At 18:40 11/01/2009, [email protected] wrote: >I recognize the problem. It seemed to me that loading the OAR >without deleting the existing region (in effect, merging) >would be of limited use unless the terrain was guaranteed to be the >same. Otherwise, of course, your region objects may >well be out of position (above, below ground, etc.). One could then >move them, but this still seems somewhat >inconvenient. However, if this is genuinely helpful it could be >fairly trivially implemented as an option - this is >actually what happened originally for a couple of revisions. Would >this be helpful?
It would Justin, that would be great if you could add the feature back in. What parameter is used to drive it. I made the (intentionally least change) idea of just adding -noterrain and -add flags on load-oar which would seem to do this? I appreciate that this could put objects below ground in some terrain... but it works for a large number of cases, and below ground objects can easily be checked for and retrieved. >Perhaps the alternative solution in this vein, and one that I had >begun to consider, is to produce the equivalent of >OARs but for inventory instead. Inventory is not yet as useful for builds though, as saving a typical modular building ends up as very many separate parts. My building is over 1500 objects and measures some 50m x 70m. If I link it all up as one object, I lose the modularity using save/load-xml and save-load-oar keep it intact which is very useful. I would separately for other reason support the idea of save-inventor and load-inventory though. We do need to start sharing materials across grids. I still have no prim hair and my clothes would not cut it in social circles :-) _______________________________________________ Opensim-dev mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-dev
