Opensim raw terrain files


















It looks like a column header but it is a link. You now have raw terrain data in a. BIL file. To work with this, you need to convert it from BIL to a height map which is basically a greyscale image where 0 black represents the lowest point in the terrain and white represents the highest point. The MicroDEM software lets you do this. For SecondLife you can upload a. My first pass ended up with a very craggy landscape.

The black turned into the floor of the sea with steep rises. In short, the terrain scale I picked was far to large for a single region. I lowered the water level to zero to get a better perspective and took the following shot from above. To get a smoother look, I used Gaussian blur filter in Photoshop and reloaded for the final results.

At the end of the day, this was not really what I was hoping for. It is not recognizable as Orcas and it is not very practical landscape for an SL Sim. You might have better luck spreading the terrain across multiple regions. Alternatively, you could grab the free version of World Machine and manipulate the raw data into something more intended for a virtual environment. Great tutorial, Eric! I know lots of folks like myself spend time exploring both Unity and OpenSim, so this is very useful.

Thanks so much for sharing it. We use this in Unity for volumetric cloud rendering. Holy cow, that image is amazing. Yes, please! I think a tutorial on how you created that would be incredibly useful to many people using both Unity and OpenSim. As for how terrain texturing works in Opensim, I believe it works just the same as it does in Second Life. Thanks Path and Eric for the links!

And followed the directions at this link to download the data in. Hi not sure it would be of interest to you in this post. If not please disregard. But I use a different approach by creating a MESH terrain instead of applying the texture to the terrain map tool.

If the terrain is larger than x, the preview is covered by a red grid showing division into x panes, with suffices "aa", "ab", ba", Terrains larger than x may require the RAW While these pages are all about building the legacy of Magnus Bender who's content is very much missed both in Second Life and OpenSim, over time we will be adding other high quality region maps terrain files to this collection.

I have tried very hard to gather as many of Magnus's archives to this website as I could, but his work was extensive and I am missing many of them. If you have any files that are not represented here please send them to terrains dynamicworldz.

For example, I run a square of 4 sims in a 2x2 pattern. I started my sim placement at 0, 0 and ended at 1, 1. New syntax is using number of tiles instead of imagesize one tile x pix. Above example is for a 2x2 region terrainfile.

This should scale it down from the nearly meters altitude I ran into to something a little more reasonable for the minimap. Watch this video for a step-by-step tutorial. The expression "flipv" stands for flipped vertically and x is the size for the channel interlaced 8-bit RAW file. If the above commands are entered when the region is set to [root], then each region on the simulator will be affected. The only useful command in this case would be the terrain elevate command but only if the terrain is to be elevated by the same amount in each region.

Removing the. Since the login html code is no longer needed this can be modified at will. A good set up, separates the code replaced often in this project from the data "unique" and more valuable for the user.

Things to do:.



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