy the &amp;lt;tt&amp;gt;OpenSim.ini.example&amp;lt;/tt&amp;gt; file to &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; before making any changes.&lt;br /&gt;
&lt;br /&gt;
Double-click on the &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; executable file in the &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; directory. This will start up OpenSim in standalone mode.&lt;br /&gt;
&lt;br /&gt;
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a &amp;quot;&amp;lt;tt&amp;gt;chmod 777 *&amp;lt;/tt&amp;gt;&amp;quot; from the &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt; directory solves this.&lt;br /&gt;
&lt;br /&gt;
Physics can be invoked by adding the appropriate line to the [Startup] section of &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt;.  For ODE, that would be:&lt;br /&gt;
&lt;br /&gt;
 physics = OpenDynamicsEngine&lt;br /&gt;
&lt;br /&gt;
You can also add a command line option to a shortcut, or run from a command prompt with:&lt;br /&gt;
&lt;br /&gt;
 -physics=OpenDynamicsEngine&lt;br /&gt;
&lt;br /&gt;
'''''Windows Vista'''''&lt;br /&gt;
&lt;br /&gt;
To run on Windows Vista, you must first disable Windows Firewall.  Under the new &amp;quot;Start&amp;quot; button of Vista, select &amp;quot;Control panel&amp;quot;.  Then double-click &amp;quot;Windows Firewall&amp;quot;.  In the window that pops up, on the left column, select &amp;quot;Turn Windows Firewall on or off&amp;quot;.  You will have to give permission for this to run, then select the option &amp;quot;Off (not recommended)&amp;quot;.  Click &amp;quot;OK&amp;quot; and exit from the Windows Firewall window.&lt;br /&gt;
&lt;br /&gt;
If you have McAfee SecurityCenter, see the description below.&lt;br /&gt;
&lt;br /&gt;
Once all the security features are disabled, right click on &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; and select &amp;quot;Run as administrator&amp;quot;.  This will pop up a window asking permission, select &amp;quot;Allow&amp;quot;.  Your OpenSim server should run in a DOS-like window and accept connections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''McAfee Security'''''&lt;br /&gt;
&lt;br /&gt;
McAfee Security does not allow applications to listen on ports not explicitly specified.  You have two options: 1) disable firewall protection all together, 2) enable &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; to be able to open ports.&lt;br /&gt;
&lt;br /&gt;
''Disable firewall''&lt;br /&gt;
&lt;br /&gt;
Open McAfee SecurityCenter.  Select &amp;quot;Internet &amp;amp; Network&amp;quot;.  In the lower left corner is a small link to &amp;quot;Configure...&amp;quot;.  Select this.  In the right side of the window, select the bar that says &amp;quot;Firewall protection is enabled&amp;quot;.  Here you can select &amp;quot;Off&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
''Enable &amp;lt;tt&amp;gt;OpenSim.exe&amp;lt;/tt&amp;gt; to open ports''&lt;br /&gt;
&lt;br /&gt;
Open McAfee SecurityCenter.  Select &amp;quot;Internet &amp;amp; Network&amp;quot;.  In the lower left corner is a small link to &amp;quot;Configure...&amp;quot;.  Select this.  In the right side of the window, select the bar that says &amp;quot;Firewall protection is enabled&amp;quot;.  Select the &amp;quot;Advanced...&amp;quot; button.  This will pop up a new window.&lt;br /&gt;
&lt;br /&gt;
In the new window, on the left side, select &amp;quot;Program Permissions.&amp;quot;  In the middle on the right side of the window, select the &amp;quot;Add Allowed Program&amp;quot; button.  Use the browser that pops up to find the OpenSim executable and select it.&lt;br /&gt;
&lt;br /&gt;
Finally, select &amp;quot;OK&amp;quot; and exit the McAfee SecurityCenter window.&lt;br /&gt;
&lt;br /&gt;
==Linux/Mac OS X/FreeBSD==&lt;br /&gt;
&lt;br /&gt;
The easiest plaform to get running on the Linux side is Ubuntu 8.04, 32bit.  This is what most of the developers running Linux use.  If you are looking for the quick path, start there.&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu 8.04 / 8.10 ===&lt;br /&gt;
&lt;br /&gt;
For Ubuntu 7.10 users '''you need''' to upgrade your mono to 1.9.1.&lt;br /&gt;
&lt;br /&gt;
You can use the built in packages for mono.  However, for better performance, you may want to [http://xyzzyxyzzy.net/2008/05/08/updated-mono-build-script-for-hardy-heron-and-mono-191/ upgrade mono to 1.9.1] ([http://tempvariable.blogspot.com/2008/04/installing-mono-191-on-ubuntu-804-hardy.html Other simple method])&lt;br /&gt;
&lt;br /&gt;
 sudo apt-get install subversion nant mono-gmcs libmono-microsoft8.0-cil \&lt;br /&gt;
      libmono-system-runtime2.0-cil libgdiplus libmono-i18n2.0-cil ruby&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/trunk opensim&lt;br /&gt;
 cd opensim&lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
=== openSUSE 10.3 and 11 ===&lt;br /&gt;
&lt;br /&gt;
Install an openSUSE 11 or 10.3 with its default options, add the online repositories&lt;br /&gt;
when finished installing do an online update with all the latest packages.&lt;br /&gt;
&lt;br /&gt;
In yast install these packages, for running Opensim in standalone mode.&lt;br /&gt;
(there is a slight diffrence between 10.3 and 11 but following should be same)&lt;br /&gt;
 subversion&lt;br /&gt;
 nant&lt;br /&gt;
 mono-jscript&lt;br /&gt;
 - check that mono-core is installed&lt;br /&gt;
&lt;br /&gt;
If you just want to use SQLite then jump to last section &lt;br /&gt;
within this post.&lt;br /&gt;
&lt;br /&gt;
* Optional mysql - for Opensim running in Grid mode:&lt;br /&gt;
Install these mysql packages via yast&lt;br /&gt;
  mysql&lt;br /&gt;
  mysql-client&lt;br /&gt;
  mysql-administrator&lt;br /&gt;
  mysql-gui-tools&lt;br /&gt;
  mysql-query-browser&lt;br /&gt;
&lt;br /&gt;
Before building create the mysql database.&lt;br /&gt;
 /etc/init.d/mysql start&lt;br /&gt;
 mysql -u root -p -h localhost&lt;br /&gt;
 (when asked for password just hit enter)&lt;br /&gt;
&lt;br /&gt;
 mysql&amp;gt; create database opensim;&lt;br /&gt;
 mysql&amp;gt; quit&lt;br /&gt;
&lt;br /&gt;
set the configuration in bin/mysql_connection.ini&lt;br /&gt;
Or on later builds set the connection string inside bin/OpenSim.ini&lt;br /&gt;
&lt;br /&gt;
Build after installation of above in bash terminal. i save it in /opt&lt;br /&gt;
&lt;br /&gt;
 su -&lt;br /&gt;
 cd /opt&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/trunk opensim&lt;br /&gt;
 cd opensim&lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
After this you should be able to continue on starting the diffrent Servers, look in the mysql-config section,or&lt;br /&gt;
just run your OpenSim as a Standalone. By - eagleFX&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X 10.5/10.4 ===&lt;br /&gt;
* OpenSim is now working on PowerPC Macs! Thanks to DrScofield and those who helped him. Current nightly builds for PowerPC are not working, not sure about Intel so use the 0.5 Build. OpenSim works on Intel Macs. I'm testing on PowerBook G4. Tested these step on 10.5, but not 10.4 but should work --[[User:Mokele|Mokele]] 22:36, 14 February 2008 (PST)&lt;br /&gt;
* Install XCode Developers Tools from DVD/CD Installation Disk or download  from http://developer.apple.com/. You have to create an Apple account to access the downloads if you don't have an Apple account.&lt;br /&gt;
* Install X11 for 10.4 from the Optional Install from the DVD/CD Installation Disk. X11 for 10.5 is installed by default.&lt;br /&gt;
* Install Mono 1.2.5 from http://ftp.novell.com/pub/mono/archive/1.2.5/macos-10-universal/5/MonoFramework-1.2.5_5.macos10.novell.universal.dmg and in Terminal or X11 edit the .profile file  and add the following line:&lt;br /&gt;
 export PKG_CONFIG_PATH=&amp;quot;/Library/Frameworks/Mono.framework/Versions/Current/lib/pkgconfig/:${PKG_CONFIG_PATH}&amp;quot;&lt;br /&gt;
* Compile OpenSim&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/tags/0.5.0-release opensim&lt;br /&gt;
 cd opensim &lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
* Download and Compile libopenjpeg-libsl-2.1.2.0.dylib and libsecondlife.dll&lt;br /&gt;
* libopenjpeg-libsl-2.1.2.0.dylib:&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim-libs/libsl1550 opensim-libs&lt;br /&gt;
 cd opensim-libs/openjpeg-libsl&lt;br /&gt;
 make -f Makefile.osx&lt;br /&gt;
 cp libopenjpeg-libsl-2.1.2.0.dylib ../../opensim/bin&lt;br /&gt;
* Note: The Makefile that creates the libopenjpeg-libsl-2.1.2.0.so does not compile on PowerPC, but works properly on Intel Macs. Looks like a gcc issue with compile options.&lt;br /&gt;
&lt;br /&gt;
* libsecondlife.dll: (for PowerPC Only, see  details on this step [http://xyzzyxyzzy.net/2008/02/12/installing-opensim-on-powerpcor-of-eggs-and-virtual-worlds installing OpenSim on PowerPC…or: of eggs and virtual worlds])&lt;br /&gt;
 cd .. (back into opensim-libs)&lt;br /&gt;
 nant&lt;br /&gt;
 cp bin/libsecondlife.dll ../opensim/bin&lt;br /&gt;
&lt;br /&gt;
* Edit the libsecondlife.dll.config (PowerPC Only). Remove the cpu=&amp;quot;x86&amp;quot; tag in the last dllmap line.&lt;br /&gt;
&lt;br /&gt;
=== FreeBSD 6.2 ===&lt;br /&gt;
 su&lt;br /&gt;
 cd /usr/ports/devel/subversion/ &amp;amp;&amp;amp; make install clean (you may also need to rebuild apr-svn if this step fails)&lt;br /&gt;
 cd /usr/ports/lang/mono/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /usr/ports/devel/nant/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /usr/ports/databases/sqlite3/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /usr/ports/x11-toolkits/libgdiplus/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /opensim/installation/directory/&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim/trunk opensim&lt;br /&gt;
 cd opensim&lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
 Note: [http://opensimulator.org/wiki/OpenSim:FAQ#System.DllNotFoundException:_..2Flibopenjpeg-libsl-2.1.2.0.so|Follow the instructions on the FAQ to fix the]&lt;br /&gt;
 &amp;quot;System.DllNotFoundException: ./libopenjpeg-libsl-2.1.2.0.so&amp;quot; issue, but use &amp;quot;gmake&amp;quot; instead of &amp;quot;make&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For ODE Physics you must do the following:&lt;br /&gt;
 cd /usr/ports/graphics/libGL/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /usr/ports/graphics/libGLU/ &amp;amp;&amp;amp; make install clean&lt;br /&gt;
 cd /opensim/installation/directory/&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim-libs/trunk opensim-libs&lt;br /&gt;
 cd opensim-libs/unmanaged/OpenDynamicsEngine2/&lt;br /&gt;
 sh autogen.sh&lt;br /&gt;
 ./configure --enable-shared --enable-release --disable-demos&lt;br /&gt;
 make&lt;br /&gt;
 mv ./ode/src/libode.so /opensim/installation/directory/opensim/bin/&lt;br /&gt;
&lt;br /&gt;
=== RedHat Enterprise Linux 4 ===&lt;br /&gt;
 sudo vi /etc/yum.repos.d/mono.repo&lt;br /&gt;
&lt;br /&gt;
  [mono]&lt;br /&gt;
  name=Mono for rhel-4-i386 (stable)&lt;br /&gt;
  baseurl=http://ftp.novell.com/pub/mono/download-stable/rhel-4-i386/&lt;br /&gt;
  enabled=1&lt;br /&gt;
  gpgcheck=0&lt;br /&gt;
&lt;br /&gt;
 sudo yum install mono-complete monodoc-core nant&lt;br /&gt;
 svn co svn co http://opensimulator.org/svn/opensim/trunk opensim&lt;br /&gt;
 cd opensim&lt;br /&gt;
 ./runprebuild.sh&lt;br /&gt;
 nant&lt;br /&gt;
&lt;br /&gt;
=== RedHat Enterprise Linux 5 ===&lt;br /&gt;
&lt;br /&gt;
The instructions below also work on other RedHat Linux flavors such as CentOS or maybe Fedora.&lt;br /&gt;
&lt;br /&gt;
1. Put the [http://download.opensuse.org/repositories/Mono/RHEL_5/Mono.repo Mono.repo] file in the /etc/yum.repo.d/ directory:&lt;br /&gt;
 $ sudo su -&lt;br /&gt;
 $ cd /etc/yum.repo.d/&lt;br /&gt;
 $ wget http://download.opensuse.org/repositories/Mono/RHEL_5/Mono.repo&lt;br /&gt;
Naturally use the most [http://download.opensuse.org/repositories/Mono up-to-date link for your distribution].&lt;br /&gt;
&lt;br /&gt;
2. Install Mono and related tools with yum:&lt;br /&gt;
 $ yum install mono nant mono-jscript mono-nunit&lt;br /&gt;
Make sure to use nunit-console2 to run your tests.&lt;br /&gt;
&lt;br /&gt;
=== Fedora 5 ===&lt;br /&gt;
* I needed to build latest mono and nant from sources to build OpenSim successfully, the ones available in yum repository didn't work so I had to uninstall and build and configure the packages.&lt;br /&gt;
&lt;br /&gt;
For detailed instructions go [http://ruakuu.blogspot.com/2008/06/installing-and-configuring-opensim-on.html here]&lt;br /&gt;
&lt;br /&gt;
=== Debian 4 ===&lt;br /&gt;
&lt;br /&gt;
The following packages and their dependencies are required to run OpenSim on a default Debian 4 netinstall:&lt;br /&gt;
* mono&lt;br /&gt;
* libmono-corlib2.0-cil&lt;br /&gt;
* libmono-sqlite2.0-cil&lt;br /&gt;
* libmono-system-web2.0-cil&lt;br /&gt;
* libmono-microsoft8.0-cil&lt;br /&gt;
* libmono-system-runtime2.0-cil&lt;br /&gt;
&lt;br /&gt;
=== 64bit ===&lt;br /&gt;
Please note that only 32bit binaries are provided in the bin/ directory of subversion.  If you want to use 64bit, you'll need to rebuild these shared objects.  See [[Installing and running on x86-64]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Physics (Open Dynamics Engine ODE) ===&lt;br /&gt;
As installed from svn, ODE will work on most 32 bit platforms.  If you get an ODE-related crash, and/or a &amp;lt;i&amp;gt;libode.so not found&amp;lt;/i&amp;gt; type of error, you will need to build libode from source.&lt;br /&gt;
&lt;br /&gt;
Remove &amp;lt;tt&amp;gt;libode.so&amp;lt;/tt&amp;gt; from the &amp;lt;tt&amp;gt;./bin&amp;lt;/tt&amp;gt; folder.  (Note that subsequent svn updates may replace it again; best fix is to copy your built &amp;lt;tt&amp;gt;libode.so&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;bin&amp;lt;/tt&amp;gt;).  Do NOT remove &amp;lt;tt&amp;gt;ode.net.dll&amp;lt;/tt&amp;gt;!  Download the latest source from:&lt;br /&gt;
&lt;br /&gt;
 svn co http://opensimulator.org/svn/opensim-libs/trunk/unmanaged/OpenDynamicsEngine&lt;br /&gt;
&lt;br /&gt;
OpenSim requires a couple of patches on top of ODE which are not yet included upstream.  When compiling, make sure to use the following configure options:&lt;br /&gt;
&lt;br /&gt;
 --with-trimesh=gimpact &lt;br /&gt;
 --enable-shared&lt;br /&gt;
&lt;br /&gt;
Make sure the configure script confirms these choices, and always compile with single precision (I believe that's the default).  Try &amp;lt;code&amp;gt; make -k &amp;lt;/code&amp;gt; if you get errors relating to drawstuff, test*, or openGL.  &amp;lt;code&amp;gt; make install &amp;lt;/code&amp;gt; should put &amp;lt;tt&amp;gt;libode.so&amp;lt;/tt&amp;gt; in the proper place (usually &amp;lt;tt&amp;gt;/usr/local/lib&amp;lt;/tt&amp;gt;), and it should be seen by opensim (&amp;lt;tt&amp;gt;ode.net.dll&amp;lt;/tt&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
Recent versions of OpenSim come without an &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; file. Copy the &amp;lt;tt&amp;gt;OpenSim.ini.example&amp;lt;/tt&amp;gt; file to &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt; before making any changes.&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 cd bin&lt;br /&gt;
 mono OpenSim.exe&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: if you are running a 32bit Server such as Ubuntu you need the alternative launcher:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
mono OpenSim.32BitLaunch.exe&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* To invoke ODE, add the option:&lt;br /&gt;
 -physics=OpenDynamicsEngine&lt;br /&gt;
to the &amp;lt;tt&amp;gt;mono OpenSim.exe&amp;lt;/tt&amp;gt; line&lt;br /&gt;
&lt;br /&gt;
or add &amp;lt;code&amp;gt;  physics = OpenDynamicsEngine &amp;lt;/code&amp;gt; to the [Startup] section of &amp;lt;tt&amp;gt;OpenSim.ini&amp;lt;/tt&amp;gt;.  Same deal for other physics engines, when available.&lt;br /&gt;
&lt;br /&gt;
On mono 1.2.6, some distributions may see&lt;br /&gt;
 Unhandled Exception: System.NotSupportedException: CodePage 1252 not supported&lt;br /&gt;
on startup when using mysql.  This can be resolved by installing the package libmono-i18n2.0-cil (see http://bugs.mysql.com/bug.php?id=33938).&lt;br /&gt;
&lt;br /&gt;
=== Additional Items ===&lt;br /&gt;
&lt;br /&gt;
* [[GC_NO_EXPLICIT|GC NO EXPLICIT]] - Enable Large Heap in Mono, this has been known to help performance and stability&lt;br /&gt;
&lt;br /&gt;
[[Category:Users]]&lt;/div&gt;</summary>
		<author><name>Max Ping</name></author>	</entry>

	</feed>