I have done similar various tricks like mega prim boxes etc to achieve the appearance of another environment in Second life. But I could have sworn I read somewhere about (perhaps the realxtend folks?) using different void scapes in their sims with success.
I used to work in Unreal tournament community and in that environment we had a concept called environmental mapping which was to create a seperate area off of the main map (called coincedentally a skybox) in which you created your "sky scene" and placed a camera in the center of it. Then you would change the type of texture on your outer walls of your build to the environmental map and it would show you instead of a dead wall the scene which you created. with the camera as a central point of reference the scene would appear to move as you did much the way
the moon "appears" to follow you in real life (which is actually just a matter of reletiveness and distance, smiles).
So I am hearing you say that this is a client factor which makes since. maybe the realxtend guys had experimented with their client and that is what I was seeing.
Still, imagine how amazing, powerful and cool this would be! I am kinda tired of the endless ocean expanse and would love to see a way to change this without boxing myself in. For me the problem is I like to camera around and look at the sim from a distance when building so once you step out side of the box it kinda ruin s the illusion.
Before mega-regions gave me an alternative, I was using a huge hollow cylinder around the perimeter of my sim with a landscape generated in povray pasted on the inside. It worked quite well as it was never intended to be viewed up close. Set it to phantom too as there was no need to touch it ever - it was actually out of the sim bounds so touching it was impossible anyway. It did wreck the minimap as it became a huge square covering everything.
I would LOVE to be able to change the void ocean level, though that is mostly a client-side
issue. Customising the moon texture should also be possible but I have never been able to get my custom texture to take.
On Tuesday November 3 2009 07:26:22 Len Brown wrote:
> Zahms, > > One thing I have done "semi-successfully" is to create a box that is, say, > 64 meters high by 256 meters square. This centered and hollowed out with a > landscape texture on the inside kinda works but there are many issues... > > For one, the physics engine must be properly set (as it is now by default) > or else hollow prims are not really hollow. > > For another, texturing the inside of a prim REALLY stretches things > horizontally and so tiling must be employed. Depending on the landscape, > this can lead to some ugly effects. For example, 8+ suns in the sky around > you... > > As far as actual environmental changes programmatically, I'm not
sure if > that is very feasable since it must mesh suitably with the region it > surrounds. > > I have seen some cool effects by changing water levels from one region to > the next (waterfalls) and using "out of sim" items like rocks, palm trees > and small islands that are rooted in the sim by invisible primitives. It > lets you have full use of your entire sim while having the effect of things > drifting around outside of the sim a bit. > > Other than that, not much else I can personally offer by way of changing > the environment outside of the sim/region. > > - Len W. Brown > lenwbrown@... > > On Mon, Nov 2, 2009 at 2:15 PM, zahms aridnamis <xzahms@...> wrote: > > Hello all, > > > > I am wondering if anyone has expierimented with changing the environment > > out side of the sim, the endless ocean and sky seen beyond. Has anyone > > tried surrounding themselves with say mountains or a space environment? > > Is this possible? > > > > I am not a programmer so the concept of coding a module to change this > > eludes me. But I am curious if anyone has discussed this? > > > > be well > > > > > > _______________________________________________ > > Opensim-users mailing list > > Opensim-users@... > > https://lists.berlios.de/mailman/listinfo/opensim-users >
On Tuesday November 3 2009 07:47:49 LaeMing wrote: > Before mega-regions gave me an alternative, I was using a huge hollow > cylinder around the perimeter of my sim with a landscape generated in > povray pasted on the inside. It worked quite well as it was never intended > to be viewed up close. Set it to phantom too as there was no need to touch > it ever - it was actually out of the sim bounds so touching it was > impossible anyway. It did wreck the minimap as it became a huge square > covering everything.
On Tuesday November 3 2009 07:47:49 LaeMing wrote: > Before mega-regions gave me an
alternative, I was using a huge hollow > cylinder around the perimeter of my sim with a landscape generated in > povray pasted on the inside. It worked quite well as it was never > intended to be viewed up close. Set it to phantom too as there was no > need to touch it ever - it was actually out of the sim bounds so > touching it was impossible anyway. It did wreck the minimap as it > became a huge square covering everything. _______________________________________________ Opensim-users mailing list Opensim-users@... https://lists.berlios.de/mailman/listinfo/opensim-users
but after a while I see the successful register messages again. That has been happening in a soak test overnight all night.
At times I can connect both locally, and over a connection from outside the local network. , at others I cannot connect and see a user server message [LOGIN] Region is not available for login. System.Net.WebException: the operation has time out.
I also see this morning that when a user client logs in or logs out I get a red message in the opensim,.exe console saying:
Failed to notify message server of agent leaving for <UUID?
and the messaging server gives a red error