[Opensim-users] Good Resource for Models, Buildings, Terrain, etc?

lamont cranston l.cranston at gmail.com
Wed Nov 21 01:01:05 UTC 2007


Disclaimer: I haven't tried this.. but it might be worth a bit of
mucking about...
http://ogle.eyebeamresearch.org/

They have an example of taking an image from SL and doing a mashup in
google earth...

any thoughts?


On 11/20/07, Impalah <impalah at gmail.com> wrote:
> Due to the way SL works this will be only possible if you are the creator of
> the object or has permissions to modify.
>
> You must include a script in every object and then, using
> llGetPrimitiveParams, for example, get the params...
>
> Another way could be to analyze the source of the Open SL Client... objects
> must be "presented" locally in your computer... I think the client has the
> data... I don't know...
>
> Importing in Opensim... using load_xml from the console (after some tricks
> on the xml) is easy.
>
> Greetingzzz
>
>
> 2007/11/20, delchi delchi <delchi at gmail.com>:
> >
> > How about this  ... ( keep in mind that I'm not a coder )
> >
> > What if you were to create a script within SL-Linden grid that would
> analize the component parts of an object , prim by prim. Scanning it if you
> will. Every object is based on prims, and those prims have fixed parameters.
> In the simplest example , an axle with two wheels is composed of a circular
> prim, size X,Y,Z attached to another prim of size x,y,z, length, and another
> circular prim of the size x,y,z. So now you ahve teh raw data to recreate
> the object. You could scan an existing object, record the parameters of teh
> prims that make it up, and then output that in a text or xml format to a
> notecard that you could copy/paste/send to yourself and have delivered to
> your email.
> >
> > On the other end , in OpenSL  you could have a companion script that reads
> this in and recreates the series of prims exactly as they were created in
> the Linden grid. Granted textures and such might have to be done
> differently, but I'm not sure what the limits in LSL are.
> >
> > It's an idea, yes?
> >
> >
> >
> >
> > On Nov 20, 2007 10:47 AM, Roger Schreiner < rschreiner at nettech.us> wrote:
> >
> > >
> > >
> > >
> > >
> > >
> > > It is my understanding that all the items in your inventory in second
> life are housed on Linden labs servers. They will refuse to give you a copy
> of the inventory if asked. Items such as textures and scripts can be
> imported but this has to be done manually, meaning for textures they must be
> mod and copying sl  -  under the file menu you can use the save as and
> export the texture image to your local PC and then import it in open sim by
> uploading to your server. Scripts that are mod and copy can be opened and
> copied to a text editor and then imported into opensim.
> > >
> > >
> > >
> > > As far as physical items (cars, houses, clothing) unless you have
> created and have the original files, again these are housed on LL servers  -
>  so there is no way to get a copy and take it to your open sim server.  Be
> advised that only items that are mod and copy can be exported from SL in the
> way of pictures and scripts  -  so to answer your question correctly  -  NO-
>  you cannot move items from second life to your opensim server. LL will not
> give them up and there is no physical way I know of to get them out of SL.
>
> > >
> > >
> > >
> > > Roger Schreiner, Senior Systems Engineer
> > > Net Tech Industries Corporation
> > > 2672 Miller Street, Floor 2
> > > Philadelphia, PA 19125
> > > http://www.nettech.us
> > > Office: 215-203-0799
> > > Fax: 215-525-5575
> > > Skype:roger.schreiner
> > > SecondLife: Taft Worsley
> > > _______________________________________________
> > > Opensim-users mailing list
> > > Opensim-users at lists.berlios.de
> > > https://lists.berlios.de/mailman/listinfo/opensim-users
> > >
> > >
> >
> >
> >
> > --
> > "You would like to speak to this woman, ask her if she's eaten dinner.
> Perhaps she is the one who could make you forget all your cares and woes,
> start eating breakfast, take up jogging."
> >
> > -- Jay McInerney
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> >
> >
>
>
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