Oh, and I'm also trying to find a cool name for it, any suggestions?
---
What the script does
The idea is to make a faster and more efficient way to edit the terrain by using templates rather than the viewer's lackluster editing tools. You make a sketch of the terrain you want with prims, sculpts and/or meshes, such as this: This example only uses prims but as I said, sculpts and meshes (with some limitations) work just as well.
Run the script over the sketch and you get something like this: Some known limitations:
- The scripts works of course within the limits of the permission system. You need land editing rights for the sim and the max editing height has to be set high enough.
- Be prepared to do some minor editing afterwards to smooth out the occasional glitches.
- This is a rather heavy script. It doesn't affect sim performance since it only runs for a few minutes but there is a limit to how big an area it can handle in one go. What the limit is depends on how busy the simulator is with other tasks and how complex the template is. On an otherwise emnpty sim and with a farily simple template (like the one in the pictures) 256x256 m should not be a problem. Under less ideal conditions 64x64 m may be the limit, maybe even less. The simple workaround for this problem is of course to do one small(ish) area at a time.
- The script can not handle complex meshes. 1024 tris seems to be a hard limit here, more than that in a single mesh and the script will fail. There's a simple solution again: split a complex mesh into several smaller ones.