[Opensim-dev] asset type vs inventory type

Mic Bowman cmickeyb at gmail.com
Thu Mar 14 03:57:30 UTC 2013


i don't have a viewer. :-)

putting objects in a scene (and getting them out) with bash scripts...

for x in `seq 150 5 200` ; do
  for y in `seq 150 5 200`; do
    ./inventory.pl put -p TestObject -s 'Scratch 01' -l $x $y 50;
  done;
done

just testing some ideas for moving inventory completely out of the
simulator (which isn't possible yet, but a lot of progress in that
direction is possible). i'm basically creating a local inventory tree in
the file system that looks a little like a blown out iar file. and then
using my dispatcher interface to interact with the scene. (the dispatcher
is a transport independent interface to the scene that communicates via
json messages all with authenticated access.) the inventory module can
convert an object into an asset and pull it off the simulator. then turn
around and upload it to the simulator prior to rezzing an object. that
means that all my assets are local & temp and only loaded into the
simulator when i need them. and... the inventory the viewer has to load is
*much* smaller and a LOT faster. and i get to use file system tools for
managing it.

--mic


On Wed, Mar 13, 2013 at 8:39 PM, Dahlia Trimble <dahliatrimble at gmail.com>wrote:

> I would think it might affect what the viewer can do with inventory items,
> such as wearing a skin or a body part or trying to rez an object by drag
> and drop.
>
>
> On Wed, Mar 13, 2013 at 7:37 PM, Mic Bowman <cmickeyb at gmail.com> wrote:
>
>> Thanks...
>>
>> This is for that filesystem-based inventory tool I mentioned to you the
>> other day. Since I don't have to worry about icons and nice viewer
>> operations, I think I'm just going to ignore the existence of the inventory
>> types and stick to asset types.
>>
>> --mic
>>
>>
>> On Wed, Mar 13, 2013 at 4:47 PM, Justin Clark-Casey <
>> jjustincc at googlemail.com> wrote:
>>
>>> On 13/03/13 12:40, Jeff Kelley wrote:
>>>
>>>> At 8:57 PM -0700 3/12/13, Mic Bowman wrote:
>>>>
>>>>  maybe a better question... are inventory types used for anything other
>>>>> than to put
>>>>> the right icon in the viewer (without the need to pull the asset) and
>>>>> put stuff in the
>>>>> right default folder?
>>>>>
>>>>
>>>>
>>>> According to http://opensimulator.org/wiki/**Custom_Libraries<http://opensimulator.org/wiki/Custom_Libraries>
>>>>
>>>> « Inventory type is what tells the viewer which sort of icon to show
>>>> next to the inventory item's name. »
>>>>
>>>>
>>>> It also controls the variable part of the contextual menu ("Open",
>>>> "Wear", "Attach", "Play", "Teleport") and which
>>>> editor to use.
>>>>
>>>
>>> Yes, it does seem a messy crossover with much of the inventory type
>>> covered by equivalent asset type enums.  But it's not a subset - inventory
>>> type has an attachment enum for instance.  Although whether that particular
>>> enum is actually used I couldn't say.
>>>
>>> --
>>> Justin Clark-Casey (justincc)
>>> OSVW Consulting
>>> http://justincc.org
>>> http://twitter.com/justincc
>>>
>>> ______________________________**_________________
>>> Opensim-dev mailing list
>>> Opensim-dev at lists.berlios.de
>>> https://lists.berlios.de/**mailman/listinfo/opensim-dev<https://lists.berlios.de/mailman/listinfo/opensim-dev>
>>>
>>
>>
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>
>
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