[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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