I was just testing this on the Marineville region on OSGrid which is almost entirely an underwater build with the water surface set at 40m. The tools to translate this up and down seem to work really well... all I did was

a) Backup the data base and create an OAR!!!

b) terrain lower 20

c) translate scene 0 0 -20
    Except that it gave no feedback that it was operating or had completed
    and when I did a region "backup" or "shutdown" it was clear that the
    persisting of the changes was taking a long time.  So wait for that.
    600 objects translated took around 25 minutes or so to persist.

d) set region water level to default 20m

And all LOOKS great with visible terrain down to -20m below my avatar.

BUT... with the default physics engine of Bulletsim, the avatar cannot go down below 2m. Changing to ODE I was able to descend to the new negative value sea floor and the avatar showed a position (in Firestorm 4.6.1) of -18m. We ought to establish if BulletSim will remove that restriction so we know how to proceed in establishing deep water regions?

I note that there is a transition in the lighting when the avatar moves from just above 0m to just below.. the water gets murkier below 0m as JustinCC mentioned. The transition is quite sudden though.. but the "underwater gloom" effect is not bad anyway.

I should add that objects can be placed below 0m in Firestorm 4.6.1, BUT if you edit them via the tool X,Y,Z facility they zap to 0m. We may need to chat about that to the viewer developers if we want negative building to be easy. You can though MOVE an object up and down in Firestorm 4.6.1.








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