Archive for the 'OpenSIM' Category

Playing with PrimComposer

2PrimComposer is a 3ds Max plugin by Shack Dougall that can greatly streamline the building process for Second Life content creators by turning Max into an easy-to-use offline building environment.

I’ve mentioned recently that I have started work on a new weapon, but I decided to take a little detour first to try and get up to speed on a new 3ds Max plugin that I strongly suspected would assist me in building better weapons faster than I have done in the past.

I had been watching the progress of this wonderful little project for a while now, but until recently it had not become mature and capable enough for me to really spend much time playing with it.  That changed late last month with the release of Version 1 Beta 5b.

For those not familiar, here’s the description of PrimComposer from the author’s website :

Prim Composer is a complete offline building environment for Second Life and OpenSim. Build in 3ds Max; Deploy to either Second Life or OpenSim.

I’ve tried similar things in the past (like Prim.Blender by Jeffrey Gomez for instance) which, while quite promising and surely worthy of praise, simply didn’t work well for me for one reason or another.  I expected a similar experience with PrimComposer, and ended up being quite surprised and pleased overall.

Simply put, it rocks.

First of all, it extends the Max interface to add all of the prim types (Sphere, Torus, Box, Ring, etc) and prim attributes (Hollow, Path Cut, Profile Cut, Taper, etc, etc.) you are used to seeing in Second Life, which allows you to work directly with the equivalent of Second Life’s prims.  It’s hard to overstate the power of this to someone who’s never tried it.  It’s absolutely amazing workflow.

Secondly, by using PrimComposer to simulate SL prims, you can get the full power of Max’s texture baking abilities, to ‘bake in’ shadows and lighting, ambient occlusion, bump maps, etc.  The results can be quite spectacular, and when imported into Second Life the build looks very nearly identical to the Max version.

Finally, it uses a custom libsecondlife bot to act as your surrogate during the import process.  This bot will log in as you, build and link all of the prims you’ve created in your Max scene, upload and apply your baked textures, and then log out.  That is an excellent use for bots, and I will be certain to mention that to the next jackass on the SL forums that preaches that there are no good reasons for Linden Lab to allow bots and they should therefore be categorically eliminated.

Following are a couple of quick ‘throwaway’ builds that I made to really get a feel for PrimComposer and it’s benefits and drawbacks.

This first one took me maybe 5 hours, because I had to learn how PrimComposer works as well as a bit about 3ds Max (did I mention that I’m a noob?), but OH BOY was I excited when I imported this gate into SL and it looked almost exactly identical.  There was a bit of a difference in texture quality, which is fixable and entirely my fault, but it was extremely gratifying to see just how similar it looked.

test-render

The second one I actually had more trouble with, as it turns out that PrimComposer still has some warts with regard to texturing hollow and tapered prims, but I’m still very pleased that with the relatively low amount of effort I spent the results were better than expected :

test-render 2

I could have created the builds themselves in Second Life in a shorter amount of time, if you ignore the texturing process.  It’s hard to see the details in the textures from these snapshots, but texturing alone would have taken longer than the entire PrimComposer-enhanced build process if I had done the texturing ‘by hand’, so in the end I saved myself many hours - and quite probably many texture upload fees - by taking advantage of Max’s lighting and advanced materials.

To say I’m stoked about PrimComposer is really an understatement.  PrimComposer is teh awesome and full of win, and I’m really looking forward to seeing what I can do with it with regard to building new weapons.  I really think it’s going to save me a lot of time and headaches!

Popularity: 48% [?]

OpenSIM Pile-on party

Previously I mentioned discovering a publicly-available OpenSIM host run by Dalien Talbot.  I neglected to mention that while I was there checking things out, Dalien himself signed in and we spent a few minutes talking, during which Dalien had told me of a pile-on party to stress-test the servers.

I was reminded by his blog post today, where he says:

This Saturday, at 10am PDT (a.k.a. SLT), which is 7pm CET, we plan to make a "crash hour" on OpenSim - to see how many avatars will be able to connect at the same time.

There’s been a lot of progress on OpenSim lately, so I am particularly excited to see how far they’ve come with the physics engine.  In my own local installation, enabling physics is unacceptably unstable, so I never do it.  Dalien has done so, though, so I feel compelled to test that out in particular.  OpenSim also has, at least at this time, far higher prim limits.  I cannot find the particular post now, but I’ve seen pictures of an OpenSim with thousands more prims than a Second Life simulator can support.

Until I can dig up that info and post a picture, check out Dalien’s video of MegaPrims on OpenSim, and check out how many there are.  It’s more than it first appears to be:

I know I’m planning to be there, and I do hope that some of you will show up as well, especially some of you who have never seen OpenSim before.  I’ll try to be recognizable, but I can’t make any promises, since I don’t have the same shape and skin on OpenSim of course.  I’ll try to carry a sword around or something, haha.

For those interested, here’s a recap on how to connect (originally provided by Vint Falken):

If you want to try Ruth out for yourself, and test the OpenSim, Testa User to Testz User are available for your exploration pleasures. This is how you do it:

  • If you have a shortcut to the Second Life client on your desktop, copy it and name it ‘Second Life OpenSim Ruth’. If not, create one.
  • Right click it and look at it it’s properties. Normally under ‘Target’ it says: “C:\Program Files\SecondLife\SecondLife.exe” . Just add -loginuri http://ruth.petitbe.be:9000/ to the end of it, so you get “C:\Program Files\SecondLife\SecondLife.exe” -loginuri http://ruth.petitbe.be:9000/.
  • Use that shortcut to open the Second Life client. You should automatically connect to Ruth. As user name you can choose from Testa User up to Testz User, and the pass for all is ‘test’.

Let’s see what this baby can do :)

Popularity: 24% [?]

Another reason to stay out of SL?

I’ve been gently (and sometimes not so gently) chided recently for not spending as much time in Second Life as I did when I first started. There are a number of reasons for my recent shortage of in-world time, ranging from pressing RL issues, to creating animations in DAZ|Studio, to the fact that I’m currently working on adding the new version of the C:SI combat system into my sword (I do 90% of my scripting offline with SciTE and lslint because the in-game script editor blows).

Now I have another reason: I have my own offline sim courtesy of the OpenSIM project.

For those not yet familiar with OpenSIM, it’s an effort to create an open-source Second Life grid. It’s got a very very long way to go, but as you can see from the following snapshot, it’s already possible to log in using the official Second Life viewer. I can build, test clothing and building textures, test animations, etc, all in a completely 100% lag-free environment because it is running on an Ubuntu Linux machine (it’s also possible to run in Windows) in my local network - the same Linux machine that I will be using to run my new C:SI non-player character bots.

Obligatory snapshot:

My very own grid :)

OpenSIM does not yet support running LSL scripts to the level where I can create new weapons, though they are working on scripting quite actively. I don’t know yet whether it will *ever* be a suitable sandbox for scripting, though, since the OpenSIM developers seem quite insistent on changing the LSL performance characteristics (they are making it compile to .NET code on Mono that runs WAY faster). However, once (if ever) the main SL grid switches to Mono for scripts, then it may at that point be a suitable environment.

I have known about OpenSIM for quite a while, since Esprite pointed it out to me on Edo before I joined C:SI, but until recently I wasn’t really motivated to attempt to use it.

That changed when I found a post on Vint Falken’s blog about a publicly-accessible OpenSIM named Ruth, and another post about how OpenSIM already has the ability to use HTML on a prim (something LL has been promising for ages). Here was my chance to check out an OpenSIM that (supposedly) already works well enough for Vint and others to test clothing and shapes and various other nifty features, so I was on my way!

Having tested it (and left a few thank-you items in Dalien’s grid), I decided to install OpenSIM locally. It took mere minutes with Dalien’s instructions (which I modified for Ubuntu). Well, I’m sold. It’s buggy, and missing so many essential features, but OpenSIM shows absolutely tremendous potential and some pretty amazing momentum.

Now if only it was mature enough to support creating my own C:SI-only grid :)

If you feel like trying it out, I recommend following Vint Falken’s instructions for connecting to the Ruth grid, which I have reproduced below for convenience:

If you want to try Ruth out for yourself, and test the OpenSim, Testa User to Testz User are available for your exploration pleasures. This is how you do it:

  • If you have a shortcut to the Second Life client on your desktop, copy it and name it ‘Second Life OpenSim Ruth’. If not, create one.
  • Right click it and look at it it’s properties. Normally under ‘Target’ it says: “C:\Program Files\SecondLife\SecondLife.exe” . Just add -loginuri http://ruth.petitbe.be:9000/ to the end of it, so you get “C:\Program Files\SecondLife\SecondLife.exe” -loginuri http://ruth.petitbe.be:9000/.
  • Use that shortcut to open the Second Life client. You should automatically connect to Ruth. As user name you can choose from Testa User up to Testz User, and the pass for all is ‘test’.

Popularity: 43% [?]



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