Inworld Data
From OpenSimulator
Textures
Creating a custom library
- Download the blender texture cd (as an example)
- Prepare your imagefiles. You can use the jp2 batch converter(linux only for now) to batch-process a big texture-library
- Copy the jp2 files(including directory-structures) into the /opt/opensim/library directory
- Create the appropriate xml storage files using the Asset Generator script
- Edit the opensim inventory library reference file
nano /opt/opensim/production/bin/inventory/Libraries.xml
- Add the inventory reference
<Section Name="OpenSimulator Custom Library"> <Key Name="foldersFile" Value="MyCoolOpenSimLibrary/3DDCInventoryFolders.xml"/> <Key Name="itemsFile" Value="MyCoolOpenSimLibrary/3DDCInventoryItems.xml"/> </Section>
- Edit the opensim assets library reference file
nano /opt/opensim/production/bin/assets/AssetSets.xml
- Add the asset reference
<Section Name="OpenSimulator Custom Asset Set"> <Key Name="file" Value="MyCoolOpenSimAssetSet/3DDCAssetSet.xml"/> </Section>
- Restart OpenSimulator
- Check out if the textures are rendered correctly in the viewer
- More background information (in horrible mailing list form) [1]
Free Assets
- Free Assets - Free items, textures, heightmaps and scripts.