[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 _______________________________________________ Libsecondlife-dev mailing list [email protected] https://lists.berlios.de/mailman/listinfo/libsecondlife-dev
