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Tutorial "the Atoll" based on "under the sea"From RexWiki
The Atoll (Sacha Magne)The beach is a small atoll with some trees and a volcano. The usual firewood is still burning and wait for some visitors. A secret are is hidden somewhere but nobody was able to find it. The sea will have some sealife to make the exploration nicer. Our goalIn this tutorial, I will try to explain some magic involved in the "Under the Sea" scene provided with Rex 0.4. Our goal will be to create our own scene with some of the "Sea" technics. In this tutorial, we will see :
Having a clean regionFirst, grab a copy of the ReX demo 0.4 called "Under the sea", then install it on your system. It will be our base. Under the rexserver directory, search and rename OpenSim.db to OpenSim.old_db Under Regions/default.xml, check flight_ceiling_height is at least 124.0 or you won't be able to fly. Start the servers and connect. You should have the default island and all the "Under the Sea" data. Start making a nice looking atoll Adding some static sealife (seashell)In our Lagoon, we will add some rocks, seashells and rocks. Thoses elements are statics and need the extended Meshes. Let's start with a basic seashell. First, open your Inventory, then "opensim libraries", then "World Libraries" This library came from the actual scene and change depending the sim you are visiting. Under it, locate the folder called "3D models" and search for shell. Select it and rezz it inworld. You will notice immediatly you can't do it. There is nothing wrong but those items are not regular SL meshes. To use them, you need to : Rezz a regular prim (a box) open the Rex tab grab the 3d mesh and drag it under "mesh name" Now the seashell appears inworld. You will notice the shell is all white. We will add some textures using the textures directory go to the material tabs and select from your inventory the materials called shellText_base and shelltext_base2 Adding an ArchNow we will add an Arch. Create a prim, then add the mesh called "ARC". You will certainly need to resize it to make it nice. Now try to cross it. You will notice your avatar can't cross it because the avatar is colliding with the hidden default prim. In order to resolve that problem, edit the ARC, and the ARC to the collision_mesh. Now you are able to cross the arc without problem. After that, we still need to add it some textures. For that, open the material tab, then select the material called mat_rock_black. This material is based on ogre3d material script. Now, let's add some basic life |
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