It used to be that on the map I could only see what was below 400 meters up or so (I don't know the exact number) and I could not see my sky platforms at all. Now I can see them on the map. One is at 900 meters up and the other is at 2000. Did something change? Will it be this way from now on or was it a one-time thing that will pass?
Thanks for your help,
Koshari
These users thanked the author Koshari Mahana for the post (total 3):
This is an intentional change. The world map displays the contents of each world and things you rezz in the sky are part of that. You may have noticed that the amount of detail in the world map has also increased recently.
These users thanked the author Ilan Tochner for the post (total 2):
I have a sky platform for building at 5000 meters and it's not showing on the map which is good for what I want. If I move the other platforms up higher can I make it so they don't show up on the map? If so, do you know what height is required for them to not show on the map?
Thanks!
These users thanked the author Koshari Mahana for the post (total 2):
I am not a fan of the sky platforms showing up on the map. Our main build is the ground, the platforms above are areas for us to work on projects. Showing the sky platforms completely obscures the ground level main build that we have always preferred to be on the map.
Yes, the detail is better, that is nice, but not the platforms. To me this is a downgrade.
These users thanked the author Zyzzyx Qinan for the post (total 4):
The camera is located at the 4096m height. Anything you rezz above that will not be included in the world map. You can use that to prevent skyboxes from being included in the map.
These users thanked the author Ilan Tochner for the post (total 5):
Just for info, in OS 0.9 there's a new undocumented setting in the [Map] section of OpenSim.ini called RenderMaxHeight and RenderMinHeight. I set them to 500 and 0 respectively on my standalone and this omits rendering stuff in the sky. Limiting these also speeds up generating map tiles.
For the nitty gritty details see Warp3DImageModule.cs in the OpenSim sources.
These users thanked the author Lotek Ixtar for the post (total 2):
Thank you Lotek, we'll look into using this to set the maximum render height to 1500m.
FYI, Warp3D has a lot of issues that we've worked to fix. Some of these require us to create the maps in steps and merge the result. The map is generated from high up so that the merging doesn't create visible seams.
These users thanked the author Ilan Tochner for the post (total 3):