There are possibilities to quickly and easily define the shape of your terrain using an image.
== How to create a Terrain ==
<blockquote>New regions have a default terrain that look like a small island in the middle of a 256 x 256 meters region.<br/>You can use the '''Build''' tool to terraform the terrain (''caterpillar icon'') |[[File:Q-Sims 1st screen 2.jpg|thumb|center|300px|Default terrain]] There are possibilities to quickly and easily define the shape of your terrain using an image.
|[[Image:Q-Sims Q landscape.jpg|thumb|300px|Snapshot of the resulting terrain]]
| [[File:Q-Sims Q landscape.jpg|thumb|300px|Snapshot of the resulting terrain]]
|}
|}
The greylevel correspond to the Height field.<br/>Once in an '''OpenSim console''', type:<pre> terrain load <filename></pre>
The greylevel correspond to the Height field.<br> Once in an '''OpenSim console''', type: <pre> terrain load <filename></pre>
where <''filename''> correspond to the picture (''BMP, TIF, JPG, PNG'').
where <''filename''> correspond to the picture (''BMP, TIF, JPG, PNG'').
</blockquote>
</blockquote>
NOTE: Up to now, I have not succeeded this way.<br/>
NOTE: Up to now, I have not succeeded this way.<br> <br>
== How to generate a terrain using L3DT ==
== How to generate a terrain using L3DT ==
I use another method to generate terrain thanks to the very valuable L3DT software.
I use another method to generate terrain thanks to the very valuable L3DT software.
<blockquote>
<blockquote>
*'''Brush your land''' in your favorite paint tool and save it as a PNG or JPG image (''JPEG image introduces some block artifacts due to the DCT compression method'') - For information ''North'' is up and ''South'' is down.
*'''Brush your land''' in your favorite paint tool and save it as a PNG or JPG image (''JPEG image introduces some block artifacts due to the DCT compression method'') - For information ''North'' is up and ''South'' is down.
*'''Download''' the L3DT Standart Edition [[http://www.bundysoft.com/L3DT/downloads/ L3DT ]]
*'''Download''' the L3DT Standart Edition [[http://www.bundysoft.com/L3DT/downloads/ L3DT ]]
*in ''Heightfield (2/5)'' set ''Horiz. scale'' to "1" and set the width/height to your terrain size (''256x256 per region'', with 4 regions you shall enter 512x512)
*in ''Heightfield (2/5)'' set ''Horiz. scale'' to "1" and set the width/height to your terrain size (''256x256 per region'', with 4 regions you shall enter 512x512)
*in "''Design map size (3/5)''" leave 64
*in "''Design map size (3/5)''" leave 64
*in "''Design map parameters''" leave as is (4/5)
*in "''Design map parameters''" leave as is (4/5)
*in "''Design map''" (5/5) lease as is and click "OK"
*in "''Design map''" (5/5) lease as is and click "OK"
*'''File''' / '''Import''' / ''Heighfield''
*'''File''' / '''Import''' / ''Heighfield''
*in "''Import height map (1/2)''" browse your to your image file
*in "''Import height map (1/2)''" browse your to your image file
*in "''Heightfile import options (2/2)''" set "Horizontal scale" (1 pix = x meters, in our case =1) and choose the Min (''-20 deep sea'') /Max altitude
*in "''Heightfile import options (2/2)''" set "Horizontal scale" (1 pix = x meters, in our case =1) and choose the Min (''-20 deep sea'') /Max altitude
<br>
*Do any tuning if you want (''I did no tuning in this example'')
*Do any tuning if you want (''I did no tuning in this example'')
<br> '''In Opensim''' : in the console type : <pre>terrain load-tile <filename> x1 y1 posX posY</pre>
<br/>'''In Opensim''' : in the console type :<pre>terrain load-tile <filename> x1 y1 posX posY</pre>
''where x1 and y1 are the numbers of H/V tiles (''one tile is 256x256'') and posX/posY correspond to the region at the left-bottom of the terrain.'' <br>
''where x1 and y1 are the numbers of H/V tiles (''one tile is 256x256'') and posX/posY correspond to the region at the left-bottom of the terrain.''
*eg. a jpeg 512x512 pix image save into bin/../backup/my_reg.r32 to cover 4 regions (1000-1000,1001-1000,1000-1001,1001-1001) will require the following command:
*eg. a jpeg 512x512 pix image save into bin/../backup/my_reg.r32 to cover 4 regions (1000-1000,1001-1000,1000-1001,1001-1001) will require the following command:
New regions have a default terrain that look like a small island in the middle of a 256 x 256 meters region. You can use the Build tool to terraform the terrain (caterpillar icon) |
Default terrain
There are possibilities to quickly and easily define the shape of your terrain using an image.
JPEG source image
Snapshot of the resulting terrain
The greylevel correspond to the Height field. Once in an OpenSim console, type:
terrain load <filename>
where <filename> correspond to the picture (BMP, TIF, JPG, PNG).
NOTE: Up to now, I have not succeeded this way.
How to generate a terrain using L3DT
I use another method to generate terrain thanks to the very valuable L3DT software.
Brush your land in your favorite paint tool and save it as a PNG or JPG image (JPEG image introduces some block artifacts due to the DCT compression method) - For information North is up and South is down.
in Heightfield (2/5) set Horiz. scale to "1" and set the width/height to your terrain size (256x256 per region, with 4 regions you shall enter 512x512)
in "Design map size (3/5)" leave 64
in "Design map parameters" leave as is (4/5)
in "Design map" (5/5) lease as is and click "OK"
File / Import / Heighfield
in "Import height map (1/2)" browse your to your image file
in "Heightfile import options (2/2)" set "Horizontal scale" (1 pix = x meters, in our case =1) and choose the Min (-20 deep sea) /Max altitude
Do any tuning if you want (I did no tuning in this example)
File / Export / Export map / Heightfield
Choose R32 and check Options / InvertY = false
In Opensim : in the console type :
terrain load-tile <filename> x1 y1 posX posY
where x1 and y1 are the numbers of H/V tiles (one tile is 256x256) and posX/posY correspond to the region at the left-bottom of the terrain.
eg. a jpeg 512x512 pix image save into bin/../backup/my_reg.r32 to cover 4 regions (1000-1000,1001-1000,1000-1001,1001-1001) will require the following command: