Inworld Data
From OpenSimulator
(Difference between revisions)
(→Make a custom texture library) |
m (Robot: Replacing 'OpenSim' to 'OpenSimulator', which is the precise name) |
||
(6 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
− | == | + | __NOTOC__ |
+ | {{Quicklinks}} | ||
+ | <br /> | ||
+ | |||
+ | == Textures == | ||
+ | === Creating a custom library === | ||
* Download the [http://www.tellim.com/texture_cd.tar.gz blender texture cd] (as an example) | * Download the [http://www.tellim.com/texture_cd.tar.gz blender texture cd] (as an example) | ||
− | * Prepare your imagefiles. You can use the [[ | + | * Prepare your imagefiles. You can use the [[jp2 batch converter]](linux only for now) to batch-process a big texture-library |
* Copy the jp2 files(including directory-structures) into the /opt/opensim/library directory | * Copy the jp2 files(including directory-structures) into the /opt/opensim/library directory | ||
− | * Create the appropriate xml storage files using the [[ | + | * Create the appropriate xml storage files using the [[assets generator|Asset Generator]] script |
* Edit the opensim inventory library reference file | * Edit the opensim inventory library reference file | ||
nano /opt/opensim/production/bin/inventory/Libraries.xml | nano /opt/opensim/production/bin/inventory/Libraries.xml | ||
* Add the inventory reference | * Add the inventory reference | ||
− | <Section Name=" | + | <Section Name="OpenSimulator Custom Library"> |
<Key Name="foldersFile" Value="MyCoolOpenSimLibrary/3DDCInventoryFolders.xml"/> | <Key Name="foldersFile" Value="MyCoolOpenSimLibrary/3DDCInventoryFolders.xml"/> | ||
<Key Name="itemsFile" Value="MyCoolOpenSimLibrary/3DDCInventoryItems.xml"/> | <Key Name="itemsFile" Value="MyCoolOpenSimLibrary/3DDCInventoryItems.xml"/> | ||
Line 14: | Line 19: | ||
nano /opt/opensim/production/bin/assets/AssetSets.xml | nano /opt/opensim/production/bin/assets/AssetSets.xml | ||
* Add the asset reference | * Add the asset reference | ||
− | <Section Name=" | + | <Section Name="OpenSimulator Custom Asset Set"> |
<Key Name="file" Value="MyCoolOpenSimAssetSet/3DDCAssetSet.xml"/> | <Key Name="file" Value="MyCoolOpenSimAssetSet/3DDCAssetSet.xml"/> | ||
</Section> | </Section> | ||
− | * Restart | + | * Restart OpenSimulator |
* Check out if the textures are rendered correctly in the viewer | * Check out if the textures are rendered correctly in the viewer | ||
− | [ | + | * More background information (in horrible mailing list form) [https://lists.berlios.de/pipermail/opensim-users/2008-January/000047.html] |
+ | === Free Assets === | ||
+ | * [[Free Assets]] - Free items, textures, heightmaps and scripts. | ||
− | == | + | == Terrain == |
− | * [[ | + | * [[Using L3DT|Use L3DT to create a custom terrain]] |
− | + | [[Category:Users]] | |
− | + |
Latest revision as of 22:40, 3 March 2012
[edit] Textures
[edit] Creating a custom library
- Download the blender texture cd (as an example)
- Prepare your imagefiles. You can use the jp2 batch converter(linux only for now) to batch-process a big texture-library
- Copy the jp2 files(including directory-structures) into the /opt/opensim/library directory
- Create the appropriate xml storage files using the Asset Generator script
- Edit the opensim inventory library reference file
nano /opt/opensim/production/bin/inventory/Libraries.xml
- Add the inventory reference
<Section Name="OpenSimulator Custom Library"> <Key Name="foldersFile" Value="MyCoolOpenSimLibrary/3DDCInventoryFolders.xml"/> <Key Name="itemsFile" Value="MyCoolOpenSimLibrary/3DDCInventoryItems.xml"/> </Section>
- Edit the opensim assets library reference file
nano /opt/opensim/production/bin/assets/AssetSets.xml
- Add the asset reference
<Section Name="OpenSimulator Custom Asset Set"> <Key Name="file" Value="MyCoolOpenSimAssetSet/3DDCAssetSet.xml"/> </Section>
- Restart OpenSimulator
- Check out if the textures are rendered correctly in the viewer
- More background information (in horrible mailing list form) [1]
[edit] Free Assets
- Free Assets - Free items, textures, heightmaps and scripts.