User:Gimisa
From OpenSimulator
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VOCABULARY: my understanding of the following terms. | VOCABULARY: my understanding of the following terms. | ||
+ | ARV: Avatar Rendering Cost, a relative figure that provide indication as to the load an avatar represent. | ||
+ | Child Avatar: A number of mirror avatar creates in adjacent region. This is the mechanism by which the viewer is aware of the other adjacent regions. | ||
GRID: One ore more simulator (SIM) supported by one or more robust.exe instance. | GRID: One ore more simulator (SIM) supported by one or more robust.exe instance. | ||
MOP Media on prim: the possibility to present a web page content on the face of a prim. | MOP Media on prim: the possibility to present a web page content on the face of a prim. | ||
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<blockquote>You can get a demo of the effect of this trick by visiting 3d.gimisa.ca:9000 and search for gimisa4 region in map. | <blockquote>You can get a demo of the effect of this trick by visiting 3d.gimisa.ca:9000 and search for gimisa4 region in map. | ||
</blockquote> | </blockquote> | ||
+ | |||
+ | |||
+ | ---- | ||
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+ | ARC. | ||
+ | |||
+ | |||
+ | <blockquote>The load an avatar represent in being rendered is an interesting figure to be considered by user. For local or hypergrid traveling the impact of the integration of avatar in the region sceen is more or less loosly represented by that figure. In general the travelers should pack the avatar with as little as is needed to make a personality and nothing superflux that load the region they are visiting. This is as much to have a pleasant experience for themselves in rezzing in a new area as to help the experience of other by the same principles . They can put in their suitcase the travel avatar and the regular flashy model for convenience so they could switch while they traveling if they are in need to go to something more .</blockquote> | ||
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+ | |||
+ | <blockquote>A good tool to judge the weight of one avatar is to use the avatar rendering cost display . When activated with shortcut key ctl-alt-sht-C you are displayed a number over your head. When green that avatar is good to travel. Yellow is limited while RED is no no. People should think about how much a traveling avatar has to transfer to the other grid (HG travel) server and how much information the region server has to handle to render the result they and other in the vicinity sees. This is all their texture, mesh and prim to be added to their scripts compiled. The few second required to render see a lot of activity both in the robust server and the region servers to acquired that information and create the rendering information for the avatar and its numerous child avartars to all the new region affected by the new arrival (max of 9). | ||
+ | Avatar rendering cost . </blockquote> | ||
Hope it help | Hope it help | ||
− | + | 150601 |
Revision as of 07:30, 2 June 2015
I am opensim user and simulator operator sharing my notes so its usefull to others. :
VOCABULARY: my understanding of the following terms.
ARV: Avatar Rendering Cost, a relative figure that provide indication as to the load an avatar represent. Child Avatar: A number of mirror avatar creates in adjacent region. This is the mechanism by which the viewer is aware of the other adjacent regions. GRID: One ore more simulator (SIM) supported by one or more robust.exe instance. MOP Media on prim: the possibility to present a web page content on the face of a prim. OAR: Archiving file for region. PARCEL a subdivision of a region minimum size is 4mx4m= 16 meter square REGION a 256mx256m = 65,536 meters square area in opensim SIMULATOR: also call SIM one opensim.exe instance running supporting one ore more region(s). STANDALONE: The simulator and the supporting services are all run from one instance of opensim.exe VARREGION: a region with variable dimension. At time of writing limited to square values of multiples of regions (ex. 4x4 = 16 region area) .
OAR.
I advocate the use of OAR for backup similarly to any other software file extension. I believe that creators in opensim shall be able to save their work as easily within their region as creating a document in word. For now you can do that with an object inworld and a opensim script command call osConsoleCommand(string command). That script command is high treat level as define in by opensim. Therefor it has to be authorize by simulator operator for parcel owner in the region simulator as follow: Allow_osConsoleCommand = PARCEL_OWNER or UUID You can also use the UUID of the simulator operator to enforce treat level and rez the object yourself for your guess to use. This script will automatically save an oar when the prim count change by more then 10 . OAR saving can also be initiated by touch. Here is an exemple of the script for such an object. :
//gimisa@yahoo.fr 130502 //oar saver rez on region you are owner //see read.me for instruction //130502 add interaction with hud //gimisa@yahoo.fr 130120 integer setup=FALSE;//Chnage to false to complete setup string dir="/home/gimisa/Bureau/oar/gimisa/";//the location where to sa ve the oar so your user can access it. //_________________________________ key id = "598c76d4-a9d0-2fd6-0a81-fc72dca068b5";//default key string idName="gimisa"; key dtc;//detected avatar string region;//region name string cmd;//command integer ok;//status integer pcount;//number of prim cunt integer ppcount;//previous prim count integer flag=FALSE;//save oar flag //_________________________________ integer dbug=FALSE; saveOAR(){ region=llGetRegionName(); ok=osConsoleCommand("change region "+ region); string tme=llGetTimestamp(); llSay(0,"Region: "+ region); llInstantMessage(id,"saving oar " +dir+region + "."+tme + ".tgz" ); llSay(0, "please wait a few minutes to complete"); if(!setup) ok=osConsoleCommand("save oar " +dir+region + "."+ tme + ".tgz"); osMakeNotecard(dir+region + "."+ tme + ".tgz","");//storgage is done by notecard name llSetObjectDesc((string)pcount);//count is store in object description } sayPrimCount(){ llSay(PUBLIC_CHANNEL, "There are " + primCountThisParcel(PARCEL_COUNT_TOTAL) + " total prims on this parcel."); llSay(PUBLIC_CHANNEL, primCountThisParcel(PARCEL_COUNT_OWNER) + " prims are owned by the parcel owner."); llSay(PUBLIC_CHANNEL, primCountThisParcel(PARCEL_COUNT_GROUP) + " prims set to or owned by the parcel's group."); llSay(PUBLIC_CHANNEL, primCountThisParcel(PARCEL_COUNT_OTHER) + " prims that are not set to the parcel group or owned by the parcel owner."); llSay(PUBLIC_CHANNEL, primCountThisParcel(PARCEL_COUNT_SELECTED) + " prims are selected."); llSay(PUBLIC_CHANNEL, primCountThisParcel(PARCEL_COUNT_TEMP) + " prims are temp-on-rez."); } string primCountThisParcel(integer flag) { vector currentPosition = llGetPos(); pcount=llGetParcelPrimCount(currentPosition, PARCEL_COUNT_TOTAL, FALSE); return (string)llGetParcelPrimCount(currentPosition, flag, FALSE); } default { state_entry(){ id=llGetLandOwnerAt(llGetPos()); idName=llKey2Name(id); llSetTouchText(idName); llSetSitText("-"); llSetTimerEvent(1.); } touch_start(integer num_detected) { dtc=llDetectedKey(0); if ( !(dtc==id | dtc ==llGetOwner())) { llSay(0, "sorry but only "+ idName + " can use this"); return;} sayPrimCount();//say in open chat prim counts of the sim saveOAR();//save oar state wait; } timer(){ llSetTimerEvent(1800.); ppcount=(integer) llGetObjectDesc(); primCountThisParcel(PARCEL_COUNT_TOTAL); if(pcount==0) return; if(ppcount==0){ ppcount=pcount;llSetObjectDesc((string)pcount); } if((pcount-ppcount>10 | pcount-ppcount<-10) && !flag){flag=TRUE; llSetTimerEvent(60.*15.);return;} flag=FALSE; llSetTimerEvent(3600.); if(!(pcount-ppcount>10 | pcount-ppcount<-10) )return; sayPrimCount();//say in open chat prim counts of the sim saveOAR();//save oar } } state wait { state_entry(){ llSetTimerEvent(5.0*60.);} timer(){ llSay(0,"will appear on FTP when complete"); llSetTimerEvent(0.); llLoadURL(dtc, "OAR FTP SITE", "ftp://where.to.access.the.oar.file"); llResetScript();} }
You can find a free copy along with a tutorial about oars and the object oarsaver in the little grid I operate for testing purpose call gimisaOS. You can reach it via Hypergrid using your viewer map with search for 3d.gimisa.ca:9000
MOP.
Media on prim can be very interesting. The way to add a media on the face of a prim is straightforward selecting a prim face in the build tool and then activating the media of choice in the texture tab media selector ( varies with viewer). Se tutorial in gimisa5 tutorial area for more detail and picture. You should display a picture of some kind ( you can use the same prim by texturing it) as default texture to illustrate to your visitor that you are using media on prim. Most viewer disable the auto play of media prim forcing user to seek them for display. The advantage of Media on prim is that it has no impact server side since the viewer is handling the request via its internal browser. Please note that the view is asynchronous. Specialy if video it meaning that what you see is not what other will see or hear on the same prim face. Just like if you are visiting the page by yourself on the web. The web browser in viewer is Mozilla compatible with QTWebKit. Therefor it has NONE of the HTML5 capabilities.
I am using MOP to overcome the sound limit in OpenSim. A sound file play in world is limited to 10 sec per file. One technic use to overcome that limit is to cut a longer sound file in 10 sec sections and to piggy back the set with a proper script . That has a detrimental effect on your region cause of the bandwith required to send the sound file in this way. The sound is heard by all in the vicinity.
The way I use to do that is via MOP. The sound file can be built from any mixer software you like and can have any length. The trick is to convert it to swf (flash) so it can be compatible with any operating system (mac, window, linux ) . There is a number of online converter that will be fine for the job. The file need to be accessible to the web. That is a serious limitation to causal users unfortunately comment on the later as to how to do that direcly in opensim would be nice. Then you need a wrapper in the form of a standard web page with the following embed tag. <embed src="http://locationOfYourSoundFile/Here.swf" width="100%" height="100%" type="application/x-shockwave-flash" loop="false" autostart="true" > Sorry your viewer does not support flash (swf) </embed>
As a usefull alternate in case your user viewer does not support swf is to provid a hyperlink giver on touch of the prim pointing to the same web page. In this way a HTML5 code wrapper can be use in your web page as follow:
<audio controls autoplay> <source. src="myOriginalFile.mp3" type="audio/mpeg"> <embed src="http://locationOfYourSoundFile/Here.swf" width="100%" height="100%" type="application/x-shockwave-flash" loop="false" autostart="true" > Sorry your viewer does not support flash (swf) </embed> </audio>
You can get a demo of the effect of this trick by visiting 3d.gimisa.ca:9000 and search for gimisa4 region in map.
ARC.
The load an avatar represent in being rendered is an interesting figure to be considered by user. For local or hypergrid traveling the impact of the integration of avatar in the region sceen is more or less loosly represented by that figure. In general the travelers should pack the avatar with as little as is needed to make a personality and nothing superflux that load the region they are visiting. This is as much to have a pleasant experience for themselves in rezzing in a new area as to help the experience of other by the same principles . They can put in their suitcase the travel avatar and the regular flashy model for convenience so they could switch while they traveling if they are in need to go to something more .
A good tool to judge the weight of one avatar is to use the avatar rendering cost display . When activated with shortcut key ctl-alt-sht-C you are displayed a number over your head. When green that avatar is good to travel. Yellow is limited while RED is no no. People should think about how much a traveling avatar has to transfer to the other grid (HG travel) server and how much information the region server has to handle to render the result they and other in the vicinity sees. This is all their texture, mesh and prim to be added to their scripts compiled. The few second required to render see a lot of activity both in the robust server and the region servers to acquired that information and create the rendering information for the avatar and its numerous child avartars to all the new region affected by the new arrival (max of 9). Avatar rendering cost .
Hope it help 150601