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		<id>http://opensimulator.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sarah+Kline</id>
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	<entry>
		<id>http://opensimulator.org/wiki/Mesh</id>
		<title>Mesh</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Mesh"/>
				<updated>2011-12-16T21:17:44Z</updated>
		
		<summary type="html">&lt;p&gt;Sarah Kline: /* Viewers with Mesh support */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quicklinks}}&lt;br /&gt;
{{content}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
OpenSimulator supports the use of collada meshes. It must be noted that at the time of this writing, mesh support is still under development at Linden Labs, and they make changes to that all the time. Therefore, we can not guarantee that the current implementation of mesh support in OpenSim will be 100% compatible to the final version on SecondLife, once that gets rolled out. If you plan on using OpenSim to develop meshes for SecondLife, make sure you update Opensim frequently.&lt;br /&gt;
&lt;br /&gt;
== Enabling mesh support ==&lt;br /&gt;
To make sure that your OpenSim server has mesh support enabled, edit OpenSim.ini, and look for the lines that should read:&lt;br /&gt;
 [Mesh]&lt;br /&gt;
    ; enable / disable Collada mesh support&lt;br /&gt;
    ; default is true&lt;br /&gt;
    AllowMeshUpload = true&lt;br /&gt;
If you do not have that section in Opensim.ini, then you can safely add it yourself.&lt;br /&gt;
&lt;br /&gt;
== Free Software to make meshes with ==&lt;br /&gt;
==== Windows ====&lt;br /&gt;
* [http://www.wings3d.com/ Wings3D]&lt;br /&gt;
* [http://www.blender.org/ Blender]&lt;br /&gt;
&lt;br /&gt;
==== MacOS ====&lt;br /&gt;
* [http://www.wings3d.com/ Wings3D]&lt;br /&gt;
* [http://www.blender.org/ Blender]&lt;br /&gt;
&lt;br /&gt;
==== Linux ====&lt;br /&gt;
* [http://www.wings3d.com/ Wings3D]&lt;br /&gt;
* [http://www.blender.org/ Blender]&lt;br /&gt;
&lt;br /&gt;
== Viewers with Mesh support ==&lt;br /&gt;
* [http://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers#Second_Life_Project_Viewers LL Project Viewer] - An experimental mesh supporting viewer by Linden Labs&lt;br /&gt;
* [http://www.kirstensviewer.com/ Kirsten's Viewer] - A v2 based viewer with heavy emphasis on nice graphics.&lt;br /&gt;
* [http://www.singularityviewer.org/ Singularity] - A V1 based viewer, with the good stuff from v2 added. Supports mesh, [[OSSL]], and more.&lt;br /&gt;
* [http://sldev.free.fr/ Cool VL Viewer] - one of the oldest Third Party Viewers around (former name: Cool SL Viewer), fully OpenSim compatible.&lt;br /&gt;
* [http://www.phoenixviewer.com/ Firestorm Viewer] - A V2 based viewer,Supports mesh viewing and uploading, grid menu for Opensim, also Pheonix Viewer - V1 viewer with mesh view and upload, grid Manager. &lt;br /&gt;
&lt;br /&gt;
'''Working on including Mesh support'''&lt;br /&gt;
* [http://blog.kokuaviewer.org/ Imprudence and Kokua] - Imprudence is v1 based, Kokua is v2 based. Both are develped by the same team.&lt;br /&gt;
&lt;br /&gt;
== Other Meshes ==&lt;br /&gt;
&lt;br /&gt;
You may not realize it, but sculpties too are meshes. One important difference with sculpties on Secondlife, is that in OpenSim, you can completely disable the bounding box (the invisible wall that you bump into, when you have a large sculptie). This will allow you to make working sculptie stars, without having to use tricks like invisible prims. By default, this feature is turned on, so no need to worry about that.&lt;br /&gt;
However, should you find that you keep running into bounding boxes anyway, you may want to edit OpenSim.ini, and look for the following lines:&lt;br /&gt;
&lt;br /&gt;
 [ODEPhysicsSettings]&lt;br /&gt;
    ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they&lt;br /&gt;
       collide as they look?} {true false} true&lt;br /&gt;
    ;; Do we want to mesh sculpted prim to collide like they look?&lt;br /&gt;
    ;; If you are seeing sculpt texture decode problems&lt;br /&gt;
    ;; (messages such as &amp;quot;Decoded image with unhandled number of components: 0 shortly followed by a physcs exception&amp;quot;)&lt;br /&gt;
    ;; then you might want to try setting this to false.&lt;br /&gt;
    ; mesh_sculpted_prim = true&lt;br /&gt;
The current default for this is &amp;quot;true&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Since in OpenSimulator, prim size is set to a maximum of 256 meters by default, it can be worthwhile to use sculpties instead of collada mesh, especially if the mesh you need is a relatively simple one.&lt;/div&gt;</summary>
		<author><name>Sarah Kline</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Mesh</id>
		<title>Mesh</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Mesh"/>
				<updated>2011-12-16T21:16:11Z</updated>
		
		<summary type="html">&lt;p&gt;Sarah Kline: /* Viewers with Mesh support */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quicklinks}}&lt;br /&gt;
{{content}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
OpenSimulator supports the use of collada meshes. It must be noted that at the time of this writing, mesh support is still under development at Linden Labs, and they make changes to that all the time. Therefore, we can not guarantee that the current implementation of mesh support in OpenSim will be 100% compatible to the final version on SecondLife, once that gets rolled out. If you plan on using OpenSim to develop meshes for SecondLife, make sure you update Opensim frequently.&lt;br /&gt;
&lt;br /&gt;
== Enabling mesh support ==&lt;br /&gt;
To make sure that your OpenSim server has mesh support enabled, edit OpenSim.ini, and look for the lines that should read:&lt;br /&gt;
 [Mesh]&lt;br /&gt;
    ; enable / disable Collada mesh support&lt;br /&gt;
    ; default is true&lt;br /&gt;
    AllowMeshUpload = true&lt;br /&gt;
If you do not have that section in Opensim.ini, then you can safely add it yourself.&lt;br /&gt;
&lt;br /&gt;
== Free Software to make meshes with ==&lt;br /&gt;
==== Windows ====&lt;br /&gt;
* [http://www.wings3d.com/ Wings3D]&lt;br /&gt;
* [http://www.blender.org/ Blender]&lt;br /&gt;
&lt;br /&gt;
==== MacOS ====&lt;br /&gt;
* [http://www.wings3d.com/ Wings3D]&lt;br /&gt;
* [http://www.blender.org/ Blender]&lt;br /&gt;
&lt;br /&gt;
==== Linux ====&lt;br /&gt;
* [http://www.wings3d.com/ Wings3D]&lt;br /&gt;
* [http://www.blender.org/ Blender]&lt;br /&gt;
&lt;br /&gt;
== Viewers with Mesh support ==&lt;br /&gt;
* [http://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers#Second_Life_Project_Viewers LL Project Viewer] - An experimental mesh supporting viewer by Linden Labs&lt;br /&gt;
* [http://www.kirstensviewer.com/ Kirsten's Viewer] - A v2 based viewer with heavy emphasis on nice graphics.&lt;br /&gt;
* [http://www.singularityviewer.org/ Singularity] - A V1 based viewer, with the good stuff from v2 added. Supports mesh, [[OSSL]], and more.&lt;br /&gt;
* [http://sldev.free.fr/ Cool VL Viewer] - one of the oldest Third Party Viewers around (former name: Cool SL Viewer), fully OpenSim compatible.&lt;br /&gt;
* [http://www.phoenixviewer.com/ Firestorm Viewer] - A V2 based viewer,Supports mesh viewing and uploading has grid menu for Opensim, also Pheonix Viewer - V1 viewer with mesh view and uploading &amp;amp; grid Manager. &lt;br /&gt;
&lt;br /&gt;
'''Working on including Mesh support'''&lt;br /&gt;
* [http://blog.kokuaviewer.org/ Imprudence and Kokua] - Imprudence is v1 based, Kokua is v2 based. Both are develped by the same team.&lt;br /&gt;
&lt;br /&gt;
== Other Meshes ==&lt;br /&gt;
&lt;br /&gt;
You may not realize it, but sculpties too are meshes. One important difference with sculpties on Secondlife, is that in OpenSim, you can completely disable the bounding box (the invisible wall that you bump into, when you have a large sculptie). This will allow you to make working sculptie stars, without having to use tricks like invisible prims. By default, this feature is turned on, so no need to worry about that.&lt;br /&gt;
However, should you find that you keep running into bounding boxes anyway, you may want to edit OpenSim.ini, and look for the following lines:&lt;br /&gt;
&lt;br /&gt;
 [ODEPhysicsSettings]&lt;br /&gt;
    ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they&lt;br /&gt;
       collide as they look?} {true false} true&lt;br /&gt;
    ;; Do we want to mesh sculpted prim to collide like they look?&lt;br /&gt;
    ;; If you are seeing sculpt texture decode problems&lt;br /&gt;
    ;; (messages such as &amp;quot;Decoded image with unhandled number of components: 0 shortly followed by a physcs exception&amp;quot;)&lt;br /&gt;
    ;; then you might want to try setting this to false.&lt;br /&gt;
    ; mesh_sculpted_prim = true&lt;br /&gt;
The current default for this is &amp;quot;true&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Since in OpenSimulator, prim size is set to a maximum of 256 meters by default, it can be worthwhile to use sculpties instead of collada mesh, especially if the mesh you need is a relatively simple one.&lt;/div&gt;</summary>
		<author><name>Sarah Kline</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Mesh</id>
		<title>Mesh</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Mesh"/>
				<updated>2011-12-16T21:12:31Z</updated>
		
		<summary type="html">&lt;p&gt;Sarah Kline: /* Viewers with Mesh support */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quicklinks}}&lt;br /&gt;
{{content}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
OpenSimulator supports the use of collada meshes. It must be noted that at the time of this writing, mesh support is still under development at Linden Labs, and they make changes to that all the time. Therefore, we can not guarantee that the current implementation of mesh support in OpenSim will be 100% compatible to the final version on SecondLife, once that gets rolled out. If you plan on using OpenSim to develop meshes for SecondLife, make sure you update Opensim frequently.&lt;br /&gt;
&lt;br /&gt;
== Enabling mesh support ==&lt;br /&gt;
To make sure that your OpenSim server has mesh support enabled, edit OpenSim.ini, and look for the lines that should read:&lt;br /&gt;
 [Mesh]&lt;br /&gt;
    ; enable / disable Collada mesh support&lt;br /&gt;
    ; default is true&lt;br /&gt;
    AllowMeshUpload = true&lt;br /&gt;
If you do not have that section in Opensim.ini, then you can safely add it yourself.&lt;br /&gt;
&lt;br /&gt;
== Free Software to make meshes with ==&lt;br /&gt;
==== Windows ====&lt;br /&gt;
* [http://www.wings3d.com/ Wings3D]&lt;br /&gt;
* [http://www.blender.org/ Blender]&lt;br /&gt;
&lt;br /&gt;
==== MacOS ====&lt;br /&gt;
* [http://www.wings3d.com/ Wings3D]&lt;br /&gt;
* [http://www.blender.org/ Blender]&lt;br /&gt;
&lt;br /&gt;
==== Linux ====&lt;br /&gt;
* [http://www.wings3d.com/ Wings3D]&lt;br /&gt;
* [http://www.blender.org/ Blender]&lt;br /&gt;
&lt;br /&gt;
== Viewers with Mesh support ==&lt;br /&gt;
* [http://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers#Second_Life_Project_Viewers LL Project Viewer] - An experimental mesh supporting viewer by Linden Labs&lt;br /&gt;
* [http://www.kirstensviewer.com/ Kirsten's Viewer] - A v2 based viewer with heavy emphasis on nice graphics.&lt;br /&gt;
* [http://www.singularityviewer.org/ Singularity] - A V1 based viewer, with the good stuff from v2 added. Supports mesh, [[OSSL]], and more.&lt;br /&gt;
* [http://sldev.free.fr/ Cool VL Viewer] - one of the oldest Third Party Viewers around (former name: Cool SL Viewer), fully OpenSim compatible.&lt;br /&gt;
* [http://www.phoenixviewer.com/]Firestorm Viewer- A V2 based viewer,Supports mesh viewing and uploading has grid menu for Opensim. Also Pheonix Viewer - V1 viewer with mesh view and uploading &amp;amp; grid Manager. &lt;br /&gt;
&lt;br /&gt;
'''Working on including Mesh support'''&lt;br /&gt;
* [http://blog.kokuaviewer.org/ Imprudence and Kokua] - Imprudence is v1 based, Kokua is v2 based. Both are develped by the same team.&lt;br /&gt;
&lt;br /&gt;
== Other Meshes ==&lt;br /&gt;
&lt;br /&gt;
You may not realize it, but sculpties too are meshes. One important difference with sculpties on Secondlife, is that in OpenSim, you can completely disable the bounding box (the invisible wall that you bump into, when you have a large sculptie). This will allow you to make working sculptie stars, without having to use tricks like invisible prims. By default, this feature is turned on, so no need to worry about that.&lt;br /&gt;
However, should you find that you keep running into bounding boxes anyway, you may want to edit OpenSim.ini, and look for the following lines:&lt;br /&gt;
&lt;br /&gt;
 [ODEPhysicsSettings]&lt;br /&gt;
    ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they&lt;br /&gt;
       collide as they look?} {true false} true&lt;br /&gt;
    ;; Do we want to mesh sculpted prim to collide like they look?&lt;br /&gt;
    ;; If you are seeing sculpt texture decode problems&lt;br /&gt;
    ;; (messages such as &amp;quot;Decoded image with unhandled number of components: 0 shortly followed by a physcs exception&amp;quot;)&lt;br /&gt;
    ;; then you might want to try setting this to false.&lt;br /&gt;
    ; mesh_sculpted_prim = true&lt;br /&gt;
The current default for this is &amp;quot;true&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Since in OpenSimulator, prim size is set to a maximum of 256 meters by default, it can be worthwhile to use sculpties instead of collada mesh, especially if the mesh you need is a relatively simple one.&lt;/div&gt;</summary>
		<author><name>Sarah Kline</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/Mesh</id>
		<title>Mesh</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/Mesh"/>
				<updated>2011-12-16T21:09:52Z</updated>
		
		<summary type="html">&lt;p&gt;Sarah Kline: /* Viewers with Mesh support */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quicklinks}}&lt;br /&gt;
{{content}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
OpenSimulator supports the use of collada meshes. It must be noted that at the time of this writing, mesh support is still under development at Linden Labs, and they make changes to that all the time. Therefore, we can not guarantee that the current implementation of mesh support in OpenSim will be 100% compatible to the final version on SecondLife, once that gets rolled out. If you plan on using OpenSim to develop meshes for SecondLife, make sure you update Opensim frequently.&lt;br /&gt;
&lt;br /&gt;
== Enabling mesh support ==&lt;br /&gt;
To make sure that your OpenSim server has mesh support enabled, edit OpenSim.ini, and look for the lines that should read:&lt;br /&gt;
 [Mesh]&lt;br /&gt;
    ; enable / disable Collada mesh support&lt;br /&gt;
    ; default is true&lt;br /&gt;
    AllowMeshUpload = true&lt;br /&gt;
If you do not have that section in Opensim.ini, then you can safely add it yourself.&lt;br /&gt;
&lt;br /&gt;
== Free Software to make meshes with ==&lt;br /&gt;
==== Windows ====&lt;br /&gt;
* [http://www.wings3d.com/ Wings3D]&lt;br /&gt;
* [http://www.blender.org/ Blender]&lt;br /&gt;
&lt;br /&gt;
==== MacOS ====&lt;br /&gt;
* [http://www.wings3d.com/ Wings3D]&lt;br /&gt;
* [http://www.blender.org/ Blender]&lt;br /&gt;
&lt;br /&gt;
==== Linux ====&lt;br /&gt;
* [http://www.wings3d.com/ Wings3D]&lt;br /&gt;
* [http://www.blender.org/ Blender]&lt;br /&gt;
&lt;br /&gt;
== Viewers with Mesh support ==&lt;br /&gt;
* [http://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers#Second_Life_Project_Viewers LL Project Viewer] - An experimental mesh supporting viewer by Linden Labs&lt;br /&gt;
* [http://www.kirstensviewer.com/ Kirsten's Viewer] - A v2 based viewer with heavy emphasis on nice graphics.&lt;br /&gt;
* [http://www.singularityviewer.org/ Singularity] - A V1 based viewer, with the good stuff from v2 added. Supports mesh, [[OSSL]], and more.&lt;br /&gt;
* [http://sldev.free.fr/ Cool VL Viewer] - one of the oldest Third Party Viewers around (former name: Cool SL Viewer), fully OpenSim compatible.&lt;br /&gt;
* [http://www.phoenixviewer.com/] Firestorm Viewer- A V2 based viewer,Supports mesh viewing and uploading, Grid manager. Also Pheonix Viewer - V1 viewer with mesh view and uploading, Grid Manager. &lt;br /&gt;
&lt;br /&gt;
'''Working on including Mesh support'''&lt;br /&gt;
* [http://blog.kokuaviewer.org/ Imprudence and Kokua] - Imprudence is v1 based, Kokua is v2 based. Both are develped by the same team.&lt;br /&gt;
&lt;br /&gt;
== Other Meshes ==&lt;br /&gt;
&lt;br /&gt;
You may not realize it, but sculpties too are meshes. One important difference with sculpties on Secondlife, is that in OpenSim, you can completely disable the bounding box (the invisible wall that you bump into, when you have a large sculptie). This will allow you to make working sculptie stars, without having to use tricks like invisible prims. By default, this feature is turned on, so no need to worry about that.&lt;br /&gt;
However, should you find that you keep running into bounding boxes anyway, you may want to edit OpenSim.ini, and look for the following lines:&lt;br /&gt;
&lt;br /&gt;
 [ODEPhysicsSettings]&lt;br /&gt;
    ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they&lt;br /&gt;
       collide as they look?} {true false} true&lt;br /&gt;
    ;; Do we want to mesh sculpted prim to collide like they look?&lt;br /&gt;
    ;; If you are seeing sculpt texture decode problems&lt;br /&gt;
    ;; (messages such as &amp;quot;Decoded image with unhandled number of components: 0 shortly followed by a physcs exception&amp;quot;)&lt;br /&gt;
    ;; then you might want to try setting this to false.&lt;br /&gt;
    ; mesh_sculpted_prim = true&lt;br /&gt;
The current default for this is &amp;quot;true&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Since in OpenSimulator, prim size is set to a maximum of 256 meters by default, it can be worthwhile to use sculpties instead of collada mesh, especially if the mesh you need is a relatively simple one.&lt;/div&gt;</summary>
		<author><name>Sarah Kline</name></author>	</entry>

	<entry>
		<id>http://opensimulator.org/wiki/NAT_Loopback_Routers</id>
		<title>NAT Loopback Routers</title>
		<link rel="alternate" type="text/html" href="http://opensimulator.org/wiki/NAT_Loopback_Routers"/>
				<updated>2011-11-27T17:09:25Z</updated>
		
		<summary type="html">&lt;p&gt;Sarah Kline: /* Netgear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quicklinks}} {{content}}&lt;br /&gt;
&lt;br /&gt;
=INTRODUCTION=&lt;br /&gt;
&lt;br /&gt;
What is NAT Loopback and why is it needed to host a public Opensimulator Region?&lt;br /&gt;
&lt;br /&gt;
Currently (as at August 2010), a hosted region on a home connection with a broadband router needs, what is known as ''NAT Loopback'' functionality.&lt;br /&gt;
&lt;br /&gt;
Many DSL routers/modems prevent loopback connections as a security feature. This means that a machine on your local network (e.g. behind your DSL router/modem) cannot connect to a forward facing IP address (such as 199.149.252.44) of a machine that it also on your local network.  Connecting to the local IP address (such as 192.168.2.40) of that same machine works fine.&lt;br /&gt;
&lt;br /&gt;
This is an issue since each region has to be specify an IP address for the client to connect.  This is the ExternalHostName parameter in a regions config file (e.g. bin/Regions/Regions.ini).  In the absence of NAT loopback, if a forward facing IP address is specified (such as 199.149.252.44) then external clients will be able to connect to the region but clients on your local network will not.  If the internal address were put in ExternalHostName instead (e.g. 192.168.2.40) then viewers on the local network will be able to connect but viewers from an external network would not.&lt;br /&gt;
&lt;br /&gt;
This page shows a list of routers supporting NAT Loopback. Please add both known working and non-working routers to the list.&lt;br /&gt;
&lt;br /&gt;
=Working Routers=&lt;br /&gt;
&lt;br /&gt;
==3Com==&lt;br /&gt;
&lt;br /&gt;
*3CRWDR100A-72&lt;br /&gt;
*3CRWDR101A-75&lt;br /&gt;
&lt;br /&gt;
==D-Link==&lt;br /&gt;
&lt;br /&gt;
D-Link DGL-4500 series of routers have the largest available nat table of any router on the market.&amp;amp;nbsp; These routers range from 70$-180$ USD depending on where you live and purchase from. &lt;br /&gt;
&lt;br /&gt;
When considering a purchase, consider performance against cost. Upper end ADSL 2+ routers can add several Mbs to your modems sync speed.  &lt;br /&gt;
&lt;br /&gt;
'''Wireless Routers - Access Point Only'''&lt;br /&gt;
&lt;br /&gt;
These routers are Access Point devices, and contain no ADSL modem and hence need a separate adsl modem operating in Bridge mode.&lt;br /&gt;
&lt;br /&gt;
*[http://www.dlink.com/products/?pid=64 D-Link DGL-4500] &lt;br /&gt;
*[http://www.dlink.com/products/?pid=530 D-Link DIR-655] &lt;br /&gt;
*[http://www.dlink.com/products/?pid=DIR-635 D-Link DIR-635]&lt;br /&gt;
*[http://www.dlink.com/products/?pid=DIR-601 D-Link DIR-601]&lt;br /&gt;
*[http://www.dlink.com/products/?pid=DIR-600 D-Link DIR-600]&lt;br /&gt;
*D-Link DI-524&lt;br /&gt;
&lt;br /&gt;
'''Routers With ADSL modem'''&lt;br /&gt;
No items to list currently&lt;br /&gt;
&lt;br /&gt;
Note: The DGL-4100 &amp;amp; DGL-4300 have been discontinued, and the replacement model is the DIL-825 and DIL-855 - Loopback status unknown on these later models. The DGL-4300 may be available second hand.&lt;br /&gt;
&lt;br /&gt;
==Draytek==&lt;br /&gt;
&lt;br /&gt;
* Draytek Vigor 2710n [http://www.draytek.com/user/PdInfoDetail.php?Id=82] does NAT loopback out of the box and seems to be generally an all-round great router.&lt;br /&gt;
* Draytek Vigor 120 [http://www.draytek.com/user/PdInfoDetail.php?Id=71] does NAT loopback out of the box and has some nice features. NOTE that if it's using PPPoA (common in UK and New Zealand) there is a bug that stops Opensim (and Secondlife) ping packets from working so you disconnect after 3 minutes. You need to upgrade to firmware 3.2.4.3 (or higher).&lt;br /&gt;
&lt;br /&gt;
==Linksys/Cisco==&lt;br /&gt;
&lt;br /&gt;
*[http://www.linksysbycisco.com/EU/en/support/WAG200G Linksys WAG200G] with Firmware Version: 1.01.09&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Linksys_WRT54G_series Linksys WRT54G]&lt;br /&gt;
*[http://homesupport.cisco.com/en-us/wireless/lbc/WAG54G Linksys WAG54G v3] &lt;br /&gt;
*[http://homesupport.cisco.com/en-us/wireless/lbc/WAG54G Linksys WAG54G v2 - NZ/Australia version] &lt;br /&gt;
*Linksys RT31P2&lt;br /&gt;
Note: The WAG54G v2 NZ/Australia version has a faster processor, more memory and larger NAT table, and works with OS out of the box. Other market versions may not.&lt;br /&gt;
&lt;br /&gt;
==Netgear==&lt;br /&gt;
&lt;br /&gt;
*NETGEAR WNR834M&amp;amp;nbsp;: ftp://downloads.netgear.com/files/wnr834m_ref_manual.pdf &lt;br /&gt;
*NETGEAR WNR2000&amp;amp;nbsp;: With firmware 1.2.3.7 ( http://kb.netgear.com/app/answers/detail/a_id/11895 ) loopback now enabled 'out of the box' &lt;br /&gt;
*NETGEAR WGR614&amp;amp;nbsp;: has been confirmed to work out of the box &lt;br /&gt;
*Netgear RP614 v3&lt;br /&gt;
*Netgear DG834G v3 with latest firmware &amp;amp; v4 upto firmware version v5.01.09 (according to [http://forum1.netgear.com/showthread.php?t=42641 this link], a later firmware update of v4 removed NAT loopback) NAT Loopback returned as menu option with latest v5.01.16 firmware for the v4 model. The latest model versions, marked v5 on the unit's label, has significantly different internals and  is not currently Loopback capable(the v5 has the wireless aerial on the right, not the left, as looking from the front. The DG834G v1, v2, v3 &amp;amp; v4 are end of line in most markets. The v3 &amp;amp; v4 are proven good performers.&lt;br /&gt;
*Netgear DGN1000 worked out of the box. Note this working item reports its firmware version as V2.1.00.19_VG which seems much newer than the version offered for download on netgear.com.&lt;br /&gt;
&lt;br /&gt;
==Thomson==&lt;br /&gt;
&lt;br /&gt;
*Thomson SpeedTouch router-modem&amp;amp;nbsp;TG585, ST-585i (requires Telnet acces to it to Enable Loopback) &lt;br /&gt;
*Thomson Speedtouch ST-780, ST-516 &lt;br /&gt;
&lt;br /&gt;
==Other routers &amp;amp;amp; Hardware==&lt;br /&gt;
&lt;br /&gt;
*Arris TM502b&amp;amp;nbsp;: http://portforward.com/english/routers/port_forwarding/Arris/TM502b/ &lt;br /&gt;
*2wire 2701hg-s NOT Loopback capable. but the 2wire 2701hg-B &amp;amp;amp; 2701hg-D Series ARE loopback capable.&amp;amp;nbsp; (These can be purchased for approximately $50 USD) &lt;br /&gt;
*AVM FritzBox (most Models are working perfect, '''except 3790 VDSL Router''', Date Sep 2010)&amp;amp;nbsp;: http://www.avm.de &lt;br /&gt;
*Ubee Wireless Cable Router DDW2600&amp;amp;nbsp; [http://www.ubeeinteractive.com/index.php/products/product-overview/wireless_cable_router1/ http://www.ubeeinteractive.com/index.php/products/product-overview/wireless_cable_router1/]&lt;br /&gt;
*BT home hub V2&lt;br /&gt;
* If you are using a ZyXEL DSL router/modem from Embarq, please read [[OpenSim:Network_settings#A_solution_for_local_connections_when_you_are_using_NAT_and_Port_Forwarding|this configuration guide]]. This will show you how to reconfigure your DSL router/modem to fix this problem.&lt;br /&gt;
&lt;br /&gt;
=KNOWN&amp;amp;nbsp;non-functional for OpenSim:=&lt;br /&gt;
&lt;br /&gt;
*Netgear Pro Safe VPN FVS318&amp;amp;nbsp;: [http://www.netgear.com/Products/VPNandSSL/WiredVPNFirewallRouters/FVS318.aspx http://www.netgear.com/Products/VPNandSSL/WiredVPNFirewallRouters/FVS318.aspx] &lt;br /&gt;
*NetGear WGR614 does not work with ISP required gateway modems&lt;br /&gt;
*Belkin F5D7230-4 (the router might work if 3rd party firmware is used, such as DD-WRT&amp;amp;nbsp;: http://www.dd-wrt.com/ )&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=REFERENCE&amp;amp;nbsp;LINKS:=&lt;br /&gt;
&lt;br /&gt;
More Information Related to Routers and Solutions @: [http://osgrid.org/forums/viewtopic.php?f=8&amp;amp;t=2283 osgrid.org/forums/viewtopic.php]&lt;br /&gt;
&lt;br /&gt;
=Linux specific solutions=&lt;br /&gt;
==SETTING UP A LINUX COMPUTER TO ACT AS A ROUTER==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
For Linux based Netfilter (iptables) routers, you want to set up the NAT table with some extra entries The following script is something to get you started, you'll need to fix up the variables at the top to match your system and network. &amp;lt;source lang=&amp;quot;bash&amp;quot;&amp;gt;&lt;br /&gt;
#!/bin/bash&lt;br /&gt;
#&lt;br /&gt;
# vvvvv - Fix these! - vvvvv&lt;br /&gt;
IPTABLES=/usr/sbin/iptables&lt;br /&gt;
LAN_NETWORK=192.168.0.0/24&lt;br /&gt;
SERVER_IP=192.168.0.2&lt;br /&gt;
INTERNET_IP=100.100.100.100&lt;br /&gt;
REMOTING_PORT=8895&lt;br /&gt;
REGION_PORT=9000&lt;br /&gt;
# ^^^^^ - Fix these! - ^^^^^&lt;br /&gt;
&lt;br /&gt;
# First, the Destination NAT, anything going to the external address on our ports, we redirect to the server&lt;br /&gt;
# Note, if you have a double NAT running and this router doesn't actually have the internet IP address, you'll&lt;br /&gt;
# need another set of PREROUTING-DNAT lines with the --destination (-d) set to the internet facing private address&lt;br /&gt;
$IPTABLES -t nat -I PREROUTING -d $INTERNET_IP -p tcp --dport $REMOTING_PORT --jump DNAT --to-destination $SERVER_IP&lt;br /&gt;
$IPTABLES -t nat -I PREROUTING -d $INTERNET_IP -p udp --dport $REGION_PORT --jump DNAT --to-destination $SERVER_IP&lt;br /&gt;
$IPTABLES -t nat -I PREROUTING -d $INTERNET_IP -p tcp --dport $REGION_PORT --jump DNAT --to-destination $SERVER_IP&lt;br /&gt;
&lt;br /&gt;
# Second, the Source NAT, we need this so that returning packets to our LAN clients go back through the router first,&lt;br /&gt;
# otherwise, the server will try to talk directly to the client and the client will reject them&lt;br /&gt;
$IPTABLES -t nat -I POSTROUTING -s $LAN_NETWORK -d $SERVER_IP -p tcp --dport $REMOTING_PORT --jump SNAT --to-source $INTERNET_IP&lt;br /&gt;
$IPTABLES -t nat -I POSTROUTING -s $LAN_NETWORK -d $SERVER_IP -p udp --dport $REGION_PORT --jump SNAT --to-source $INTERNET_IP&lt;br /&gt;
$IPTABLES -t nat -I POSTROUTING -s $LAN_NETWORK -d $SERVER_IP -p tcp --dport $REGION_PORT --jump SNAT --to-source $INTERNET_IP&lt;br /&gt;
&amp;lt;/source&amp;gt; &lt;br /&gt;
&lt;br /&gt;
--[[User:Hell Fire|Hell Fire]]&lt;br /&gt;
&lt;br /&gt;
==DNS solution==&lt;br /&gt;
It's possible to host your own DNS-server, so you can prevent some of the dns-naming problems mentioned before. If http://example.org resolves to the external ip, and that loopback connection is prevented by your router, you could point your resolv.conf to a local nameserver like:&lt;br /&gt;
 nameserver 192.168.2.2&lt;br /&gt;
Now you need bind/named installed in order to handle the dns-requests. You can find a bind example configfile here.&lt;br /&gt;
&lt;br /&gt;
=openWRT Routers:=&lt;br /&gt;
&lt;br /&gt;
If you use openWRT firmware on your router, check here: [[Users:Thomax:nat-loopback|OpenWRT NATLoopback]]&lt;br /&gt;
&lt;br /&gt;
=Windows XP Work Around:=&lt;br /&gt;
&lt;br /&gt;
Please see this -&amp;gt; http://vio.blpcomputers.info/loopbacknat.php&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hardware]]&lt;/div&gt;</summary>
		<author><name>Sarah Kline</name></author>	</entry>

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