[EMAIL PROTECTED] wrote:
> 1) Is all of terraformation tied up in the TerrainBase and TerrainDetail
> fields of RegionHandshake?
>
>   

You can see in the protocol file 
(http://www.libsecondlife.org/template/release/1.13.0.10.txt) 
TerrainBase* and TerrainDetail* fields are LLUUIDs, they point to 
terrain textures that apply to the entire sim. The TerrainStartHeight* 
and TerrainHeightRange* fields describe at what elevations those 
textures apply, and the implementation in the client uses a pretty fancy 
terrain splatting algorithm that uses those values as seed values 
combined with some alpha masks to generate more realistic looking 
terrain texture blends. If by terraformation you mean the heightmap of 
the region, you need LayerData packets. 
http://www.libsecondlife.org/protocol/index.php/LayerData for more 
information on those, which will answer your next question.

> 2) Has anybody decoded these byte blobs?
>   

Partially, see above. We are awaiting a third party contribution as well 
that should give us some more progress.

> 3) Are there any viewer -> sim messages that updates these values when one
> does terraformation?  The logical candidate is ParcelPropertiesUpdate but
> it doesn't seem to concern itself with TerrainBase and TerrainDetail.
>
>   

I don't remember off the top of my head which packet, but the client 
doesn't get the ability to upload LayerData packets or describe exactly 
how to terraform the terrain. The region owner uploads the original RAW 
terrain file, and parcel owners can terraform by sending commands to the 
sim which amount to "use this brush size and this tool, and push in this 
direction for this duration of time and we'll see what happens".

> Thanks for any insight.
>
> Cheers, Scott
>   

Thanks for keeping the mailing list active :-)

John
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