hmmmm i see a discution about megaregion one day and i was thinking hmmm interessing i hope they add that one day....... it was nearly 2 years agoo and i found this dated 1 years ago (1 september 2009) :
http://nwn.blogs.com/nwn/2009/09/open-sim-.html if we look the coordinates on the video it's effectively show some : 267 or 270 so it's seem to work. i think it's can be done too for Naali/taiga ;) let's see if it's take time or not and if it's ok to done it of course. best regards, MasterJ On 6 sep, 09:34, Peter Steinlechner <psteinlech...@gmail.com> wrote: > Another idea that just came up. I wonder if it would be possible to have > sort of like a grid teleporter ? Now if we want to go to a different place > we can easy do this via ether, but it might be great if this could be > mimicked via an object inworld, without going to ether. > > On Mon, Sep 6, 2010 at 9:18 AM, Peter Steinlechner > <psteinlech...@gmail.com>wrote: > > > Hi Toni > > > that is so teasing to think about a 10*10km region - i was at an os > > 512*512m megaregion, and that was realy a better experience than with the > > region crossing, specialy for vehicle usage. > > > On Mon, Sep 6, 2010 at 9:06 AM, Toni Alatalo <ant...@kyperjokki.fi> wrote: > > >> On ma, 2010-09-06 at 08:21 +0200, Peter Steinlechner wrote: > >> > terrain creation. Could the region size then be set on a per region > >> > base or just globaly per opensim server ? Either way would be fine for > >> > me, if we could run then a 512x512m area instead of 4 normal regions > >> > per server. Could i change the required setting somewhere in the taiga > >> > server or in the database ? > > >> Reportedly (opensim devs told us) that it's a compile time constant in > >> OpenSim. REGIONSIZE = 256 or so. So it is AFAIK global, and you can't > >> have variable sizes. This constant is respected more in 0.7 than in > >> earlier versions, so they recommended that it would be good to test with > >> that. So to test this you need to change some config and recompile. > > >> The reason why it's been fixed at 256 so far is that the Linden protocol > >> and viewer, I suppose exactly in the multiregion part, supposes that. > > >> Naali doesn't (currently) have regions at all, just a single global > >> scene, and it doesn't have size limits. There is a couple places in UI > >> now where we've hacked a couple 0-255 checks currently, I think for when > >> you move objects when editing and in camera movement code. But these are > >> easy to remove when testing this. > > >> I'm looking forward to seeing a 10km * 10km sim and testing some racing > >> there :) (Nebadon of osgrid fame has a racing megaregion, iirc 8km*8km, > >> and said that would be interested in testing that thing on a single big > >> region with Naali) > > >> ~Toni > > >> > 2010/9/6 Antti Ilomäki <antti.ilom...@gmail.com> > >> > We've been intending to do big region tests for a while now, > >> > it > >> > shouldn't actually be too difficult. The Naali viewer doesn't > >> > limit > >> > the region size and changing it in OpenSim is relatively easy > >> > as well. > >> > Terrain is a bit problematic since it doesn't scale, but you > >> > can > >> > generate a suitably large terrain mesh in Blender or Max for > >> > example. > > >> > 2010/9/6 George van Zeeland <vanzeeland.geo...@gmail.com>: > > >> > > Hi there. > > >> > > Pedro wrote: > >> > >> I'm sure it must be some legacy from opensimulator that > >> > regions can > >> > >> have just a size of 256x256m. But would'nt it be somehow > >> > great to have > >> > >> free definable region sizes > > >> > > A region is hosted on the grid and the grid is 1000x1000 so > >> > i guess it > >> > > might be posible to create a region as big as 1000x1000. > >> > > And i guess it would still be possible to have different > >> > (sort of > >> > > regions) by navigating on the hypergrid that allows > >> > navigation between > >> > > all the grids hosted on the open sim. > > >> > > Pedro worte: > >> > >> though it might then need bigger terrain textures maybe. > > >> > > This would be undesirable. > >> > > Not only would bigger ground textures (referring to higher > >> > resolution" > >> > > put a lot more pressure on you system rendering the texture, > >> > it would > >> > > also put more pressure on the bandwidth of your connection. > >> > If you > >> > > could create a region as big as 1000x1000 the to render > >> > ground patches > >> > > would still be 256x256 the don't stretch with the region > >> > land the > >> > > would just tile the same way over a bigger pice of land. > > >> > > Pedro wrote:> IMHO this would open up some great > >> > possibilities, > >> > > specially for bigger > >> > >> sceneries > > >> > > I doubt it one would benefit from having bigger regions, one > >> > of the > >> > > great advantages of heaving more than one region is that its > >> > possible > >> > > to set a new set of textures for every region. One big > >> > region would > >> > > mean one texture set for the complete scenery, and > >> > especially with > >> > > bigger scenes different texture sets are a great + If you > >> > like the > >> > > same textures blending the same way your first region does > >> > just copy > >> > > the settings. > > >> > > Perdo wrote: > >> > >> I don't have a clue if it's technically a miracle to make > >> > this happen, > >> > >> but i definitly know that the dev's here are achieving one > >> > miracle > >> > >> after the other. > >> > > Hell yes the are :)) > > >> > > Best regards George z. > > >> > > -- > >> > >http://groups.google.com/group/realxtend > >> > >http://www.realxtend.org > > >> > -- > >> > http://groups.google.com/group/realxtend > >> > http://www.realxtend.org > > >> > -- > >> >http://groups.google.com/group/realxtend > >> >http://www.realxtend.org > > >> -- > >>http://groups.google.com/group/realxtend > >>http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org