Category Archives: Virtual Hamilton

How do I link objects to create a Linked Building?

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.

VH Update – kb changelogs

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).

VH Update 9.13.13 – macGRID IT2 – building linking and movement

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.

How do I create a building façade?

  1. Create a prim!!
  2. 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.
  3. Use the SELECT TEXTURE option to select the all faces except FRONT and BACK
  4. Make these selected textures ‘ALPHA’
    1. This will help eliminate any ‘edges’ that may be visible on your prim face.
    2. This will ensure that other building textures will show through the ‘ALPHA’ portions of your texture.
  5. 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)
    1. Ensure that the “Repeats per face” are set to 1.000 for both Horizontal and Vertical.
  6. 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.
    1. Ensure that “Stretch Texture” is clicked (or you will see multiple building faces appear as repeats).
  7. On the reverse side use the SELECT TEXTURE option, select the ‘FLIP’ checkbox next to ‘HORIZONTAL’
    1. This will create a mirror image (as though your prim was see-through) of your facade front that will aid in moving/adjusting.
    2. Ensure that you use the “Select Texture” option or you will change the texture of both the front and back of your façade.
  8. In the OBJECT tab of our build tool, select PHANTOM
    1. This will ensure that an avatar or other object can pass through any invisible parts of our facade.
    2. By creating a block behind the opaque parts of our facade, we prevent avatars and other objects from going through.

How do I get rid of hard/distinct/uneven edges on a PNG with transparency?

To eliminate the hard edges, try adding a transparency of 2 to the texture.

Also, try reducing the horizontal or vertical repeat number to something around 0.99 (to force a crop).

Check your original file to see if you can adjust the transparency at the edge.

Note that saving your original file as an 8 bit PNG will increase the likelihood of poor edges for images – there are less colours available to soften the edges for transparencies. Save your images as PNG-24 (24 bit) or higher.

Meta + Changelog

Content Management System:

  • WordPress

Parent Theme:

  • Knowhow by Herothemes
    • Licensed for single use
    • Responsive theme ensures usability in all devices/resolution

Child Theme:

  • Knowhow Child Theme, Dwayne Ali


  • Post Revision Display
    • Allows for viewing and editing of article revisions.
    • Allows for comparison of various revisions.
    • Viewable by anyone on site.
    • Editable by those with Edit capabilities.
  • Search Everything
    • Expansion of search system
    • Allows for searching by User name
    • Allows for searching by Tag
  • CSS / Style

    • All edits done via “Child Theme” style.css to allow updates to main code.
    • Updates to CSS primarily for colour and usability
    • Iconography utilizes FontAwesome – a CSS/Font hack aimed at Bootstrap web applications.
      • Vector icons ensure scalability on any device/resolution.


  • Temporary setup under subdomain for testing purposes. Final release will have both sites run under a WordPress Multisite/Network setup.


  • 2.3
    • Edited comment-meta.php to display time and show link to author’s other posts.
    • Added ‘Postie’ plugin to allow posts via email – to aid in low-friction updates regarding the grid.
    • Added User Submitted Posts option to allow Question stubs to be submitted from the front end – creates a ‘ticket’ type system as these posts all remain ‘Pending’ until moderated. Can also trigger an email alert to a mod.
  • 2.21
    • Inline Ajax Comments test
      • Bad: No reply or nesting capability
      • Good: Almost no friction to response by user – “type, hit enter.”
  • 2.2
    • Updated search ability via plugin
  • 2.1
    • Updated revision display for each article
  • 2.02
    • Updated content-meta.php to display updated date
  • 2.01
    • Updated content-meta.php and main to show open/closed folders (FontAwesome)
  • 2.0
    • Sitewide mods to style.css/childtheme for colour/usability specific to VH scheme
  • 1.0
    • Initial theme install
    • subdomain setup

What image dimensions should be uploaded for facade textures?

OpenSim uses the next lowest level of the shortest side. i.e. a 4000 x 511 image will be uploaded as 256 x 256, a 4000 x 512 image will be uploaded as 512 x 512.
The desired size depend on the surface to be covered but for walls 1024 x 1024 would be the minimum. I like to use multiple textures to build most walls.
Some clients restrict the size an original can be and all the main ones restrict the upload size to 1024 x1024. Although larger sizes aren’t a problem for the server or client, the graphics cards often are limited esp by OpenGL limits.

Glossary of Terms and Phrases

Short for ‘primitive’

A polygon mesh is a collection of vertices, edges and faces that defines the shape of a polyhedral object in 3D computer graphics and solid modeling. The faces usually consist of triangles, quadrilaterals or other simple convex polygons, since this simplifies rendering, but may also be composed of more general concave polygons, or polygons with holes.

Short for ‘primitive’

Short for ‘primitive’

Short for ‘primitive’

Short for ‘primitive’