(CTS) TerrainScanner Version 2.0

Details Features Contents Reviews (3)

Details

1. What Does It Do? --- A Short Description
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The Terrain Scanner will create a 3D model of a the terrain of sim, which, for instance, can be used as a map or as a basis for a sim scanner.
The entire sim terrain is replicated as a textured sculpted prim.

2. Usage
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To start the scanning process, rez the TerrainScanner object on the ground.
You will see the commands as floating text above the scanner object and in local chat.
If you're excited about the scanner and want to try it out quickly, just type
scan
or
scan region
in local chat, and it will start scanning the entire sim you're in.
You can also just scan the current parcel; for that you'd type
scan parcel

See below for detailed command descriptions.

It will take around 30 seconds (or more, depending on lag) until the scanning process is completed.
After that, you will see a URL in local chat from which you can download the sculpt texture.
Download the image and upload it into SL as a texture. Make sure you choose lossless compression.
The TerrainScanner rezzes and textures a prim for you to which you can apply the sculpt texture
(right click the prim, choose "Edit", then, in the "Object" tag drag your sculpt texture into the respective field).

If you want your name as the creator of the sim model, you can create your own sculpted prim
using your generated sculpt texture. Choose "Plane" as stitching type.
To texture the model with the sim map, replace the UUID in the included
SetTexture script with the UUID which is chatted to you by the TerrainScanner after completing the
scanning process and drop the script into your sculpted prim.
The script will texture the prim and remove itself automatically.

2.1 Scanner Commands
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• Setting the size of the square to scan:
Type
size <size_in_m>
in local chat, where <size_in_m> is the size of one side of the square in meters.
E.g.,
size 64
will scan a 64x64 m² piece of land once you start the scanning process.
Whe you rez the scanner, the size is set to 256 (entire sim) by default.

• Setting the starting position for scanning:
Type
offset <offset_x>, <offset_y>
in local chat to set the lower left corner (the minimum x and y coordinates) of the square to scan.
The coordinates are measured in meters, and are what you see in your viewer's position indicator.
They are coordinates relative to the sim you're in (local sim coordinates).
E.g.,
offset 128,192
will start scanning a square piece of land at the coordinates (128, 192).
Make sure that the piece you're scanning is within the sim you're in. If you exceed your sim, you'll get
a nonsense result.
When you rez the scanner, the offset is set to (0, 0) (i.e., start at the sim corner) by default.

• Setting the z-scaling factor:
You can choose to make variations in land height more (or less) pronounced in your model.
To do that, you can manually specify a z-scaling factor. If you leave the scaling factor to the default
unchanged, the factor allowing for the most variation throughout the sim is chosen.
You can set the scaling factor by typing
scale <z_scaling_factor>
in local chat.
E.g.,
scale 1
will effect that each meter in height corresponds to one unit of the sculpt.
Typing
scale default
will reset the z-scaling to its default behavior, i.e., such that the best scaling factor (measured over the entire sim)
is used.

• Starting the scan:
Type
scan
in local chat, and the scan will be started with your current settings.
If you type
scan parcel
or
scan region
the current parcel or the entire sim will be scanned, respectively.
Using one of these commands will override any manually set scanning sizes and offsets, but not the z-scaling factor.

3. Operation Dependences
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This device relies on the following web services:

- www.carlyletheassolutions.com -- for the sculpt texture generation
- www.gridsurvey.com -- for the retrieval of the region's object texture

See item in Second Life ®

Contents

Features

  • Create a 3D model of the terrain of a sim
  • Generates a sculpt texture for a one-prim sculpted prim
  • Simply rez the scanner and apply the generated texture to the sim model prim

Reviews (XX)

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Average rating: 3.67 stars Distribution
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Great Tool!

Posted April 25, 2015 by Trixie Seomun 5 stars

I have my own private island and this worked perfect. It rezzes a prim with the texture of your land and lets you know the UUID number of the texture . . you dont actually get a texture for the ground cover, just a texture for the sculptmap. NOT a big deal in my book. UUID was enough for me and i can update it if i need to say for . . winter time or some such. For making a miniature version of your land with a sculpted prim this works great.

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