[realXtend] Legacy 256x256m region limits ?
Hi all 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 similar to what they seem to have in Blue Mars? IMHO this would open up some great possibilities, specially for bigger sceneries, it would be more benefical then stiching a bunch of small patches together, like its done with the Megaregions in opensim, though it might then need bigger terrain textures maybe. I don't have a clue if it's technicaly a miracle to make this happen, but i definitly know that the dev's here are achieving one miracle after the other. Cheers Pedro -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Legacy 256x256m region limits ?
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
Re: [realXtend] Legacy 256x256m region limits ?
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 : > 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
Re: [realXtend] Legacy 256x256m region limits ?
Hi Antti, George This would be absolutly great, as I was allready thinking of using meshes for terrains in some cases, like when using GIS data for 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 ? Cheers, realxtend rocks! 2010/9/6 Antti Ilomäki > 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 : > > 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
Re: [realXtend] Legacy 256x256m region limits ?
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 > 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 : > > > 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
Re: [realXtend] Legacy 256x256m region limits ?
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 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 > > 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 : > > > > > 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://
Re: [realXtend] Legacy 256x256m region limits ?
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 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 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 >> > 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 : >> > >> > > 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 hav