[Opensim-dev] asset type vs inventory type

Mike Chase mike.chase at alternatemetaverse.com
Thu Mar 14 14:01:07 UTC 2013


What happens when someone rezzes an item that points to your offline asset?
Just confuzzled.  Your behavior is exactly the opposite of what opensim
expects.  That is, that assets are immutable and inventory references can
come and go.

 

Mike

 

From: opensim-dev-bounces at lists.berlios.de
[mailto:opensim-dev-bounces at lists.berlios.de] On Behalf Of Mic Bowman
Sent: Wednesday, March 13, 2013 11:58 PM
To: opensim-dev at lists.berlios.de
Subject: Re: [Opensim-dev] asset type vs inventory type

 

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

< 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


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