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

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