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Schloss Falkenstein in Cybavaria OpenSim Grid "Wilder Westen"

Astra Viewer 1.0.0 file export

a few photos of opensim grids

Sneakers and boots for OpenSim grids by 21strom.

HG address: kroatan.de:8002:Egyptian Empire

Tempest enters the brave new world of Reaction Grid Open Sim.

With the help of an OSGrid citizen I could see if its possible to TP from OSgrid to my sim when logged in via OSGrid. It worked just fine. Chat worked too. She just couldn't give me inventory. I don't know if thats by design or an error but I suppose its the first. As you can see, I built some rudimentary structure. I've a picture in mind how to build the first sim, yet It has time ;-)

Maupiti de Grumly TheBear dans FrancoGrid (OpenSim). Grumly TheBear se lance dans l'horticulture virtuelle

This is a picture of four regions on Reaction Grid. In the far two regions you can see two HUGE complex geometric objects, each about 200 meters in diameter. In the foreground to the left, is the equivalent object as seen in Second Life. The difference in size is due to the limitation of prim size of 10 meters in Second Life. On Reaction Grid, prims can be stretched up to 256 meters.

I'm meddling with the firstlook Windlight viewer, at my opensim sim Ciuso Prime.

Sneakers and boots

 

Sneakers and boots for OpenSim grids by 21strom.

A Custom Build by Jon Brouchoud (Keystone Bouchard) on the OpenSim Architecture Grid

www.visualcv.com/jonbrouchoud

 

www.archvirtual.com

 

info@archvirtual.com

41 KB

 

eh_woodEnd256p8.png

Which will eventually have screens around it with dunes, etc. so you can't see the ocean. Thanks to Vanish at The Grey Inn Between for both the 4 region terrain file and the advice on how to retexture it all!

Here we can monitor server uptime for the hardware hosting our virtual worlds. You could easily add other servers to monitor as well.

Draft transfer station for Kitely

This is how I reconstructed the runways and taxiways.

 

Each runway is constructed by a row of square prims (in this case 20x20m at left and 25x25m at right)with default scaling at 1.0x1.0. This allows the builder to scale the runway up or down by changing the size of the squares and (assuming you have the correct option ticked) the textures will scale to that. This works because there's an expected order of those textures and standard appearance.

 

The taxiways are different. Each non-curve starts as a 10x10m, but texture scaling is planar at a scale of 0.1x0.1. If you want a longer straight you just pull the prim longer.

 

There's a sharp curve that does a 90° turn in a 10x10m prim, but I also created a set of gentler curves by putting the straight texture on top of a torus and having it run in a circle instead. You have use default scaling on the text (1.0 on the width, any reasonable number on the length), and adjust the size of the hole in the middle to match a 10m wide straight. Then it's just a matter of fiddling with B and E in the Path Cut.

 

The beauty of this technique is that it should work fine with regular roads and streets as well. No doubt this is reinventing the wheel for the umpteenth time, but it works.

Paislee and I paid a visit to Daniel's house, and were somewhat alarmed by what we found in his lab

 

www.kitely.com/virtual-world/Daniel-Hoffman/Castle-on-the...

  

My custom Chatzilla OPENSIM IRC .css file

Another snapshot of the same terrain generator that produced the island, but in non-island mode. I like this one a lot better, but it looks kind of funny with only one simulator running.

a few photos of opensim grids

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