[Opensim-users] some questions

Jeroen van Veen j.veenvan at gmail.com
Sun May 10 13:32:18 UTC 2009


with modrex you can use stuff made in blender

On Saturday 09 May 2009 19:05:07 Lúthien Athariel wrote:
> Hi,
>
> I've been working on a standalone sim for some time. It is a very
> mountainous terrain; I have a specific landscape in mind that I want
> to model.
> I created a height map in an external tool, exported it as a 7 by 7
> region, and worked on it a bit more from within Hippo, and altogether
> it works rather well.
> I must say I am impressed by the level of realism. The water in
> particularly is lovely!
>
> Im running the server on a Virtualbox'ed Arch Linux installation with
> PostgreSQL as storage for all.
> The opensim is version  0.6.4 / interface3; It's got 1.5 Mb memory
> assigned so far, and that runs well. I am using the opensim-ode.sh
> start script which sets the Mono threads per cpu at 50; and ulimit is
> set to 50000.
>
> There are a couple of things that I wondered about and could not find
> an answer to yet - I am still rather new to all this. If you would
> know some answers, that would be very helpful :)
>
> - The first is - I would like to have some other trees than the ones
> that are available now. Is it possible to create one in, say, Blender,
> and import that (b/c I know how to make trees in Blender)? So far, I
> have found no repository of objects to use in Opensim (apart from the
> discussions about importing SL stuff - but I have never been in SL).
>
> - Another, similar one .. did any of you ever create rocks or
> boulders? Would a "sculpted prim" be the way to go here?
> I find building more or less geometric forms very easy with the Build
> tool - including more complex things. But it is indeed hard to create
> anything naturally - looking, irregular.
>
> - is there a way to use larger region texture files than 512 x 512? I
> find these smaller ones to make mountains look not that natural. Most
> textures give a rather unnatural repetitive effect.
>
> - is it possible to create another global light source, other than the
> Sun or Moon? Like a large beacon with a bright light, illuminating one
> or more regions?
> The light-emitting prims don't reach very far.
>
> - there are sometimes cracks or tears in the ground; even outside of
> the region seams (which are indeed sometimes hard to match up). You
> can see through these cracks to the water behind them, and it is
> possible to fly your avatar through it; in which case I seem to get
> stuck in some infinite loop and have to login again. This does not
> happen often though and I understand that all this is still alpha
> software; but I wondered if it is known what causes it and if I can
> "cure" that.
> Here's a screenshot of what I meant - the green line is a region
> border (made visible in the menu with View Property Lines); but the
> crack in the foreground with the terraform tool arrows on it, is not a
> border http://img.skitch.com/20090509-xa56mn59rax164ji3qfbf9t3h8.jpg
> And the strangest thing is - these cracks can vanish all of a sudden.
>
> .
> - I understood that the total possible size of the sim (nr of regions)
> depends on available memory, number of prims, number of users walking
> around and / or building things in it.
> Would it be possible to give a rough estimate what kind of hardware
> would  be necessary to build a very large sim of - say - 200 regions,
> but most just empty terrain ... on average not more than 10 prims per
> region.  Never more than 8 concurrent users, and max 2 users building
> at the same time.
>
> - and the last one - is it possible *in principle* to see further than
> the current "max viewing distance" setting of 512 meters in Hippo?
>
> thanks!
>
> - luthien
>
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