OAR Format 0.2
From OpenSimulator
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This directory contains all the assets in the archive. Each filename has the following format | This directory contains all the assets in the archive. Each filename has the following format | ||
− | <uuid>_<asset type>.< | + | <uuid>_<asset type>.<asset extension> |
The ''uuid'' section must always be present and form a valid uuid - it is used directly as the uuid for that asset. The ''asset type'' and ''asset extension'' are used to identify the type of asset and the ''asset extension'' allows the asset to be associated with different editors on platforms such as Windows. For instance, a script will always have the asset type and extension script.lsl. A full list of asset types and extensions can be found in the file | The ''uuid'' section must always be present and form a valid uuid - it is used directly as the uuid for that asset. The ''asset type'' and ''asset extension'' are used to identify the type of asset and the ''asset extension'' allows the asset to be associated with different editors on platforms such as Windows. For instance, a script will always have the asset type and extension script.lsl. A full list of asset types and extensions can be found in the file |
Revision as of 05:36, 20 April 2009
Contents |
Changes
OAR format 0.2 is identical to 0.1 except that region settings have been added
Detail
At the present time, a region archive is a gzipped tar file (tar.gz) in the the original unix tar format (not USTAR). This can be extracted and created with standard tools (7-zip on Windows). The structure of the archive is as follows
archive.xml assets/ objects/ settings/ terrains/
archive.xml
This is the archive control file. At the moment it contains only a major and minor version number, to allow compatibility with future format changes.
assets/
This directory contains all the assets in the archive. Each filename has the following format
<uuid>_<asset type>.<asset extension>
The uuid section must always be present and form a valid uuid - it is used directly as the uuid for that asset. The asset type and asset extension are used to identify the type of asset and the asset extension allows the asset to be associated with different editors on platforms such as Windows. For instance, a script will always have the asset type and extension script.lsl. A full list of asset types and extensions can be found in the file
OpenSim/Region/Environment/Modules/World/Archiver/ArchiveConstants.cs
in the OpenSim distribution.
objects/
Each individual file in here is an object in the region (where an object [linkset] can be composed of many prims). The file format used is OpenSim's XML2 format. Each filename has the following structure by default
Object name_x-y-z__uuid.xml
Unlike asset filenames, any component of this name can be changed without affecting any attributes of the object itself - this information is taken from the xml instead. Indeed, this file can have any name - there is no need for any of the sections to be present. An example object file name is
Primitive_154-121-062__9be68fdd-f740-4a0f-9675-dfbbb536b946.xml
settings/
This contains the region settings information for the region in XML format. The filename will be the same as the region name. For example,
OpenSim Test.xml
Here is an example of an XML region file (schema to follow, sometime).
terrains/
This contains the terrain file for the region, stored in RAW format. The filename must end with .r32. For example,
OpenSim Test.r32