[Opensim-users] Custom Assets Folders
Adam Frisby
adam at gwala.net
Thu Jan 3 00:15:15 UTC 2008
I suspect that might be packet MTU-size related.
Should be fixable with a little work, but right now I'm guessing it only
uses a single packet for this.
Regards,
Adam
Ursula MATOVA wrote:
> Thanks a lot Adam,
>
> The saveToDisk option works really fine.
>
> I'm now able to load some custom textures.
>
> Justin, yes, now we can create more that one folder per type and also
> subfolders ... It's nice ...
>
> The last problem : if I store more that 18 textures items in a folder,
> the content of the folder is not displayed at all ... ( I haven't re-
> test this on Grid Mode, but it always occurs in Standalone mode ).
>
> Thank you all for this great job.
>
> Regards,
>
> Ursula.
>
> Le 2 janv. 08 à 07:07, Adam Frisby a écrit :
>
>
>>There's a switch / option for the AssetServer which is called
>>something like "saveToDisk = false", flip it to 'true', then upload
>>the asset to the server from the SL client.
>>
>>It will save the asset, including the header SL adds (which is the
>>crucial missing bit), which you can then use in the library.xml.
>>
>>Regards,
>>
>>Adam
>>
>>Ursula MATOVA wrote:
>>
>>
>>>Hi Justin,
>>>Yes, I saw the inventory/Libraries.xml but haven't tested it
>>>yet :) I'll do that in a few minutes :)
>>>Thanks again for you great job ... And if you allow me, i'll post
>>>an entry in the OpenSimulator Wiki about that ...
>>>I'll also try to contact melanie about JP2 ...
>>>Thanks again,
>>>Happy new year,
>>>Ursula.
>>>Le 1 janv. 08 à 19:31, Justin Clark-Casey a écrit :
>>>
>>>>Hi Ursula,
>>>>
>>>>Thanks for writing that - hopefully this will prove useful to
>>>>anybody
>>>>wanting to use this functionality. A couple of points
>>>>
>>>>* Shortly after you wrote this, I added an inventory/Libraries.xml
>>>>file. This allows you to create your own library folders and items
>>>>files without having to edit the OpenSimLibrary ones. More
>>>>details in
>>>>the README.txt in the inventory directory. This is the last
>>>>change I
>>>>personally anticipate doing for a while in this area (except for
>>>>bug fixes).
>>>>
>>>>* It should be possible to create two folders of the same type
>>>>(e.g. two
>>>>texture folders). I have done this successfully in testing.
>>>>
>>>>* As you saw, this works in standalone mode. It also works in grid
>>>>mode, as long as all the regions also have the same inventory
>>>>configuration. If a region doesn't have the same configuration, the
>>>>library items it doesn't have will not be openable or rezzable (I
>>>>think
>>>>- I haven't actually tested this). This is because item
>>>>information for
>>>>regions is being loaded from the local filesystem and not from the
>>>>inventory server. The reasons for this are largely historical and
>>>>can
>>>>be lifted in the future. However, personally I will be turning my
>>>>attention to other areas for now.
>>>>
>>>>* Adding extra assets will increase startup time since we currently
>>>>reload all assets sets on startup (even if they already exist in the
>>>>asset db). This probably isn't necessary and is another thing
>>>>that can
>>>>be changed in the future.
>>>>
>>>>* I also tried using Kakedu to fix some broken jp2 files without
>>>>success. melanie_t on irc may well know how to do this (since she
>>>>recently created the Plywood texture which does work in OpenSim).
>>>>
>>>>--
>>>>justincc
>>>>Justin Clark-Casey
>>>>
>>>>
>>>>Ursula MATOVA wrote:
>>>>
>>>>
>>>>>Hi All,
>>>>>
>>>>>Here is some informations for using the new "custom assets folders"
>>>>>function ( Thanks a lot Justincc ) :
>>>>>
>>>>>( Tested in Standalone mode )
>>>>>
>>>>>You have to consider the following files & folders :
>>>>>
>>>>>* bin/inventory/OpenSimLibrary/OpenSimLibraryFolders.xml
>>>>>* bin/inventory/OpenSimLibrary/OpenSimLibrary.xml
>>>>>* bin/assets/AssetSets.xml
>>>>>* bin/assets/
>>>>>
>>>>>Step #1 : Define a new Folder
>>>>>
>>>>>Edit the bin/inventory/OpenSimLibrary/OpenSimLibraryFolders.xml and
>>>>>add a new section :
>>>>>
>>>>><Section Name="My Folder">
>>>>><Key Name="folderID" Value="80000112-000f-0000-0000-000100bba001"/>
>>>>><Key Name="parentFolderID"
>>>>>Value="00000112-000f-0000-0000-000100bba000"/>
>>>>><Key Name="name" Value="My Folder"/>
>>>>><Key Name="type" Value="13"/>
>>>>></Section>
>>>>>This should create a new folder named "My Folder" in the "OpenSim
>>>>>Library" tree.
>>>>>
>>>>>Remark : One important thing to know is that you cannot have
>>>>>more that
>>>>>1 Folder per type. ie if you want to create a new folder containing
>>>>>some new textures, you cannot simply add a section like this :
>>>>>
>>>>><Section Name="My Textures">
>>>>><Key Name="folderID" Value="80000112-000f-0000-0000-000100bba001"/>
>>>>><Key Name="parentFolderID"
>>>>>Value="00000112-000f-0000-0000-000100bba000"/>
>>>>><Key Name="name" Value="My Textures"/>
>>>>><Key Name="type" Value="0"/>
>>>>></Section>
>>>>>
>>>>>But you MUST create a subfolder of the existing "Texture Library"
>>>>>folder, something like this :
>>>>>
>>>>><Section Name="My Textures">
>>>>> <Key Name="folderID"
>>>>>Value="40000112-000f-0000-0000-000100bba001"/>
>>>>> <Key Name="parentFolderID"
>>>>>Value="00000112-000f-0000-0000-000100bba001"/>
>>>>> <Key Name="name" Value="My Textures"/>
>>>>> <Key Name="type" Value="0"/>
>>>>></Section>
>>>>>
>>>>>The "parentFolderID" should have the value of the "folderID" from
>>>>>the
>>>>>"Textures Library" folder ...
>>>>>
>>>>>Here are the different TYPE you could use :
>>>>>
>>>>>Accessories : 8
>>>>>Animations : 20
>>>>>BodyParts : 13
>>>>>Clothing : 5
>>>>>Gestures : 21
>>>>>Landmarks : 3
>>>>>Notecards : 7
>>>>>Objects : 6
>>>>>Photo Album : 15
>>>>>Scripts : 10
>>>>>Sounds : 1
>>>>>Textures : 0
>>>>>
>>>>>I have only tested textures folders/subfolders ... But should work
>>>>>with other types ( but don't know how to push contents in them
>>>>>yet ).
>>>>>
>>>>>Step #2 : Define Asset Items for this folder :
>>>>>
>>>>>Well, we now have the Textures Subfolder : "My Textures" with
>>>>>folderID
>>>>>= 40000112-000f-0000-0000-000100bba001 let's fill it with some
>>>>>custom
>>>>>textures :
>>>>>
>>>>>go to "bin/assets/" directory and edit the "AssetSets.xml" file by
>>>>>adding the following section :
>>>>>
>>>>><Section Name="My Asset Set">
>>>>> <Key Name="file" Value="MyAssetSet/MyAssetSet.xml"/>
>>>>></Section>
>>>>>
>>>>>now create the coresponding directory :
>>>>>
>>>>>bin/assets/MyAssetSet
>>>>>
>>>>>move to that directory and create a new XML file : MyAssetSet.xml
>>>>>
>>>>>this one should have the same structure than the default one ( bin/
>>>>>assets/OpenSimAssetSet/OpenSimAssetSet.xml ) ...
>>>>>
>>>>>Here is one for a sample texture :
>>>>>
>>>>><Nini>
>>>>><Section Name="sample Texture">
>>>>> <Key Name="assetID"
>>>>>Value="40000000-0000-2222-3333-100000000001" />
>>>>> <Key Name="name" Value="sample" />
>>>>> <Key Name="assetType" Value="0" />
>>>>> <Key Name="inventoryType" Value="0" />
>>>>> <Key Name="fileName" Value="sample.jp2" />
>>>>></Section>
>>>>></Nini>
>>>>>
>>>>>copy your "sample.jp2" file to that directory.
>>>>>
>>>>>then, go back to the "bin/inventory/OpenSimLibrary" directory and
>>>>>add
>>>>>the following section to the "OpenSimLibrary.xml" file :
>>>>>
>>>>><Section Name="sample Texture">
>>>>> <Key Name="inventoryID"
>>>>>Value="40000000-0000-2222-4444-100000000001" />
>>>>> <Key Name="assetID"
>>>>>Value="40000000-0000-2222-3333-100000000001" />
>>>>> <Key Name="folderID"
>>>>>Value="40000112-000f-0000-0000-000100bba001"/>
>>>>> <Key Name="description" Value="sample texture" />
>>>>> <Key Name="name" Value="sample" />
>>>>> <Key Name="assetType" Value="0" />
>>>>> <Key Name="inventoryType" Value="0" />
>>>>> <Key Name="currentPermissions" Value="2147483647" />
>>>>> <Key Name="nextPermissions" Value="2147483647" />
>>>>> <Key Name="everyonePermissions" Value="2147483647" />
>>>>> <Key Name="basePermissions" Value="2147483647" />
>>>>></Section>
>>>>>
>>>>>That's done ...
>>>>>
>>>>>You should now be able to see the new Texture Subfolder and the
>>>>>Sample
>>>>>texture in your inventory.
>>>>>
>>>>>Be very carefull with folderID / inventoryID / assetID ... and
>>>>>types ... It's very sensitive. :D
>>>>>
>>>>>Now : the question is : How to produce JP2 files for OpenSIM ...
>>>>>
>>>>>I have used the following tools under UNIX to produce some JP2
>>>>>files
>>>>>from BMP ... But the resulting files doesn't display yet ... Sure I
>>>>>have not used the right convert options ...
>>>>>
>>>>>I have used the Kakadu JPEG2000 SDK from here : http://www.kakadusoftware.com/Downloads.html
>>>>>
>>>>># ./kdu_compress -i sample.bmp -o sample.jp2 -full -rate 1.0,0.5 -
>>>>>no_weights
>>>>>
>>>>>Generated 1 tile-part(s) for a total of 1 tile(s).
>>>>>Code-stream bytes (excluding any file format) = 124927 =
>>>>>0.999416 bits/
>>>>>pel.
>>>>>Layer bit-rates (possibly inexact if tiles are divided across tile-
>>>>>parts):
>>>>> 0.496832, 0.999416
>>>>>Layer thresholds:
>>>>> 52206, 52026
>>>>>Processed using the multi-threaded environment, with
>>>>> 2 parallel threads of execution (see `-num_threads')
>>>>>
>>>>>But this one doesn't want to load ... at all ... :S
>>>>>( I also tried to use GraphicConverter on my Mac for that )
>>>>>
>>>>>Please if some of you find a way to produce JP2 Textures that
>>>>>will be
>>>>>great :D
>>>>>
>>>>>Regards, Ursula.
>>>>>
>>>>>
>>>>>------------------------------
>>>>>
>>>>>_______________________________________________
>>>>>Opensim-users mailing list
>>>>>Opensim-users at lists.berlios.de
>>>>>https://lists.berlios.de/mailman/listinfo/opensim-users
>>>>>
>>>>>
>>>>>End of Opensim-users Digest, Vol 5, Issue 1
>>>>>*******************************************
>>>>>
>>>>>
>>>>
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