I just checked the server is online. Id be happy to post the picture or send the picture if it would help.

I did try toggling the terrain heights but this doesn't seem to accomplish whats needed.

Let me explain what im getting at this way. Think of a mega prim at x256 y256. Put a grass texture on it. Youll notice to make it look realistic and look good you need to toggle the texture repeats for x and y. In this case as an example you probably would set texture repeats x40.000 y40.000. The way the picture shoes it and you see it in galaxy (we call in world in galaxy) the texture appears to be stretched on the horizontal axis which i assume is x.

My question is this. Is there a way to fix this in the terrain scale server side or does this need to be added and if so what files and would the viewer also need to be updated?.

I am always open to suggestions. I have tried multiple different grass textures to and toggled the height points in the viewer under Region/ Estate as well.

Thanks

Emperor

Quoting [email protected]:

Send Opensim-users mailing list submissions to
        [email protected]

To subscribe or unsubscribe via the World Wide Web, visit
        https://lists.berlios.de/mailman/listinfo/opensim-users
or, via email, send a message with subject or body 'help' to
        [email protected]

You can reach the person managing the list at
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When replying, please edit your Subject line so it is more specific
than "Re: Contents of Opensim-users digest..."


Today's Topics:

   1. Re: Sending attachments in group notices using flotsam xmlrpc
      groups (Emperor Starfinder)
   2. Re: Sending attachments in group notices using flotsam xmlrpc
      groups (InuYasha Meiji)
   3. Question about terrain textures (Emperor Starfinder)
   4. Re: Question about terrain textures (drWhiet)
   5. Re: Sending attachments in group notices using flotsam xmlrpc
      groups (Justin Clark-Casey)
   6. OpenSimulator 0.7.5-rc2 now available (Justin Clark-Casey)


----------------------------------------------------------------------

Message: 1
Date: Fri, 25 Jan 2013 10:32:06 -0500
From: Emperor Starfinder <[email protected]>
To: [email protected]
Subject: Re: [Opensim-users] Sending attachments in group notices
        using flotsam xmlrpc groups
Message-ID: <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1; DelSp="Yes";
        format="flowed"

InuYasha

I was using the old fltsam groups module but I am glad to know I am
not the only one.  In fact i think the version you cited is based off
of that to as is the mementic version.  I am not to sure if there is
really a currently maintained version of groups compatible with
opensim though I heard some where that the module from osgrid is up to
date but don't quote me on that as I don't remember who told me that.

As for search I pulled the code from the forge and built it with the
rest of my opensim code.  I of course have a few tweaks to make my
search instance run better but search does appear to be working
correctly.

Emperor

Quoting [email protected]:

Send Opensim-users mailing list submissions to
        [email protected]

To subscribe or unsubscribe via the World Wide Web, visit
        https://lists.berlios.de/mailman/listinfo/opensim-users
or, via email, send a message with subject or body 'help' to
        [email protected]

You can reach the person managing the list at
        [email protected]

When replying, please edit your Subject line so it is more specific
than "Re: Contents of Opensim-users digest..."


Today's Topics:

   1. Re: Sending attachments in group notices using flotsam xmlrpc
      groups (InuYasha Meiji)
   2. Re: Remote Admin default_appearance.xml (Eugenio
      Passacantilli) (InuYasha Meiji)
   3. Re: Mac OpenSim (Paul Fishwick)


----------------------------------------------------------------------

Message: 1
Date: Fri, 25 Jan 2013 06:18:55 -0500
From: InuYasha Meiji <[email protected]>
To: [email protected]
Subject: Re: [Opensim-users] Sending attachments in group notices
        using flotsam xmlrpc groups
Message-ID: <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

Just to add myself to the voices on this Notice attachments issue, I
don't have working attachments either..
Yuukyuu / InuYasha


On 1/25/2013 5:11 AM, Emperor Starfinder wrote:
Okay as I said before I had gotten my profiles, groups, offline
messaging, and search working (I still have a few tweaks to do with
search), however when you send a group notice I noticed that even if I
place an attachment such as an object, notecard, or landmark it does
not send the attachment with the notice.  I am wondering if anyone
else has noticed this and found a fix for it.  If so what is the fix?

Thanks

Emperor Starfinder
Core Developer
Second Galaxy Development Team
http://www.secondgalaxy.com
_______________________________________________
Opensim-users mailing list
[email protected]
https://lists.berlios.de/mailman/listinfo/opensim-users



--
________________________________________________________________________
Opensim User: In Gridmode  on Version 0.7.4. Nine Instances with 56
Regions. on Windows 7, 64-bit. Phenom 9500 2.2 GHz Quad Core,
Terabyte Hard Drive, 8gig DDR2 RAM.  Used XAMPP to load PHP Version
5.3.0, Apache
and MySQL 5.1.41-community edition.  Groups, Profiles, Vivox Voice and
Offline Messages all working. (Not yet Public, 6 users allowed Now).
________________________________________________________________________



------------------------------

Message: 2
Date: Fri, 25 Jan 2013 06:31:02 -0500
From: InuYasha Meiji <[email protected]>
To: [email protected]
Subject: Re: [Opensim-users] Remote Admin default_appearance.xml
        (Eugenio Passacantilli)
Message-ID: <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

Whoops, I should add this detail to my two cents worth.  I also have no
attachments in Group notice.  My groups are over two years old.  I used
the version by Jor3l. Locatd on this page,
https://github.com/jor3l/OSModules/tree/master/osgroups/require
It seems to work on all the other functions.

I have vivox voice, Profiles seem dependable,   The only thing I dont
have is search.  Where can I find the most updated version of the groups
module?  I seem to find a lot of conflicting web site, some are old and
not sure what info is still in use.
I am using window 7 64bit.

Yuukyuu / InuYasha.


On 1/25/2013 5:08 AM, Emperor Starfinder wrote:
I am not sure if this will help any, but I saw eugene's post about
creating a default_appearance with remote console.

In grid mode I used diva's wifi (her current version for wifi for
robust is 0.7.3.1.  I created the default avatars Female Avatar, Male
Avatar, Neutral Avatar through the wifi.  Then I logged each one in
and did their shapes, skin, hair, eyes, outfits, etc.  Now when new
users register via the wifi they will get the default_appearance set
to the default avatars.  Diva's wifi seems to be the only front end
component that actually works without to much frustration currently.
You can get her wifi for robust at
http://metaverseink.com/Downloads.html.  I hope that might help a bit
at least.

Emperor
________________________________________________________________________
Opensim User: In Gridmode on Version 0.7.4. Nine Instances with 56
Regions. on Windows 7, 64-bit. Phenom 9500 2.2 GHz Quad Core, Terabyte
Hard Drive, 8gig DDR2 RAM. Used XAMPP to load PHP Version 5.3.0,
Apache and MySQL 5.1.41-community edition. Groups, Profiles, Vivox
Voice and Offline Messages all working. (Not yet Public, 6 users
allowed Now).
________________________________________________________________________


------------------------------

Message: 3
Date: Fri, 25 Jan 2013 07:52:27 -0600
From: Paul Fishwick <[email protected]>
To: [email protected]
Subject: Re: [Opensim-users] Mac OpenSim
Message-ID: <[email protected]>
Content-Type: text/plain; charset="windows-1252"

Tom and Justin
  I had originally tried to install a new version of mono but when I
checked the version, it always pointed to the old one (2.4?.). I tried
various things including following these instructions for macports
(which I had installed):

https://trac.macports.org/wiki/Migration

 Then, I reinstalled MacPorts and downloaded the new version of
Mono run time. Now I get mono version 2.10.10. I then went back
to "mono OpenSim.exe" and this worked fine.

The main problem was the older Mono version, and you are right about
the locations - I think it was using the Macports version until I uninstalled
macports and installed mono. It is using, presently, /usr/bin/mono which
is now 2.10.10

-p



On Jan 25, 2013, at 1:30 AM, Tom <[email protected]> wrote:

I have installed the newer mono over the older mono and all was
fine. Using 'which mono' to id the path of the specific mono being
used. Mine is in /usr/bin/mono.  I am on Lion rather than Mountain
Lion and 7.4 though.  An alternative is to use the www.macports.org
to install mono rather than the www.mono-project.com downloads but
I am not certain if they place mono in different locations.

On 25 Jan 2013, at 05:37, Justin Clark-Casey wrote:

I'm pretty sure Mono doesn't come with the mac.  Did you uninstall
the older mono first?  If not, you could try that in case it's
being picked up first on the PATH.

On 25/01/13 04:54, Paul Fishwick wrote:
I am planning on introducing some students to OpenSim using a Mac
Laptop running
Mountain Lion. I download the binaries for 0.7.5-rc1, and when I
go to the ]bin folder
and execute either mono OpenSim.exe or OpenSim.32BitLaunch.exe,
it crashes with
the log shown at the end of this email for reference.

It has been a while - so when I go to the shell, and do "mono -V", I get

Mono JIT compiler version 2.4.2.3 (tarball Tue Sep  8 21:57:03 EDT 2009)

Then, I go to the mono page, and download the MRE (run-time
mono). The reason
being that perhaps I am running an outdated version of mono. But
after installing mono,
and starting a new bash script, "mono -V" shows the same version
(not 2.10 which has
just been installed).

Not sure why 1) I cannot see the latest mono installed (after
opening up a new bash
shell and typing mono -V, or 2) how to get OpenSim running.

Any thoughts? I acknowledge that I may be a bit rusty on this

-p


???.

OpenSim output when run:

This application is compiled for 32-bit CPU and will run under
WOW32 or similar.
All 64-bit incompatibilities should be gone.

22:49:48 - [OPENSIM MAIN]: configured log4net using default
OpenSim.exe.config
22:49:48 - [OPENSIM MAIN]: System Locale is en-US
22:49:48 - [OPENSIM MAIN]: Environment variable
MONO_THREADS_PER_CPU is unset
22:49:48 - [OPENSIM MAIN]: Runtime gave us 100 worker threads and
0 IOCP threads
22:49:48 - [OPENSIM MAIN]: Bumping up to 500 worker threads and
1000 IOCP threads

** (OpenSim.32BitLaunch.exe:72516): WARNING **: The following
assembly referenced from
/Users/paulfishwick/Documents/OpenSim/opensim-0.7.5-rc1/bin/OpenSim.Framework.dll could not be
loaded:
     Assembly:   System.Core    (assemblyref_index=8)
     Version:    4.0.0.0
     Public Key: b77a5c561934e089
The assembly was not found in the Global Assembly Cache, a path
listed in the MONO_PATH environment variable,

????..



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https://lists.berlios.de/mailman/listinfo/opensim-users



--
Justin Clark-Casey (justincc)
OSVW Consulting
http://justincc.org
http://twitter.com/justincc
_______________________________________________
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Tom Willans  BSc(Hons)  MBCS  CITP
PhD Student
Serious Games Institute, Coventry University
United Kingdom

Senior Research Representative: Faculty of Engineering and Computing
Managing Director Bessacarr Publications Ltd
+44 (0)121 288 0281
email: [email protected]
skype: tom.willans
Second Life and OSGrid: Tom Tiros

_______________________________________________
Opensim-users mailing list
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Paul Fishwick, PhD,
Chair, ACM SIGSIM
Distinguished Chair of Arts & Technology and Professor of Computer Science
The University of Texas at Dallas
Arts & Technology
800 West Campbell Road, AT10
Richardson, TX 75080-3021

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End of Opensim-users Digest, Vol 65, Issue 47
*********************************************




Emperor Starfinder
Core Developer
Second Galaxy Development Team
http://www.secondgalaxy.com


------------------------------

Message: 2
Date: Fri, 25 Jan 2013 16:06:32 -0500
From: InuYasha Meiji <[email protected]>
To: [email protected]
Subject: Re: [Opensim-users] Sending attachments in group notices
        using flotsam xmlrpc groups
Message-ID: <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

Then you think I might be able to hope it will come with the new 7.5
release soon.  I download the BIN version, and I don't compile it all
myself.  Sourry if it sounds lazy, much easier when working with only
one eye.

InuYasha


On 1/25/2013 10:32 AM, Emperor Starfinder wrote:
InuYasha

I was using the old fltsam groups module but I am glad to know I am
not the only one.  In fact i think the version you cited is based off
of that to as is the mementic version.  I am not to sure if there is
really a currently maintained version of groups compatible with
opensim though I heard some where that the module from osgrid is up to
date but don't quote me on that as I don't remember who told me that.

As for search I pulled the code from the forge and built it with the
rest of my opensim code.  I of course have a few tweaks to make my
search instance run better but search does appear to be working
correctly.

Emperor


--
________________________________________________________________________
Opensim User: In Gridmode on Version 0.7.4. Nine Instances with 56 Regions. on Windows 7, 64-bit. Phenom 9500 2.2 GHz Quad Core, Terabyte Hard Drive, 8gig DDR2 RAM. Used XAMPP to load PHP Version 5.3.0, Apache
and MySQL 5.1.41-community edition.  Groups, Profiles, Vivox Voice and
Offline Messages all working. (Not yet Public, 6 users allowed Now).
________________________________________________________________________



------------------------------

Message: 3
Date: Fri, 25 Jan 2013 16:52:23 -0500
From: Emperor Starfinder <[email protected]>
To: [email protected]
Subject: [Opensim-users] Question about terrain textures
Message-ID: <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1; DelSp="Yes";
        format="flowed"

Okay I just had two of my grid staff members ask me this as they work
to get our in galaxy (in world) ready to open and so I am wondering if
there is a way to fix this.

They asked me about fixing the terrain textures to look natural.  To
me this looks like an issue where you cant do any repeat info same as
you can on objects with texture repeats.  So other then messing with
the code is there a way to fix this or if I need to add this to the
estate manager would that mean to utilize this ability would I also
need to get it added to viewers our users might use?

A picture of what i am asking can be viewed at
http://galaxygrid.servegame.org/terrainquestion.png

They want the terraints to look natural and unique and realistic.

Thanks

Emperor Starfinder
Core Developer
Second Galaxy Development Team
http://www.secondgalaxy.com


------------------------------

Message: 4
Date: Fri, 25 Jan 2013 23:59:39 +0100
From: "drWhiet" <[email protected]>
To: <[email protected]>
Subject: Re: [Opensim-users] Question about terrain textures
Message-ID: <71913653CF0C4603A1E2FDCB610AD2CC@Cyberdrome>
Content-Type: text/plain;       charset="iso-8859-1"

I read your post twice but i do not understand the question.

Terrain textures can be set with the viewer , yes ..
If you use good natural texture it looks natural.

By playing with the Low/High Values for Southwest / Northwest / Southeast
and Northeast
you can have 4 textures also with no hills.

I am currently working on Terrain textures myself and just yesterday
i files a mantis as with the actual opensim version the " set terrain
texture "
console command are broken. See this mantis
http://opensimulator.org/mantis/view.php?id=6513

And i can not see the picture you mentioned, as your server does currently
not respond.
Can you clarify what you want to achive and i try to help you !

Here is a picture of my current test region with 4 different textures
on a more or less not very high terrain http://i46.tinypic.com/2v1lu6u.png

Best regards
Wordfromthe Wise


-----Urspr?ngliche Nachricht-----
Von: [email protected]
[mailto:[email protected]] Im Auftrag von Emperor
Starfinder
Gesendet: Freitag, 25. Januar 2013 22:52
An: [email protected]
Betreff: [Opensim-users] Question about terrain textures

Okay I just had two of my grid staff members ask me this as they work to get
our in galaxy (in world) ready to open and so I am wondering if there is a
way to fix this.

They asked me about fixing the terrain textures to look natural.  To me this
looks like an issue where you cant do any repeat info same as you can on
objects with texture repeats.  So other then messing with the code is there
a way to fix this or if I need to add this to the estate manager would that
mean to utilize this ability would I also need to get it added to viewers
our users might use?

A picture of what i am asking can be viewed at
http://galaxygrid.servegame.org/terrainquestion.png

They want the terraints to look natural and unique and realistic.

Thanks

Emperor Starfinder
Core Developer
Second Galaxy Development Team
http://www.secondgalaxy.com
_______________________________________________
Opensim-users mailing list
[email protected]
https://lists.berlios.de/mailman/listinfo/opensim-users



------------------------------

Message: 5
Date: Sat, 26 Jan 2013 00:55:46 +0000
From: Justin Clark-Casey <[email protected]>
To: [email protected]
Subject: Re: [Opensim-users] Sending attachments in group notices
        using flotsam xmlrpc groups
Message-ID: <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

I maintain the XmlRpcGroupsServer at [1]. Not in a particularly active fashion but I do maintain current functionality and as happy to look at any patches that people submit to that github project. I can't comment on other versions of
that code.

However, I don't think that the group IM attachment issue does not have anything to do with groups itself but is rather due to some bug in the way that OpenSimulator is handling attachments to these messages. I'm assuming that it's broken - I haven't had a reason or an opportunity to take a look at that functionality myself.

[1] https://github.com/mcortez/flotsam/tree/master/flotsam/Servers/XmlRpcGroupsServer/

On 25/01/13 21:06, InuYasha Meiji wrote:
Then you think I might be able to hope it will come with the new 7.5 release soon. I download the BIN version, and I don't compile it all myself. Sourry if it sounds lazy, much easier when working with only one eye.

InuYasha


On 1/25/2013 10:32 AM, Emperor Starfinder wrote:
InuYasha

I was using the old fltsam groups module but I am glad to know I am not the only one. In fact i think the version you cited is based off of that to as is the mementic version. I am not to sure if there is really a currently maintained version of groups compatible with opensim though I heard some where that the module from osgrid is up to date but
don't quote me on that as I don't remember who told me that.

As for search I pulled the code from the forge and built it with the rest of my opensim code. I of course have a few tweaks to make my search instance run better but search does appear to be working correctly.

Emperor




--
Justin Clark-Casey (justincc)
OSVW Consulting
http://justincc.org
http://twitter.com/justincc


------------------------------

Message: 6
Date: Sat, 26 Jan 2013 01:34:34 +0000
From: Justin Clark-Casey <[email protected]>
To: [email protected], [email protected]
Subject: [Opensim-users] OpenSimulator 0.7.5-rc2 now available
Message-ID: <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1

Hi folks,

OpenSimulator 0.7.5-rc2 [1], the second release candidate for the next version of OpenSimulator, is now available [2].

Compared to rc1, the changes are pretty minor - many are tweaks to debug console commands and additional debug commands.

Probably the chief change is a fix for a recent functionality regression where client AOs, such as that implemented by Firestorm, stopped working as they previously had been with OpenSimulator (commit af5a3f2).

Unless there are any showstopping regressions, I expect that this release candidate will likely be very close, if not functionally identical, to what is ultimately released as OpenSimulator 0.7.5.

The one line git summary of each commit since 0.7.5-rc1 is shown below.

8f32e16 minor: Fix full scene part console report to show proper Light* names rather than all wrongly FlexiDrag c42e2c6 minor: Call down to base OpenSimTestCase.SetUp() in NPCModuleTests to disable any enabled logging from previous tests
6bd57f2 Bump version up to 0.7.5-rc2
af5a3f2 Restore previous client AO behaviour by not allowing them to remove the default animation but continue to allow scripts to do so. 0ba01ce Check the existing ScenePresence.ParentPart to make sure we're not trying to sit on a prim we're already sat upon, rather than looking up the part from scratch.
70e1dd5 New constants for llGetObjectDetails
c42bff5 Fix use of scene debug commands when region is set to root or a specific region where there is more than one region on the simulator.
10b3c6b Add "debug set set animations true|false" region console command.
8ecf6ed Add utility function to clamp a vector to a maximum magnitude.
0945044 Changed a couple of debug messages at the request of osgrid.
e2823bf move resit fix to ScenePresence.cs and allow for requesting sit on objects other than the object currently sat on 795009c Print full stacktrace from plugin loading failure to help determine what went wrong, rather than a possibly unhelpful simple exception message. cc8fbf7 Fix exception reporting in SceneObjectPart so it logs what the exception is rather than just saying it happened.
af27180 add some sanity checking to HandleAgentRequestSit handler
c182157 Fix a regression in the last few scene commands changes where setting these via the viewer estate dialog stopped working.
1cda887 Add "debug scene get" console command to list current scene options
0ba0ac4 Move scene debug commands into separate module. Command changes from "debug scene <key> <value>" to "debug scene set <key> <value>" to accomodate future settings
ce8b30d minor: Capitalize GroupsModule command category
d4c4cb3 minor: add missing newline to "debug scene" console command
ac43006 Remove unimplemented "debug teleport" console command
069e2d6 Add "debug scene pbackup true|false" console command. This enables or disable periodic scene backup. For debug purposes. 30eded2 revert accidental change to MemoryWatchdog stat calculation in previous b1b4687 2563553 Add "show script timers" command to show script timers. For debug purposes. 9ddddde Add "show sensors" command to show script sensor information for debug purposes. 99a5ea9 minor: Remove unnecessary commented out code from last commit c28a2f05 and fix up code comment
880b236 minor: make spacing consistent in console help output
f47f3dd minor: Fix command match of "debug script" command to "debug scripts" to match other scripts commands (and it's own short help text) 8ee078c minor: Allow "script *" console commands to take multiple script item ids 17d54a7 Add the new UpdateAgentInformation cap to make maturity on more recent viewers work.

[1] http://opensimulator.org/wiki/0.7.5_Release
[2] http://opensimulator.org/wiki/Download

--
Justin Clark-Casey (justincc)
OSVW Consulting
http://justincc.org
http://twitter.com/justincc


------------------------------

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End of Opensim-users Digest, Vol 65, Issue 48
*********************************************




Emperor Starfinder
Core Developer
Second Galaxy Development Team
http://www.secondgalaxy.com
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