Land Terrain to Sculpty
Posted: Tue Feb 12, 2019 9:25 pm
hi all,
i have various skyboxes that we use for different storytelling venues.
It is really nifty to have authentic looking terrain in these skyboxes
i have that cool little script that reads the terrain in a region and creates a sculpty out of it.
I texture it with some ground terrain texture and it looks really great!
Since it is a sculpty one can even walk on it. Cool right?
My problem comes in when i take that sculpty i have made to another region, then it behaves as Phantom - i.e. it can not be walked on.
In the region it was created in it still works fine, even copies of it work fine. either inworld copies or copies from inventory... they all work fine in the region they were created in, but they act as phantom anywhere else.
Now, there might be some way cooler way to do this that I don't know about. And admittedly I don't know much about creating mesh. But Sculpty would work fine for our purpose.. IF it was still walk-on-able when rezzed where we need it at.
If you'd like to check it out, our world Takodana is currently just hilly terrain, no content.
at 100m or so above the ground is the sculpty of the terrain. Since it was created in Takodana it is walkable.
I set it to Anyone Can Copy if you want to check it out there, and take a copy and checkit out somewhere else you are of course welcome to
grid.kitely.com:8002:Takodana
Another example is our DESERT SANDS venue, the main venue is like an arabian knights village thing, and it is surrounded by, you guessed it Desert Sands. And they look great. Walking around in the village is fine, but if you fly out to the surrounding sands and try to walk around you just sink right through.
If you want to visit that one just go to our Seanchai homeworld (grid.kitely.com:8002:Seanchai) and walk through the gate with the palm trees that is labelled DESERT SANDS.
Any thoughts or suggestios?
Thanks all!
i have various skyboxes that we use for different storytelling venues.
It is really nifty to have authentic looking terrain in these skyboxes
i have that cool little script that reads the terrain in a region and creates a sculpty out of it.
I texture it with some ground terrain texture and it looks really great!
Since it is a sculpty one can even walk on it. Cool right?
My problem comes in when i take that sculpty i have made to another region, then it behaves as Phantom - i.e. it can not be walked on.
In the region it was created in it still works fine, even copies of it work fine. either inworld copies or copies from inventory... they all work fine in the region they were created in, but they act as phantom anywhere else.
Now, there might be some way cooler way to do this that I don't know about. And admittedly I don't know much about creating mesh. But Sculpty would work fine for our purpose.. IF it was still walk-on-able when rezzed where we need it at.
If you'd like to check it out, our world Takodana is currently just hilly terrain, no content.
at 100m or so above the ground is the sculpty of the terrain. Since it was created in Takodana it is walkable.
I set it to Anyone Can Copy if you want to check it out there, and take a copy and checkit out somewhere else you are of course welcome to
grid.kitely.com:8002:Takodana
Another example is our DESERT SANDS venue, the main venue is like an arabian knights village thing, and it is surrounded by, you guessed it Desert Sands. And they look great. Walking around in the village is fine, but if you fly out to the surrounding sands and try to walk around you just sink right through.
If you want to visit that one just go to our Seanchai homeworld (grid.kitely.com:8002:Seanchai) and walk through the gate with the palm trees that is labelled DESERT SANDS.
Any thoughts or suggestios?
Thanks all!