PC vs Mac OS Viewer Issue (with a Solution)

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PC vs Mac OS Viewer Issue (with a Solution)

Kay McLennan
[I cannot answer the question concerning "which mesh-enabled OS viewer is the most lightweight."  Note:  I like the Firestorm viewer and the Kokua viewer (and especially the shadows in the Kokua viewer).]  However, I just discovered (and solved) a viewer issue that everyone wishing to accommodate both PC virtual world users and Mac virtual world users needs to know about. 

I just installed a Firestorm mesh-enabled OS viewer on a Mac Air laptop.  [Note:  I previously exclusively used PC-based viewers to access and build in OpenSim.]  In turn, when first accessing my own private grid I noticed the ground textures were only a [blinding] mix of the mountain and rock terrain textures (that are in the default terrain texture boxes 3 and 4 in the Terrain Tab in the Region/Estate drop down menu).  In turn, any student (and in particular, new students) that first sees such a barren virtual world landscape is likely to have a less than enthusiastic reaction to virtual world learning.

To make a somewhat long "trial and error" story short, the easiest solution to the above problem is to make sure to change the default terrain texture settings for all OpenSim islands.  In particular, for the sake of Mac users, if you want grass to show up on the ground level (around 24 meters) there has to be some green grass in terrain texture box 3.

Has anyone else encountered and/or solved the problem of dissimilar ground textures when moving from a PC-based viewer to a Mac-based viewer? 

Also, any tips for where to get the best 1024 x 1024 ground textures?

Best,
Kay


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Re: PC vs Mac OS Viewer Issue (with a Solution)

justincc
I'm quite surprised to hear this as I would be pretty sure that we're sending exactly the same information to both PC
and Mac.  Have you seen this on any other viewer (though I know this might be difficult with the lower number of viewers
supporting Mac OSX)?  Do you see the same issue on Linden Lab's grid with the same viewer?

On 04/04/13 19:29, Kay McLennan wrote:

> [I cannot answer the question concerning "which mesh-enabled OS viewer is the most lightweight."  Note:  I like the
> Firestorm viewer and the Kokua viewer (and especially the shadows in the Kokua viewer).]  However, I just discovered
> (and solved) a viewer issue that everyone wishing to accommodate both PC virtual world users and Mac virtual world users
> needs to know about.
>
> I just installed a Firestorm mesh-enabled OS viewer on a Mac Air laptop.  [Note:  I previously exclusively used PC-based
> viewers to access and build in OpenSim.]  In turn, when first accessing my own private grid I noticed the ground
> textures were only a [blinding] mix of the mountain and rock terrain textures (that are in the default terrain texture
> boxes 3 and 4 in the Terrain Tab in the Region/Estate drop down menu).  In turn, any student (and in particular, new
> students) that first sees such a barren virtual world landscape is likely to have a less than enthusiastic reaction to
> virtual world learning.
>
> To make a somewhat long "trial and error" story short, the easiest solution to the above problem is to make sure to
> change the default terrain texture settings for all OpenSim islands.  In particular, for the sake of Mac users, if you
> want grass to show up on the ground level (around 24 meters) there has to be some green grass in terrain texture box 3.
>
> Has anyone else encountered and/or solved the problem of dissimilar ground textures when moving from a PC-based viewer
> to a Mac-based viewer?
>
> Also, any tips for where to get the best 1024 x 1024 ground textures?
>
> Best,
> Kay
>
>
>
> _______________________________________________
> Opensim-users mailing list
> [hidden email]
> https://lists.berlios.de/mailman/listinfo/opensim-users
>


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Re: PC vs Mac OS Viewer Issue (with a Solution)

Kay McLennan
Justin, et al,

I duplicated the problem (re:  missing/unattractive low elevation ground textures) on the Firestorm, Singularity, and Imprudence OS viewers (on my private OSgrid grid and in MOSES).  Now, I just duplicated the problem in Linden Lab's grid using the Firestorm viewer and the latest SL Mac viewer.  Note:  While I do not have estate privileges on any parcels of land in SL, I found several islands that duplicated both the problem and the solution.  More specifically, the island in SL simply called "Teaching" does not have any terrain texture in terrain texture box 3 (and accordingly, using a Mac viewer on a Mac Air laptop, there was no texture visible on the ground).  In contrast, the three NMC islands I visited all have grass textures in terrain texture box 3 and the island terrain appears textured (using a Mac viewer on a Mac Air laptop).

Note:  I do not think there is a problem with the viewers, the viewer settings, or the information being sent to either a Windows or a Mac viewer.  Rather, I think the problem is the default terrain texture settings in the OpenSim distribution (with the preferable scheme in need of a grass texture in terrain texture box 3).  That is, individuals using a Windows system to develop OpenSim (and even in SL) do not realize how their default terrain textures look to Mac users (at least this has been the case with me from 2008 - till recently!).

Finally, for a visual, the image at -- https://sites.google.com/site/scs3dlearning/upcoming-seminars/Default%20vs%20Fixed%20Texture%20Scheme.jpg?attredirects=0 -- has the default OpenSim terrain texture scheme on the left hand side of the image and a preferred (grass in texture box 3) terrain texture box on the right hand side of the image.

Best,
Kay


On Thu, Apr 4, 2013 at 7:49 PM, Justin Clark-Casey <[hidden email]> wrote:
I'm quite surprised to hear this as I would be pretty sure that we're sending exactly the same information to both PC and Mac.  Have you seen this on any other viewer (though I know this might be difficult with the lower number of viewers supporting Mac OSX)?  Do you see the same issue on Linden Lab's grid with the same viewer?


On 04/04/13 19:29, Kay McLennan wrote:
[I cannot answer the question concerning "which mesh-enabled OS viewer is the most lightweight."  Note:  I like the
Firestorm viewer and the Kokua viewer (and especially the shadows in the Kokua viewer).]  However, I just discovered
(and solved) a viewer issue that everyone wishing to accommodate both PC virtual world users and Mac virtual world users
needs to know about.

I just installed a Firestorm mesh-enabled OS viewer on a Mac Air laptop.  [Note:  I previously exclusively used PC-based
viewers to access and build in OpenSim.]  In turn, when first accessing my own private grid I noticed the ground
textures were only a [blinding] mix of the mountain and rock terrain textures (that are in the default terrain texture
boxes 3 and 4 in the Terrain Tab in the Region/Estate drop down menu).  In turn, any student (and in particular, new
students) that first sees such a barren virtual world landscape is likely to have a less than enthusiastic reaction to
virtual world learning.

To make a somewhat long "trial and error" story short, the easiest solution to the above problem is to make sure to
change the default terrain texture settings for all OpenSim islands.  In particular, for the sake of Mac users, if you
want grass to show up on the ground level (around 24 meters) there has to be some green grass in terrain texture box 3.

Has anyone else encountered and/or solved the problem of dissimilar ground textures when moving from a PC-based viewer
to a Mac-based viewer?

Also, any tips for where to get the best 1024 x 1024 ground textures?

Best,
Kay



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Re: PC vs Mac OS Viewer Issue (with a Solution)

Dahlia Trimble
I believe the viewers add some randomness to the blending functions used to blend the terrain textures; therefore its highly unlikely that 2 viewers will see the same results regardless of the underlying OS or platform. In fact you will likely see different results with the same viewer on the same machine across different login sessions.

All of the blending occurs on the viewer and there is no way for the server to enforce any particular interpretation of the terrain settings by any viewer. If you find that having a grass texture in the 3rd box produces a more appealing result when viewed with your setup, bear in mind that others will likely see it quite differently. This is really a deficiency in the design of the basic terrain system. If you want something more consistent or better in some other way, you might consider using a mesh (or multiple meshes) for your terrain.

On Fri, Apr 5, 2013 at 4:00 AM, Kay McLennan <[hidden email]> wrote:
Justin, et al,

I duplicated the problem (re:  missing/unattractive low elevation ground textures) on the Firestorm, Singularity, and Imprudence OS viewers (on my private OSgrid grid and in MOSES).  Now, I just duplicated the problem in Linden Lab's grid using the Firestorm viewer and the latest SL Mac viewer.  Note:  While I do not have estate privileges on any parcels of land in SL, I found several islands that duplicated both the problem and the solution.  More specifically, the island in SL simply called "Teaching" does not have any terrain texture in terrain texture box 3 (and accordingly, using a Mac viewer on a Mac Air laptop, there was no texture visible on the ground).  In contrast, the three NMC islands I visited all have grass textures in terrain texture box 3 and the island terrain appears textured (using a Mac viewer on a Mac Air laptop).

Note:  I do not think there is a problem with the viewers, the viewer settings, or the information being sent to either a Windows or a Mac viewer.  Rather, I think the problem is the default terrain texture settings in the OpenSim distribution (with the preferable scheme in need of a grass texture in terrain texture box 3).  That is, individuals using a Windows system to develop OpenSim (and even in SL) do not realize how their default terrain textures look to Mac users (at least this has been the case with me from 2008 - till recently!).

Finally, for a visual, the image at -- https://sites.google.com/site/scs3dlearning/upcoming-seminars/Default%20vs%20Fixed%20Texture%20Scheme.jpg?attredirects=0 -- has the default OpenSim terrain texture scheme on the left hand side of the image and a preferred (grass in texture box 3) terrain texture box on the right hand side of the image.

Best,
Kay



On Thu, Apr 4, 2013 at 7:49 PM, Justin Clark-Casey <[hidden email]> wrote:
I'm quite surprised to hear this as I would be pretty sure that we're sending exactly the same information to both PC and Mac.  Have you seen this on any other viewer (though I know this might be difficult with the lower number of viewers supporting Mac OSX)?  Do you see the same issue on Linden Lab's grid with the same viewer?


On 04/04/13 19:29, Kay McLennan wrote:
[I cannot answer the question concerning "which mesh-enabled OS viewer is the most lightweight."  Note:  I like the
Firestorm viewer and the Kokua viewer (and especially the shadows in the Kokua viewer).]  However, I just discovered
(and solved) a viewer issue that everyone wishing to accommodate both PC virtual world users and Mac virtual world users
needs to know about.

I just installed a Firestorm mesh-enabled OS viewer on a Mac Air laptop.  [Note:  I previously exclusively used PC-based
viewers to access and build in OpenSim.]  In turn, when first accessing my own private grid I noticed the ground
textures were only a [blinding] mix of the mountain and rock terrain textures (that are in the default terrain texture
boxes 3 and 4 in the Terrain Tab in the Region/Estate drop down menu).  In turn, any student (and in particular, new
students) that first sees such a barren virtual world landscape is likely to have a less than enthusiastic reaction to
virtual world learning.

To make a somewhat long "trial and error" story short, the easiest solution to the above problem is to make sure to
change the default terrain texture settings for all OpenSim islands.  In particular, for the sake of Mac users, if you
want grass to show up on the ground level (around 24 meters) there has to be some green grass in terrain texture box 3.

Has anyone else encountered and/or solved the problem of dissimilar ground textures when moving from a PC-based viewer
to a Mac-based viewer?

Also, any tips for where to get the best 1024 x 1024 ground textures?

Best,
Kay



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http://justincc.org
http://twitter.com/justincc
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Re: PC vs Mac OS Viewer Issue (with a Solution)

Kay McLennan
On Fri, Apr 5, 2013 at 5:57 PM, Dahlia Trimble <[hidden email]> wrote:

...All of the blending occurs on the viewer and there is no way for the server to enforce any particular interpretation of the terrain settings by any viewer. If you find that having a grass texture in the 3rd box produces a more appealing result when viewed with your setup, bear in mind that others will likely see it quite differently. This is really a deficiency in the design of the basic terrain system. If you want something more consistent or better in some other way, you might consider using a mesh (or multiple meshes) for your terrain.

I am intrigued by your suggestion -- "consider using a mesh (or multiple meshes) for your terrain."  That is, I always considered the terrain in SL and the OS to be the one built-in mesh (rather than requiring the need for additional mesh uploads).  Still, my findings plus your explanation (re:  the limitations of the blending of the terrain textures "viewer side") does point to the need for an alternative that is more consistently viewed by all users.

Does anyone know of any examples of mesh terrain uploads in the OSgrid?  Needless-to-say, I am eager to see what an uploaded mesh terrain appears (on both a Mac and a PC!).

-- Kay

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Re: PC vs Mac OS Viewer Issue (with a Solution)

InuYasha Meiji
I hope this message isn't filtered out because you might think this is
an ad.  But there is a product in Secondlife I would love it. if it was
also available in Opensim. I bought one and it works incredibly well in
SL.  It is at
https://marketplace.secondlife.com/p/LandMap-Change-your-ground-texture-without-land-powers/236734 
on Marketplace.  It is called JVTEK's landmap.  It lets you put out a
device that gives you options to move markers over a land area as big as
32m x 32m.  Once you select the area it reads the shape of that land and
produces a sculpty on a web site and give you the link to download it.  
You then drag and drop from your inventory to the device and it places
it right on top of that area of land and lets you make small
adjustments.  When you're done you remove the device and the post
markers go to.  Then you can use any texture you want on that sculpty.  
He gets $L 1500 each, so I doubt they will just hand it over to Opensim,
but I heard he made it from some avaialble source someplace.  Maybe
someone could figure out something like that for Opensim?  Who ever does
it, will be a hero to so many in the Opensim metaverse.  ;)

Somebody, anybody?

Your friend,

InuYasha



On 4/7/2013 7:04 AM, Kay McLennan wrote:

> On Fri, Apr 5, 2013 at 5:57 PM, Dahlia Trimble
> <[hidden email] <mailto:[hidden email]>> wrote:
>
>
>     ...All of the blending occurs on the viewer and there is no way
>     for the server to enforce any particular interpretation of the
>     terrain settings by any viewer. If you find that having a grass
>     texture in the 3rd box produces a more appealing result when
>     viewed with your setup, bear in mind that others will likely see
>     it quite differently. This is really a deficiency in the design of
>     the basic terrain system. If you want something more consistent or
>     better in some other way, you might *consider using a mesh (or
>     multiple meshes) for your terrain*.
>
>
> I am intrigued by your suggestion -- "consider using a mesh (or
> multiple meshes) for your terrain."  That is, I always considered the
> terrain in SL and the OS to be the one built-in mesh (rather than
> requiring the need for additional mesh uploads).  Still, my findings
> plus your explanation (re:  the limitations of the blending of the
> terrain textures "viewer side") does point to the need for an
> alternative that is more consistently viewed by all users.
>
> Does anyone know of any examples of mesh terrain uploads in the
> OSgrid?  Needless-to-say, I am eager to see what an uploaded mesh
> terrain appears (on both a Mac and a PC!).
>
> -- Kay
>
>
> _______________________________________________
> Opensim-users mailing list
> [hidden email]
> https://lists.berlios.de/mailman/listinfo/opensim-users


--
________________________________________________________________________
Opensim User: In Gridmode  on Version 0.7.4. Nine Instances with 56 Regions. on Windows 7, 64-bit. Phenom 9500 2.2 GHz Quad Core, Terabyte Hard Drive, 8gig DDR2 RAM.  Used XAMPP to load PHP Version 5.3.0, Apache
and MySQL 5.1.41-community edition.  Groups, Profiles, Vivox Voice and
Offline Messages all working. (Not yet Public, 10 user accounts so far).
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Re: PC vs Mac OS Viewer Issue (with a Solution)

Mister Blue
I have created terrain meshes using Blender and various manipulations.

A very good tutorial for creating terrain meshes in Blender is http://www.youtube.com/watch?v=g2EMquDN7qQ which goes through the steps of sculpting and painting a new terrain. Blender also has a mesh deformation based on an image so it is easy to do a heightmap or pre-existing RAW file import.

If you are making a mesh for a whole region (256x256 meters), one "trick" is to create a mesh that is 256x256 in vertices but is only 64x64 blender units. The viewers only allow importing meshes smaller than 64m in any dimension so you must create your terrain mesh no larger than that. But OpenSim has a console command for resizing objects. So, you create your terrain mesh 64x64 blender units (which become one OpenSim size unit which is one meter), import the mesh, and then, on your region's console, do a "edit scale theObjectsName 256 256 properScaleForZ" where "properScaleForZ" is the Z size noted at import time times 4.

-- mb


On Sun, Apr 7, 2013 at 5:19 AM, InuYasha Meiji <[hidden email]> wrote:
I hope this message isn't filtered out because you might think this is an ad.  But there is a product in Secondlife I would love it. if it was also available in Opensim. I bought one and it works incredibly well in SL.  It is at https://marketplace.secondlife.com/p/LandMap-Change-your-ground-texture-without-land-powers/236734 on Marketplace.  It is called JVTEK's landmap.  It lets you put out a device that gives you options to move markers over a land area as big as 32m x 32m.  Once you select the area it reads the shape of that land and produces a sculpty on a web site and give you the link to download it.  You then drag and drop from your inventory to the device and it places it right on top of that area of land and lets you make small adjustments.  When you're done you remove the device and the post markers go to.  Then you can use any texture you want on that sculpty.  He gets $L 1500 each, so I doubt they will just hand it over to Opensim, but I heard he made it from some avaialble source someplace.  Maybe someone could figure out something like that for Opensim?  Who ever does it, will be a hero to so many in the Opensim metaverse.  ;)

Somebody, anybody?

Your friend,

InuYasha



On 4/7/2013 7:04 AM, Kay McLennan wrote:
On Fri, Apr 5, 2013 at 5:57 PM, Dahlia Trimble <[hidden email] <mailto:[hidden email]>> wrote:


    ...All of the blending occurs on the viewer and there is no way
    for the server to enforce any particular interpretation of the
    terrain settings by any viewer. If you find that having a grass
    texture in the 3rd box produces a more appealing result when
    viewed with your setup, bear in mind that others will likely see
    it quite differently. This is really a deficiency in the design of
    the basic terrain system. If you want something more consistent or
    better in some other way, you might *consider using a mesh (or
    multiple meshes) for your terrain*.



I am intrigued by your suggestion -- "consider using a mesh (or multiple meshes) for your terrain."  That is, I always considered the terrain in SL and the OS to be the one built-in mesh (rather than requiring the need for additional mesh uploads).  Still, my findings plus your explanation (re:  the limitations of the blending of the terrain textures "viewer side") does point to the need for an alternative that is more consistently viewed by all users.

Does anyone know of any examples of mesh terrain uploads in the OSgrid?  Needless-to-say, I am eager to see what an uploaded mesh terrain appears (on both a Mac and a PC!).

-- Kay


_______________________________________________
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--
________________________________________________________________________
Opensim User: In Gridmode  on Version 0.7.4. Nine Instances with 56 Regions. on Windows 7, 64-bit. Phenom 9500 2.2 GHz Quad Core, Terabyte Hard Drive, 8gig DDR2 RAM.  Used XAMPP to load PHP Version 5.3.0, Apache
and MySQL 5.1.41-community edition.  Groups, Profiles, Vivox Voice and
Offline Messages all working. (Not yet Public, 10 user accounts so far).
________________________________________________________________________

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Re: PC vs Mac OS Viewer Issue (with a Solution)

Marcus Llewellyn
Just a minor addendum to Mister Blue's reply; the Kokua viewer allows
for mesh upload up to 256 meters in size. So far as I'm aware, it's
currently the only viewer that does.

Also, out of the box, a Blender unit does not equal one meter (they're
quite a bit larger). To make sure that you are working with meters in
Blender 2.5 or newer, you will want to check the Properties pane, then
the Scene options, which contain a section named Units. Make sure this
is set this to Metric.

Marcus

On 4/7/2013 5:14 PM, Mister Blue wrote:

> I have created terrain meshes using Blender and various manipulations.
>
> A very good tutorial for creating terrain meshes in Blender is
> http://www.youtube.com/watch?v=g2EMquDN7qQ which goes through the
> steps of sculpting and painting a new terrain. Blender also has a mesh
> deformation based on an image so it is easy to do a heightmap or
> pre-existing RAW file import.
>
> If you are making a mesh for a whole region (256x256 meters), one
> "trick" is to create a mesh that is 256x256 in vertices but is only
> 64x64 blender units. The viewers only allow importing meshes smaller
> than 64m in any dimension so you must create your terrain mesh no
> larger than that. But OpenSim has a console command for resizing
> objects. So, you create your terrain mesh 64x64 blender units (which
> become one OpenSim size unit which is one meter), import the mesh, and
> then, on your region's console, do a "edit scale theObjectsName 256
> 256 properScaleForZ" where "properScaleForZ" is the Z size noted at
> import time times 4.
>
> -- mb
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Re: PC vs Mac OS Viewer Issue (with a Solution)

Storm Singer
Has anybody tried http://www.spinmass.com/Software/TerrainSculptor.aspx? I've downloaded it but since I don't currently have a terrain loaded (lol) it's not doing much for me.

~~~
Go around! Go around!
Go around the Windmill!
Sing us a song, of storms.


On Mon, Apr 8, 2013 at 11:39 AM, Marcus Llewellyn <[hidden email]> wrote:
Just a minor addendum to Mister Blue's reply; the Kokua viewer allows for mesh upload up to 256 meters in size. So far as I'm aware, it's currently the only viewer that does.

Also, out of the box, a Blender unit does not equal one meter (they're quite a bit larger). To make sure that you are working with meters in Blender 2.5 or newer, you will want to check the Properties pane, then the Scene options, which contain a section named Units. Make sure this is set this to Metric.

Marcus


On 4/7/2013 5:14 PM, Mister Blue wrote:
I have created terrain meshes using Blender and various manipulations.

A very good tutorial for creating terrain meshes in Blender is http://www.youtube.com/watch?v=g2EMquDN7qQ which goes through the steps of sculpting and painting a new terrain. Blender also has a mesh deformation based on an image so it is easy to do a heightmap or pre-existing RAW file import.

If you are making a mesh for a whole region (256x256 meters), one "trick" is to create a mesh that is 256x256 in vertices but is only 64x64 blender units. The viewers only allow importing meshes smaller than 64m in any dimension so you must create your terrain mesh no larger than that. But OpenSim has a console command for resizing objects. So, you create your terrain mesh 64x64 blender units (which become one OpenSim size unit which is one meter), import the mesh, and then, on your region's console, do a "edit scale theObjectsName 256 256 properScaleForZ" where "properScaleForZ" is the Z size noted at import time times 4.

-- mb
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Re: PC vs Mac OS Viewer Issue (with a Solution)

InuYasha Meiji
I haven't dowloaded this because I have no intest in someone's SL
terrain as much as getting real life terrain in my grid.  The only thing
like that I have seen seems to do a much smallere scale then I am
looking for.  It uses SRTM data to create a 10% size of the real
terain.  I wanted a 1:1 scale map.  This is very close though, good job
to the maker.

InuYasha.

On 4/20/2013 4:24 PM, Storm Singer wrote:

> Has anybody tried
> http://www.spinmass.com/Software/TerrainSculptor.aspx? I've downloaded
> it but since I don't currently have a terrain loaded (lol) it's not
> doing much for me.
>
> ~~~
> Go around! Go around!
> Go around the Windmill!
> Sing us a song, of storms.
>
>
> On Mon, Apr 8, 2013 at 11:39 AM, Marcus Llewellyn
> <[hidden email] <mailto:[hidden email]>> wrote:
>
>     Just a minor addendum to Mister Blue's reply; the Kokua viewer
>     allows for mesh upload up to 256 meters in size. So far as I'm
>     aware, it's currently the only viewer that does.
>
>     Also, out of the box, a Blender unit does not equal one meter
>     (they're quite a bit larger). To make sure that you are working
>     with meters in Blender 2.5 or newer, you will want to check the
>     Properties pane, then the Scene options, which contain a section
>     named Units. Make sure this is set this to Metric.
>
>     Marcus
>
>
>     On 4/7/2013 5:14 PM, Mister Blue wrote:
>
>         I have created terrain meshes using Blender and various
>         manipulations.
>
>         A very good tutorial for creating terrain meshes in Blender is
>         http://www.youtube.com/watch?v=g2EMquDN7qQ which goes through
>         the steps of sculpting and painting a new terrain. Blender
>         also has a mesh deformation based on an image so it is easy to
>         do a heightmap or pre-existing RAW file import.
>
>         If you are making a mesh for a whole region (256x256 meters),
>         one "trick" is to create a mesh that is 256x256 in vertices
>         but is only 64x64 blender units. The viewers only allow
>         importing meshes smaller than 64m in any dimension so you must
>         create your terrain mesh no larger than that. But OpenSim has
>         a console command for resizing objects. So, you create your
>         terrain mesh 64x64 blender units (which become one OpenSim
>         size unit which is one meter), import the mesh, and then, on
>         your region's console, do a "edit scale theObjectsName 256 256
>         properScaleForZ" where "properScaleForZ" is the Z size noted
>         at import time times 4.
>
>         -- mb
>
>     _______________________________________________
>     Opensim-users mailing list
>     [hidden email] <mailto:[hidden email]>
>     https://lists.berlios.de/mailman/listinfo/opensim-users
>
>
>
>
> _______________________________________________
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> [hidden email]
> https://lists.berlios.de/mailman/listinfo/opensim-users


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and MySQL 5.1.41-community edition.  Groups, Profiles, Vivox Voice and
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Re: PC vs Mac OS Viewer Issue (with a Solution)

Storm Singer
Ah, yeah. I wish I knew more about sculpties, but I was never very successful at manipulating them. Looks like meshes are the way to go. Higher LOD at any rate.

~~~
Go around! Go around!
Go around the Windmill!
Sing us a song, of storms.


On Sat, Apr 20, 2013 at 4:46 PM, InuYasha Meiji <[hidden email]> wrote:
I haven't dowloaded this because I have no intest in someone's SL terrain as much as getting real life terrain in my grid.  The only thing like that I have seen seems to do a much smallere scale then I am looking for.  It uses SRTM data to create a 10% size of the real terain.  I wanted a 1:1 scale map.  This is very close though, good job to the maker.

InuYasha.


On 4/20/2013 4:24 PM, Storm Singer wrote:
Has anybody tried http://www.spinmass.com/Software/TerrainSculptor.aspx? I've downloaded it but since I don't currently have a terrain loaded (lol) it's not doing much for me.

~~~
Go around! Go around!
Go around the Windmill!
Sing us a song, of storms.


On Mon, Apr 8, 2013 at 11:39 AM, Marcus Llewellyn <[hidden email] <mailto:[hidden email]>> wrote:

    Just a minor addendum to Mister Blue's reply; the Kokua viewer
    allows for mesh upload up to 256 meters in size. So far as I'm
    aware, it's currently the only viewer that does.

    Also, out of the box, a Blender unit does not equal one meter
    (they're quite a bit larger). To make sure that you are working
    with meters in Blender 2.5 or newer, you will want to check the
    Properties pane, then the Scene options, which contain a section
    named Units. Make sure this is set this to Metric.

    Marcus


    On 4/7/2013 5:14 PM, Mister Blue wrote:

        I have created terrain meshes using Blender and various
        manipulations.

        A very good tutorial for creating terrain meshes in Blender is
        http://www.youtube.com/watch?v=g2EMquDN7qQ which goes through
        the steps of sculpting and painting a new terrain. Blender
        also has a mesh deformation based on an image so it is easy to
        do a heightmap or pre-existing RAW file import.

        If you are making a mesh for a whole region (256x256 meters),
        one "trick" is to create a mesh that is 256x256 in vertices
        but is only 64x64 blender units. The viewers only allow
        importing meshes smaller than 64m in any dimension so you must
        create your terrain mesh no larger than that. But OpenSim has
        a console command for resizing objects. So, you create your
        terrain mesh 64x64 blender units (which become one OpenSim
        size unit which is one meter), import the mesh, and then, on
        your region's console, do a "edit scale theObjectsName 256 256
        properScaleForZ" where "properScaleForZ" is the Z size noted
        at import time times 4.

        -- mb

    _______________________________________________
    Opensim-users mailing list
    [hidden email] <mailto:[hidden email]>
    https://lists.berlios.de/mailman/listinfo/opensim-users





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Opensim User: In Gridmode  on Version 0.7.4. Nine Instances with 56 Regions. on Windows 7, 64-bit. Phenom 9500 2.2 GHz Quad Core, Terabyte Hard Drive, 8gig DDR2 RAM.  Used XAMPP to load PHP Version 5.3.0, Apache
and MySQL 5.1.41-community edition.  Groups, Profiles, Vivox Voice and
Offline Messages all working. (Not yet Public, 10 user accounts so far).
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Re: PC vs Mac OS Viewer Issue (with a Solution)

Kim Minuet
In reply to this post by InuYasha Meiji
I'm currently looking at using microdem to convert DEM data into grayscale heightmaps, which I'll import into L3DT to convert to .R32 format (there maybe a shorter path here, still looking into it) ... if someone else has been here before then let me know, otherwise I'll post my progress in this thread.

Kim

> Date: Sat, 20 Apr 2013 16:46:35 -0400

> From: [hidden email]
> To: [hidden email]
> Subject: Re: [Opensim-users] PC vs Mac OS Viewer Issue (with a Solution)
>
> I haven't dowloaded this because I have no intest in someone's SL
> terrain as much as getting real life terrain in my grid. The only thing
> like that I have seen seems to do a much smallere scale then I am
> looking for. It uses SRTM data to create a 10% size of the real
> terain. I wanted a 1:1 scale map. This is very close though, good job
> to the maker.
>
> InuYasha.
>
> On 4/20/2013 4:24 PM, Storm Singer wrote:
> > Has anybody tried
> > http://www.spinmass.com/Software/TerrainSculptor.aspx? I've downloaded
> > it but since I don't currently have a terrain loaded (lol) it's not
> > doing much for me.
> >
> > ~~~
> > Go around! Go around!
> > Go around the Windmill!
> > Sing us a song, of storms.
> >
> >
> > On Mon, Apr 8, 2013 at 11:39 AM, Marcus Llewellyn
> > <[hidden email] <mailto:[hidden email]>> wrote:
> >
> > Just a minor addendum to Mister Blue's reply; the Kokua viewer
> > allows for mesh upload up to 256 meters in size. So far as I'm
> > aware, it's currently the only viewer that does.
> >
> > Also, out of the box, a Blender unit does not equal one meter
> > (they're quite a bit larger). To make sure that you are working
> > with meters in Blender 2.5 or newer, you will want to check the
> > Properties pane, then the Scene options, which contain a section
> > named Units. Make sure this is set this to Metric.
> >
> > Marcus
> >
> >
> > On 4/7/2013 5:14 PM, Mister Blue wrote:
> >
> > I have created terrain meshes using Blender and various
> > manipulations.
> >
> > A very good tutorial for creating terrain meshes in Blender is
> > http://www.youtube.com/watch?v=g2EMquDN7qQ which goes through
> > the steps of sculpting and painting a new terrain. Blender
> > also has a mesh deformation based on an image so it is easy to
> > do a heightmap or pre-existing RAW file import.
> >
> > If you are making a mesh for a whole region (256x256 meters),
> > one "trick" is to create a mesh that is 256x256 in vertices
> > but is only 64x64 blender units. The viewers only allow
> > importing meshes smaller than 64m in any dimension so you must
> > create your terrain mesh no larger than that. But OpenSim has
> > a console command for resizing objects. So, you create your
> > terrain mesh 64x64 blender units (which become one OpenSim
> > size unit which is one meter), import the mesh, and then, on
> > your region's console, do a "edit scale theObjectsName 256 256
> > properScaleForZ" where "properScaleForZ" is the Z size noted
> > at import time times 4.
> >
> > -- mb
> >
> > _______________________________________________
> > Opensim-users mailing list
> > [hidden email] <mailto:[hidden email]>
> > https://lists.berlios.de/mailman/listinfo/opensim-users
> >
> >
> >
> >
> > _______________________________________________
> > Opensim-users mailing list
> > [hidden email]
> > https://lists.berlios.de/mailman/listinfo/opensim-users
>
>
> --
> ________________________________________________________________________
> Opensim User: In Gridmode on Version 0.7.4. Nine Instances with 56 Regions. on Windows 7, 64-bit. Phenom 9500 2.2 GHz Quad Core, Terabyte Hard Drive, 8gig DDR2 RAM. Used XAMPP to load PHP Version 5.3.0, Apache
> and MySQL 5.1.41-community edition. Groups, Profiles, Vivox Voice and
> Offline Messages all working. (Not yet Public, 10 user accounts so far).
> ________________________________________________________________________
>
> _______________________________________________
> Opensim-users mailing list
> [hidden email]
> https://lists.berlios.de/mailman/listinfo/opensim-users

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