Ai you're right - shows how much I know :)

On 12/03/12 22:50, Fleep Tuque wrote:
I think it's "terrain fill <n>" actually, at least that's the command I use.

Great to hear about the help command, thanks Justin!  :)

- Chris/Fleep


Chris M. Collins (SL/OS: Fleep Tuque)
Center for Simulations & Virtual Environments Research (UCSIM)
UCIT Instructional & Research Computing
University of Cincinnati
406A Zimmer Hall
315 College Drive
PO BOX 210088
Cincinnati, OH 45221-0088
[email protected] <mailto:[email protected]>
(513) 556-3018

http://ucsim.uc.edu

On Mon, Mar 12, 2012 at 6:47 PM, Justin Clark-Casey <[email protected] 
<mailto:[email protected]>> wrote:

    "terrain level <n>" I think

    If you're using master, I've recently rejigged the help system so that if you type 
"help" you now get help by
    category (still further changes required).  If you type "help terrain" 
you'll see all the terrain commands.  To be
    fair "help terrain" was there before but it was obscured by pages of 
assorted commands.


    On 12/03/12 22:37, InuYasha Meiji wrote:

        Since I got impatient waiting for a reply, I hope this works. I moved 
all my builds to above 100m. Since I am
        running a
        standalone I didn't see any reason to go with a standard land height or 
standard waterlevel. So now my land is
        at sea
        level when around 100m and the ocean goes from the height of 95 to no 
lower then 20m.

        So no worries of below zero builds or items. Now all I hope is I can 
move land up in a spot nearing the middle to a
        flatened area that is at 226m making my peak 126m higher then my base 
at 100m Wish me luck. I also want to try
        to get my
        land textures right. I want land below 100m to turn to sand for a sandy 
bottom to my water.

        What was that console command for setting a land level for an entire 
region? ')
        see ya and thanks for your time.
        InuYasha


        On 3/12/2012 5:54 PM, Justin Clark-Casey wrote:

            I believe that the terrain brushes have been janky for a long time 
(corrections welcome).

            I would also warn you not to lower the terrain below 0. This should 
really not be allowed and causes various
            unexpected problems (e.g. can't rez npcs as negative z co-ords).

            On 12/03/12 14:11, InuYasha Meiji wrote:

                This might be a newbieish question. But I may have 
misunderstood a couple of things about terrain settings.

                I was under the possibly mistaken idea that if I started my sim 
flat with a 21m above sea level with a
                water level at
                20, with a raise limit of 100 and a lower limit of -100 that I 
would find it simple to use the client's
                land editor to
                lower my land down to nearly 0 to give me a 20m deep ocean and 
be able to have a archipelago, flat top
                hills up to 120m
                high.

                But it seems even with my land editing brush strength slider at 
100% it barely drops to the water
                surface. I was hoping
                for a land top height of 126m above sea level with fairly deep 
ocean water. Not as deep as the person I
                read about a
                while back making a titanic themed sim who wants to have the 
entire build underwater. If I can get
                nearly 30m under
                water that would be great.

                Thanks for the help.
                InuYasha








    --
    Justin Clark-Casey (justincc)
    http://justincc.org/blog
    http://twitter.com/justincc
    _________________________________________________
    Opensim-users mailing list
    [email protected] <mailto:[email protected]>
    https://lists.berlios.de/__mailman/listinfo/opensim-users 
<https://lists.berlios.de/mailman/listinfo/opensim-users>




_______________________________________________
Opensim-users mailing list
[email protected]
https://lists.berlios.de/mailman/listinfo/opensim-users


--
Justin Clark-Casey (justincc)
http://justincc.org/blog
http://twitter.com/justincc
_______________________________________________
Opensim-users mailing list
[email protected]
https://lists.berlios.de/mailman/listinfo/opensim-users

Reply via email to