[Opensim-dev] Opensim-dev Digest, Vol 17, Issue 22
Ai Austin
ai.ai.austin at googlemail.com
Sun Jan 11 20:54:47 UTC 2009
At 18:40 11/01/2009, opensim-dev-request at lists.berlios.de wrote:
>I recognize the problem. It seemed to me that loading the OAR
>without deleting the existing region (in effect, merging)
>would be of limited use unless the terrain was guaranteed to be the
>same. Otherwise, of course, your region objects may
>well be out of position (above, below ground, etc.). One could then
>move them, but this still seems somewhat
>inconvenient. However, if this is genuinely helpful it could be
>fairly trivially implemented as an option - this is
>actually what happened originally for a couple of revisions. Would
>this be helpful?
It would Justin, that would be great if you could add the feature
back in. What parameter is used to drive it. I made the
(intentionally least change) idea of just adding -noterrain and -add
flags on load-oar which would seem to do this?
I appreciate that this could put objects below ground in some
terrain... but it works for a large number of cases, and below ground
objects can easily be checked for and retrieved.
>Perhaps the alternative solution in this vein, and one that I had
>begun to consider, is to produce the equivalent of
>OARs but for inventory instead.
Inventory is not yet as useful for builds though, as saving a typical
modular building ends up as very many separate parts. My building is
over 1500 objects and measures some 50m x 70m. If I link it all up
as one object, I lose the modularity using save/load-xml and
save-load-oar keep it intact which is very useful.
I would separately for other reason support the idea of save-inventor
and load-inventory though. We do need to start sharing materials
across grids. I still have no prim hair and my clothes would not cut
it in social circles :-)
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