Have the ‘Position’ tool selected in the ‘BUILD’ toolbar.
Click and drag to create a bounding box – everything that resides ENTIRELY within the box will be selected. By default, selected objects will show a yellow highlight. Ok?
Click the ‘Object’ tab in your ‘BUILD’ toolbar. Click ‘Link’.
If all the objects do not have the same owner, OpenSim will not allow the objects to be linked.
Find the object that is not owned by you (typically a facade, or building element copied from another build).
Make note of the object’s position and copy it. Click the first “C” to copy its position.
Make note of the object’s name.
You will have to ‘take’ this object by right clicking on it and selecting ‘TAKE’
The object will now be in your inventory. Place it somewhere.
Click the second P to position the newly placed object based on the original position (saved on your clipboard).
Return to step one and select all objects for linking.
If all goes well, this system should allow team members to quickly update the site with any progress related to the VH world. For example, you may be in the middle of moving buildings and the scene may be confusing for someone that logs in to see the disaster. This allows them to check the kb changelog for any updates. This lowers the friction on participation for what should be a very simple update. (no need for an entirely separate login to a forum to post an update like this).
In preparation for the installation of a new “street design” standard, I’ve begun to link together constituent parts of buildings, and raising them up off the ground. We’re looking to establish a standardized height for a “base level” sidewalk upon which buildings will sit. The roadways will be below this level, and the satellite layer below that. Issues: sometimes, all the pieces of a building do not have the same owner. macGRID will not allow linking of objects unless they all have the same owner.
- Create a prim!!
- Select the appropriate façade texture that you previously uploaded. This will place the texture on all sides in different orientations. This is what we want.
- Use the SELECT TEXTURE option to select the all faces except FRONT and BACK
- Make these selected textures ‘ALPHA’
- This will help eliminate any ‘edges’ that may be visible on your prim face.
- This will ensure that other building textures will show through the ‘ALPHA’ portions of your texture.
- Reduce the prim’s z-depth so that it is a single plane. (You should now have a single plane prim with the same texture/facade on both sides)
- Ensure that the “Repeats per face” are set to 1.000 for both Horizontal and Vertical.
- Adjust the base of the prim using the ‘Stretch’ option in your build tool so that the base matches the edge of a building on your satellite map.
- Ensure that “Stretch Texture” is clicked (or you will see multiple building faces appear as repeats).
- On the reverse side use the SELECT TEXTURE option, select the ‘FLIP’ checkbox next to ‘HORIZONTAL’
- This will create a mirror image (as though your prim was see-through) of your facade front that will aid in moving/adjusting.
- Ensure that you use the “Select Texture” option or you will change the texture of both the front and back of your façade.
- In the OBJECT tab of our build tool, select PHANTOM
- This will ensure that an avatar or other object can pass through any invisible parts of our facade.
- By creating a block behind the opaque parts of our facade, we prevent avatars and other objects from going through.
In our experience, buildings look much nicer in Singularity. It’s often the case that we’re designing in Singularity, and are unaware of slight differences in Imprudence or other viewers. Make sure we’re using Singularity for demo on high performance mode. (Far draw distance, optimal lighting, etc.)
Viewing quality is also determined by performance settings on a user’s machine.
The sim is not terrain-accurate.
Satellite layer at y-index of 25.000
Road layer at y-index of 25.1
walkway at 25.2
environmental objects above – 25.3
openSIM ignores very small differences in y-values in terms of layering, so the 0.1 separation should be a safe amount.
Textures should be uploaded as PNG files to ensure that ALPHA transparencies are maintained.
Save images as 24bit color PNG to ensure high-quality edges/transparencies. (As opposed to 8-bit which may cause issues with uneven edgest – OpenSIM will be modifying the image anyway)
Images are (typically) converted by OpenSIM to have an aspect ratio of 1:1, 1:2,
Images are converted by OPENSIM to a native file format for use within the grid.
Images are converted to the following sizes depending on their original resolution/dimensions.
You’ll typically get image dimensions of:
However, in cases of extremely uneven aspect ratios for images (such as very wide panoramas), openSIM will may make the width a multiple of the height. (eg, a 512×2048 image).
EDIT THIS FOR CLARITY.
In addition to naming the component pieces of a building or other structure, ensure that you name your newly-linked objects to make it easier for others to find.
Use the “description” to hold associated keywords for easy searching.
Make it a habit to name components of any linked object. For instance, naming ‘windows’ and ‘ledges’ is good practice as it may allow others to reuse those elements without creating them from scratch. Use the “description” to hold associated keywords for easy searching. (The ability to search descriptions is off by default, and must be turned on in Inventory).
Ensure that you also name your linked object.