Has anybody tried http://www.spinmass.com/Software/TerrainSculptor.aspx?
I've downloaded it but since I don't currently have a terrain loaded (lol)
it's not doing much for me.

~~~
Go around! Go around!
Go around the Windmill!
Sing us a song, of storms.


On Mon, Apr 8, 2013 at 11:39 AM, Marcus Llewellyn <
[email protected]> wrote:

> Just a minor addendum to Mister Blue's reply; the Kokua viewer allows for
> mesh upload up to 256 meters in size. So far as I'm aware, it's currently
> the only viewer that does.
>
> Also, out of the box, a Blender unit does not equal one meter (they're
> quite a bit larger). To make sure that you are working with meters in
> Blender 2.5 or newer, you will want to check the Properties pane, then the
> Scene options, which contain a section named Units. Make sure this is set
> this to Metric.
>
> Marcus
>
>
> On 4/7/2013 5:14 PM, Mister Blue wrote:
>
>> I have created terrain meshes using Blender and various manipulations.
>>
>> A very good tutorial for creating terrain meshes in Blender is
>> http://www.youtube.com/watch?**v=g2EMquDN7qQ<http://www.youtube.com/watch?v=g2EMquDN7qQ>which
>>  goes through the steps of sculpting and painting a new terrain.
>> Blender also has a mesh deformation based on an image so it is easy to do a
>> heightmap or pre-existing RAW file import.
>>
>> If you are making a mesh for a whole region (256x256 meters), one "trick"
>> is to create a mesh that is 256x256 in vertices but is only 64x64 blender
>> units. The viewers only allow importing meshes smaller than 64m in any
>> dimension so you must create your terrain mesh no larger than that. But
>> OpenSim has a console command for resizing objects. So, you create your
>> terrain mesh 64x64 blender units (which become one OpenSim size unit which
>> is one meter), import the mesh, and then, on your region's console, do a
>> "edit scale theObjectsName 256 256 properScaleForZ" where "properScaleForZ"
>> is the Z size noted at import time times 4.
>>
>> -- mb
>>
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