21.01.2014, 06:42
(Dieser Beitrag wurde zuletzt bearbeitet: 21.01.2014, 06:45 von Bogus Curry.)
Hallo zusammen ;D
Neues aus der Mailingliste, es geht um die VarRegions
Denke mal , das es für einige sehr intressant sein könnte ;D
Neues aus der Mailingliste, es geht um die VarRegions
Zitat:Today's Topics:
1. varregion branch new parameters and features for 'load oar'
(Mister Blue)
2. varregion: adjacent large regions, better maps and other
updates (Mister Blue)
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Message: 1
Date: Sun, 19 Jan 2014 14:11:43 -0800
From: Mister Blue <misterblue@misterblue.com>
To: opensim-dev <opensim-dev@lists.berlios.de>
Subject: [Opensim-dev] varregion branch new parameters and features
for 'load oar'
Message-ID:
<CAJ=JWqxQeYKeHEc+cc-i6_yfQGT0ht8O70gQU2FpVqrNnh+s2A@mail.gmail.com>
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I wanted to make the creation of varregions easier so I added some
parameters to the 'load oar' simulator command. But, while I was in the
area, I got a little carried away.
For varregions, 'load oar' now has a '--displacement "<x,y,z>"' parameter.
This displaces all of the objects and the terrain from the oar file when
loading them into the new region. For instance, say you have four OAR
files from four adjacent 256x256 regions (oar00.oar, oar01.oar, oar10.oar,
and oar11.oar). You create a new 512x512 varregion named 'bigregion'. The
following commands place the four regions of objects, terrains and parcels
into the new larger region:
change region bigregion
load oar oar00.oar
load oar --displacement "<0,256,0>" --merge --forceterrain --forceparcel
oar01.oar
load oar --displacement "<256,0,0>" --merge --forceterrain --forceparcel
oar10.oar
load oar --displacement "<256,256,0>" --merge --forceterrain --forceparcel
oar11.oar
Note the new "--forceterrain" and "--forceparcel" parameters. "--merge",
used by itself, is for merging together the objects from multiple OARs.
Merging also suppresses the loading of terrain and parcel data which is
just what you want when merging objects. But, if loading multiple OARs to
create a new, larger region, the terrain and parcel information must be
loaded. Thus the new parameters.
While I was in the neighborhood, I also added '--rotation degrees' and
'--rotationcenter "<x,y,z>"'. These apply a rotation to all the objects in
the OAR file before they are displaced and placed in the new region. The
rotation center is relative to the original OAR and defaults to
"<128,128,0>". At the moment, the rotation is applied only to objects and
not the terrain or parcels.
Say you have a 512x512 region named 'bigregion2' and an oar file with
buildings named 'buildings.oar' which is from a 256x256 region. The
following places the buildings big region rotated 30 degrees without
modifying the terrain:
change region bigregion2
load oar --merge --displacement "<128,128,0>" --rotation 30 buildings.oar
The caveat to all this is that it is only in the 'varregion' source branch.
More testing will make it get into the master branch quicker so test and
file those manti.
And have fun with those OAR files.
-- mb
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Message: 2
Date: Sun, 19 Jan 2014 15:34:26 -0800
From: Mister Blue <misterblue@misterblue.com>
To: opensim-dev <opensim-dev@lists.berlios.de>
Subject: [Opensim-dev] varregion: adjacent large regions, better maps
and other updates
Message-ID:
<CAJ=JWqwEzF6P55jP0UPRcPOqtfBZ1wHwMPZgTFOBv=MK8uhPpg@mail.gmail.com>
Content-Type: text/plain; charset="iso-8859-1"
The 'varregion' source branch in the OpenSimulator source repository has
been updated this last week to fix a lot of the existing varregion
problems. Some things that now work:
Teleporting to and from large regions using Singularity does not crash any
more. There are still some problems with using the map to select teleport
locations greater than 256 but that is being worked on.
Adjacent large regions now works. For instance, you can create adjacent
512x512 regions to reduce the number of border crossings. Remember that the
region coordinates are specified in 256m region count so a group of four
512x512 regions would be specified at 8000/8000, 8000/8002, 8002/8000, and
8002/8002, for instance.
Another feature of adjacent large regions is, if you set your draw
distance, you can see into the other regions.
Large regions show up in the map correctly. In fact, a lot of work was done
on the Warp3D maptile rendered to make it faster, more functional (it now
does meshes and prim textures[1]) and to not crash.
These changes are in the 'varregion' source branch which is in-sync with
the master branch. More testing will make it get into the master branch
quicker so test and file those manti.
-- mb
[1] Check out the new parameters under the "[Map]" section in
Opensim.ini.example.
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Denke mal , das es für einige sehr intressant sein könnte ;D
Signatur
Have a nice Day ;D
>> BogusMusikRausch jeweils Donnerstag um 20 Uhr in Uwes KeulenBar
Tschöö
Bogus | PinguinsReisen.de | M: @gse@norden.social
Have a nice Day ;D
>> BogusMusikRausch jeweils Donnerstag um 20 Uhr in Uwes KeulenBar
Tschöö
Bogus | PinguinsReisen.de | M: @gse@norden.social