Austin Tate’s Blog Backup to 22nd June 2020

https://aiaustin.wordpress.com contains a backup of Austin Tate’s Blog for posts up to 22nd June 2020 created via a WordPress Blog “All Content” export from http://blog.inf.ed.ac.uk/atate/.

The original WordPress theme used is Twenty Ten which has a main content width of 640 pixels. Twenty Ten may not be supported on wordpress.com in future. Twenty Sixteen is a similar theme but has a narrower main blog post text area. So a lot of the images may not lay out side-by-side where they were intended to.

All current posts are at http://blog.inf.ed.ac.uk/atate

Posted in Blog | Tagged

Alone Together – Jean-Michel Jarre


Jean-Michel Jarre and his Avatar engaged in a Live VR performance using the VRChat platform to celebrate Fête de la Musique 2020, June 21st at 21h15 CET. The event took place in the “VRRoom” area of VRChat.

Some notes on the experience… I was using Oculus Rift on Windows 10 with a Xeon processor, 64GB of memory and Nvidia GTX1080 GPU. After the advertised time there was a 15 minute delay before the event started. I monitored a YouTube 2D feed to see when it actually started as that was unclear in VRChat itself. Even after the 9pm CET time at which users were asked to relog to get the performance space build, I had to relog four times to get into an instance where the performance was streaming. Other instances had a few avatars also looking for a live performance area. Jean-Michel’s “avatar” actually appeared as a 2D video projection onto a flat screen behind the synthesizer props in the shared spaces for attendees… with about 20 to 30 people in each shard. The instance crashed once and required a restart and reenter via the arrival lobby and entry stairs again. The sound was fine when in a proper live instance, though avatar to avatar chat was audible over the performance, and would need individual avatar muting to supress it. A way to supress all “attendee” avatar chat and still have the performance stream audible, perhaps on a separate easily clickable button, would make sense in such performances. There were interesting visual effects like swirls of the field of view, projections, warp effects, etc. These were all clearly displayed in the VR Headset.



Posted in Media, VR | Tagged ,

Firestorm VR Mod 6.3.9

Peter Kappler maintains the Firestorm VR Mod Viewer and his source code modifications to allow the Firestorm Viewer to work with VR headsets at https://gsgrid.de/firestorm-vr-mod/ – go there to download his latest version and for usage information, source, advice on trouble shooting, etc. For community support use the Discord Discussion Channel: P373R-WORKSHOP by p373r_kappler [ Invite ].

On that channel @humbletim has created an automated scripted build system with help from @thoys using GitHub Actions (GHA) which merges Peter Kappler’s VR code additions into stock Firestorm and can autobuild a release executable version. He has done that for Firestorm 6.3.9. See https://github.com/humbletim/firestorm-gha/. Look under the Releases tab and the installer is under the “Assets” chevron.

Note that if you want to import existing Firestorm accounts/settings you have to manually copy them over between AppData/Roaming/Firestorm_x64 and AppData/Roaming/FirestormVR_x64 folders. @humbetim says that he is still figuring out how to get the release number working, so it currently identifies itself as 6.3.9.1 which means you might get pop up warnings from the Firestorm home page about updating.

As usual, Ctrl+TAB initially sets up SteamVR (and HMD support as needed), TAB is used to toggle VR mode on or off, F5 lets you select and step through the various VR HMD or user specific settings for IPD, texture shift to register the left and right eye images, and focal distance to change depth perception, etc. F3/F4 are used to increment and decrement each setting selection.


If you see a lot of hover tips showing under the mouse it could be that the debug setting “ShowHoverTips” is set to TRUE (the default) which may show something constantly under the mouse even for inert unscripted objects. You can turn that off via Debug Settings or via Preferences – User Interface – 3D World – Show Hover Tips.


On the Discord channel @humbletim on 28-May-2020 wrote:

For anyone wanting to compile from source I was able to get a combined Firestorm stock + VR Mod built using Github Actions (much thanks to @thoys for helping figure it out!).

Still tweaking the build script but latest windows version is here:
https://github.com/humbletim/firestorm-gha/blob/gha/Firestorm_master_VR/.github/workflows/CompileWindows.yml

And here are the minimum source changes that seem necessary on top of stock Firestorm_6.3.9_Release to merge in the 6.3.3 VR Mod source, fetch OpenVR as a submodule dependency, and then automatically bundle as part of the generated installer.
https://github.com/humbletim/firestorm-gha/compare/Firestorm_6.3.9…humbletim:Firestorm_6.3.9_VR


For more details and advice on running Firestorm VR Mod see http://blog.inf.ed.ac.uk/atate/2019/11/28/firestorm-vr-mod-6-3-3/.

Posted in OpenSim, Second Life, VR | Tagged , , | 1 Comment

Roth2 v2

Roth2 v2 Revision 2020-05-24
Based on Blender Mesh from https://github.com/RuthAndRoth/Roth2 (was DRAFT8_4)
Use a viewer which supports Bakes on Mesh, e.g. Firestorm.

Roth2 is a low-poly mesh body specifically designed for OpenSimulator and which can also be used in Second Life™. It is built to use standard Second Life UV maps using a scratch-built open source mesh by Shin Ingen, Ada Radius and other contributors from the RuthAndRoth Community. Roth2 v2 is the second version of the mesh avatar updated to be built and rigged using Blender 2.8 and with improved documentation of the workflow to make it reliably repeatable and credits to all the asset creators involved.

AVAILABILITY

BAKES ON MESH

Roth2 v2 is provided as a single mesh that is designed to work well with Bakes on Mesh. It has a simple alpha capability without needing separate mesh parts and alpha masks can be worn to give more control over hidden areas. rather than use Bakes on Mesh, skin textures may be applied, but you should then add a full body alpha mask to hide the underlying system avatar.

The “Roth2 v2 Mesh Avatar” box contents are designed so that they form a complete initial avatar using Bakes on Mesh. You can switch to your own shape, skin, eyes and hair and/or use the HUD to change your appearance. Some example skins, hair, clothing and a range of alpha masks are provided in the “Roth2 v2 Extras” box.

HUD

Roth2 v2 uses a single combination HUD,created by Serie Sumei, for alpha masking, skin and eye texture applicatiinand other features. The skins and eyes that are available are set via a notecard (!CONFIG) in the Contents of the HUD which can be edited to incorporate your own skins (10 slots are available) and/or eye textures (5 slots are available).

The Skin Alpha Mode can be changed between Alpha Masking with cutoff=128 (the initial setting) and Alpha Blending. Depending on the Alpha Mode that is used on hair, clothing or other attachments that use partial alpha it may be useful to be able to change the setting used on the mesh body to avoid some parts not displaying correctly.

BOX CONTENTS

Roth2 v2 – Mesh Avatar – This is the normal distribution box and is designed so that once unpacked its contents can be “worn”. It does not contain basic “classic” avatar shape, skin, eyes or hair so that the users own existing underlying avatar setup is used. The extras box contains examples of the basic avatar items to select from if needed.

  • !README, !LICENSE and
    !CHANGES
  • Roth2 v2 Full (Body+Feet+Hands+Head)
  • Roth2 v2 Eyes
  • Roth2 v2 HUD
  • Initial skin, shape, basic eyes and basic hair
  • Dark gray underwear

A special version of the Roth2 v2 Mesh Avatar for OpenSim 0.8.2.1 is being prepared to address script elements which are incompatible with this earlier OpenSim version (from December 2015) which is still in use on grids such as 3rd Rock Grid and Littlefield Grid.

Roth2 v2 – Extras – This is a box of useful extra elements and options.

  • !README-EXTRAS and !LICENSE
  • Roth2 v2 Body (only)
  • Roth2 v2 Feet
  • Roth2 v2 Hands
  • Roth2 v2 Head
  • Roth2 v2 Headless (Body+Feet+Hands)
  • Roth2 v2 Head+Vneck (section of body)
  • Roth2 v2 Elf Ears
  • Dark grey underwear briefs and jacket length top
  • Alpha masks
  • Sample hair
  • HUD debug script

Roth2 v2 – Resources – This box is not normally needed. It contains textures and other resources with original UUIDs as used within the other assets.. This can be useful of moving the assets across grid, or to repair elements.

  • !README-RESOURCES and !LICENSE
  • All skin and eye textures used in default HUD
  • Box Art
  • HUD Textures
  • Clothing – Underwear

Roth2 v2 – Mesh Uploads – This box is not normally needed. It contains mesh for all Roth2 v2 elements as originally uploaded and before attaching a root prim or any texturing.

  • !README-MESH-UPLOADS and !LICENSE
  • Collada (.dae) Mesh for all Roth2 v2 elements as originally uploaded and before part renaming, attaching a root prim or any texturing.

KNOWN ISSUES AND TROUBLESHOOTING

  • There may be a small gap or seem at the neck joint between the mesh body and the classic avatar or addon mesh heads.
  • Not all the appearance sliders will work on the mesh body and parts.
  • Roth2 v2 with attached Bento head will work with most shapes. The headless body, to use with system head or other mesh head, will work well with the sliders except body fat, and extremes to neck length and thickness, because of the neck seam. There are a few head sliders that don’t work: Head Shape, Ear Angle, Jowls, Chin Cleft. Things on the list for another release sometime down the road: figure out the neck issue, improve pointy ears.
  • Foot skin problems? For best result, paint over the system toenails and remove as much detail as you can from your foot skin that is probably designed for the system avatar’s duck feet.
  • HUD issues? The Extras box contains a HUD debug script. Add this to the HUD contents to allow for a long mouse press to bring up menu with diagnostic and further options.

RUTHANDROTH COMMUNITY

Please contribute via the GitHub Repository and send your feedback by posting to the Discord Channel.

CREDITS

LICENSE

See https://github.com/RuthAndRoth/Roth2 Documentation/Packaging/LICENSE.txt

The main Roth2 v2 mesh components have an AGPL license and other components have Creative Commons or other open source licenses. Basically, you can use and distribute the materials as you wish, but any modifications to the AGPL meshes that are distributed or made available in a service must be made publicly available at no cost and released under the same terms granted in the LICENSE.

CONTRIBUTORS

Various Authors and contributors to the Git Repository in alphabetical order are:

  • Ada Radius
  • Ai Austin
  • Chimera Firecaster
  • Elenia Boucher
  • Fred Beckhusen
  • Fritigern Gothly
  • Joe Builder
  • Lelani Carver
  • Leona Morro
  • Mike Dickson
  • Noxluna Nightfire
  • Sean Heavy
  • Serie Sumei
  • Shin Ingen
  • Sundance Haiku
  • Other contributions and testing by members of the OpenSimulator and RuthAndRoth Communities.

The ‘R2’ logo may be used to indicate projects or products that are either based on or compatible with the RuthAndRoth project mesh bodies.

Posted in OpenSim, Second Life | Tagged , , ,

Fortnite – Party Royale – Social Space

Fortnite normally involves player-versus-player combat modes. But a new “Party Royale” mode provides a social space that is being used for hangouts, parties, concerts and lightweight games.


Update 8-May-2020: Party Royale

Dillon Francis, Steve Aoki, and deadmau5 are coming to Party Royale with back-to-back-to-back sets LIVE on the big screen at the Main Stage. Hit the dance floor, chill with friends, or jump into activities in Party Royale (8-May-2020). To join the party, select the “Party Royale” playlist in Battle Royale.

Posted in Games | Tagged ,

Vive Sync – VR Meeting Spaces

Launched today (30-Apr-2020) is HTC Vive Sync (https://sync.vive.com/) – which the web site states is an “all-in-one meeting and collaboration solution for VR. With VIVE Sync, it’s easy to customize your avatar, create a private meeting room, and begin working face-to-face with colleagues around the world. And with our suite of 3D interactive meeting tools, you can review 3D interactive content in ways that have never been possible”.

Vive Sync Avatar Creator




VR Headset Support

Currently, Sync only supports the Vive ecosystem of headsets – the HTC Vive, Vive Pro, Vive Focus and Vive Cosmos. HTC says it plans for future upgrades to the tool to include support for Oculus Rift, Oculus Quest, Valve Index and Windows Mixedf-Reality headsets.

Posted in VR | Tagged , ,

Outworldz – DreamGrid – Hobbiton

Fred Beckhusen of Outworldz and his team have done wonders again with another fine OpenSimulator-based region, released as an OpenSim Archive (OAR) licensed only for use on the DreamGrid distribution. Fred’s post on the MeWe – Outworldz Projects group on 28-Mar-2020 gives more details and the download link (not posted here so people should go to the MeWe post to understand the restrictions on usage).

The Hobbiton region and OAR is based on “The Hobbiton Collection” originally created by David Denny. This is an exclusive sim just for DreamGridders to use. David sells sims, so anyone wants this to run on their own grid can contact him. The description below is adapted from the region’s notecard and includes credits for elements used.

Fred Beckhusen, Debbie Edwards, Joe Builder, and David Monday worked to make the sim work smoothly, be totally free and also very beautiful. David Denny did a wonderful job on the layout and the plantings, which the team tweaked only a little bit. Fred redid a lot of the physics for smooth riding of horses and carts.

This is a 3×3 region (768m x 768m) with lots of places to go. There are Hobbits, Elves, Orcs, Trolls, Ents, Caves, Dragons and some surprises done in Animesh and NPC format. David Monday re-built the original Satyr Farm to where it mostly runs itself. The team tested most of the plants and there is even a candle making shoppe that is custom built. Fred replaced the Green Dragon Inn and the windmill with custom mesh buildings. The Green Dragon Inn is based on the current restaurant at the original set, and having been there in real life (in New Zealand near Matamata, see image below) I can say its a fine replica (it was extended for the Hobbit filming).


Walk the trails, look for the signs that say Photo Spot, and post some pics on MeWe or Twitter. Try not to get run over by the Ent, or eaten by the wolves, and watch out for Gandalf’s pony cart. There are teleporters for those who want to cheat and not explore on foot. Hint: Take the boat to the cave going North on the second waterway to the west.



Once an hour or so, Smaug will swoop down and toast your cows, which is worth waiting and watching for! If you don’t see him, TP to him via one of the teleporters and click his box to boot him up. Fred left a lot of NPC boxes visibly out as this is a Beta to test how it works. Provide feedback on MeWe Outworldz projects Group.

Hobbit of Hobbiton

The Hobbiton area contains a number of distribution boxes for avatars, one of which is a Hobbit… the Sting sword is from my own resources…




Adjusting the Sea Level

The Hobbiton OAR originally had a non-standard sea level of 24m. It can be adjusted to the usual OpenSim default level of 20m by loading the OAR with a Z displacement of -4m.

load oar --displacement "<0,0,-4>" Hobbiton.oar

This will leave the area flooded, as the region sea level is not automatically adjusted.

But after setting that in World -> Region Details -> Terrain -> Water Height the floods recede…

A couple of “vehicles” need to have their position changed by -4m and then the scripts reset (two Viking boats) and the “route” notecard in the Gandalf Pony and Cart. There had been some warnings of missing texture on region startup which were easily tracked down and corrected too. Fred Beckhusen also advised that the Teleporter script was not checking for more than 12 locations and thus showing script errors. The “Teleporter Prim” script in each teleporter pad was amended to ignore any entries beyond 12 buttons.

Credits
Project Leader: Fred Beckhusen, Outworldz, LLC.

The Hobbiton Collection is Copyright 2019 by Outworldz, LLC. and is licensed for free use only in the DreamGrid software. If you wish to use it outside the Outworldz system, please contact David S. Denny, daviddenny@live.co.uk, who created the original collection about purchasing it. Many Thanks to Clarice Alelaria, David Monday, and Joe Builder for their contributions.

The farm scripts are licensed by Satyr Farm under the Creative Commons Attribution-NonCommercial (CC-BY-NC) 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc/4.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. You are free to modify / create your own items for non-commercial reasons.

To the team’s knowledge all the objects and meshes are Freebies and they thank the makers for their work.

Mordor Troll CC-BY by Ole Gunnar Isager
https://sketchfab.com/3d-models/mordor-troll-olog-hai-lord-of-the-rings-7b6000538d9843a69d9b98fb32e4d62b

Elven Guard Statue: by stu92:
https://sketchfab.com/3d-models/elven-guard-statue-2b38e108667348ad935b6a6843719763

Grebo Orc: CC-BY by Freddy Drabble
https://sketchfab.com/3d-models/greebo-75714494cf7e4ea9b1a5bca9c77f02ce#download

Ent: CC-BY by 3DMaesen
https://sketchfab.com/3d-models/treeman-e3a094316a8c4820a94d271afffe497c

Amon Hen is CC-by by berti_120
https://sketchfab.com/3d-models/amon-hen-from-lotr-fc10963ab156407e9f7d416fe6b12cd3

Rusted metal texture pack: GPL 2.0, GPL 3.0, CC-BY 3.0 by p0ss
https://opengameart.org/content/rusted-metal-texture-pack

Teleporter: CC-BY 3.0 by Clint Bellanger
https://opengameart.org/content/teleporter-circle

Wizard: CC-BY 3.0 by Anthony Myers
https://opengameart.org/content/wizard-4

Wood Panels: CC-BY 3.0
https://opengameart.org/content/more-wood-panels-batch-of-16-seamless-textures-with-normalmaps

More Wood Panels – Batch of 16 Seamless Textures with normalmaps by Keith333

Windows: CC-BY 3.0 by Keith333
Repeating Mini Windows – Largish – Seamless texture with normalmap
https://opengameart.org/content/repeating-mini-windows-largish-seamless-texture-with-normalmap

Ropes: Creative Commons Attribution 2.0 Generic by Rocsilas Moscas
https://commons.wikimedia.org/wiki/File:Closeup_ropes.jpg

Dwarf: CC-BY-SA 3.0 by Beast
https://opengameart.org/content/dwarf-fixed

Forest Monster: CC0
https://opengameart.org/content/forest-monster

Troll: CC-BY 3.0 by piacenti
https://opengameart.org/content/troll-mauler

Damaged Dock: by Ufuk Orbey (shadedancer619)
Made in: Cinema 4 D R16

Boar: Repainted and Animated by Ferd Frederix
https://rigmodels.com/model.php?view=Boar-3d-model__PNFHZLGW7CN60DV7KZ506C50E&searchkeyword=boar

Issues

By way of feedback, I spotted the following things…

  1. Satyr farm and the plants and things… just left to themselves a lot died. Is there a simple way to reset things to a “healthy” state?
  2. NPCs: a number of the NPCs (or maybe they are Animeshes) appeared to have parts not properly attached where they should be like heads or legs out of position.
Posted in OpenSim | Tagged , , ,

NoLimits2 – Space Mountain Paris

Space Mountain – De la Terre à la Lune (From the Earth to the Moon)
https://steamcommunity.com/sharedfiles/filedetails/?id=1269373814
A wonderful NoLimits2/Steam Workshop build by Giftaddict (overall) and HelloHurricane/Pieter Hutapea (scripting).


“Space Mountain, inaugurated at Disneyland Paris on June 1, 1995, is a ride based on Jules Verne’s novel ‘From the Earth to the Moon’. Passengers board a moontrain and are loaded into the Columbiad Canon which propels them into space. After avoiding meteorite showers and going through a giant asteroid, they reach the Moon, inspired by a movie by Georges Méliès. They are attracted briefly by it before plunging back into a series of tight turns. Slowed down by a contraption called “Electro de Velocitor”, they smoothly regain Earth.”

More details: http://www.space-mountain.fr/files/SM_dltall_NL2_presentation.pdf

Credits from NoLimits2 Steam Workshop Web Page:

  • Original creator, general modelling, trains, texturing, partial scipting: Benjamin Floch – Giftaddict
  • Ride script, trains special effects, panels script: Pieter Hutapea
  • Documents, plans, audios: Stephane Krawczyk – Androland ( Space-Mountain.fr )
  • Testers, bug feedback: Orel Leroy, Hadrien Thareau
  • Texturing, early collaboration: Adrien Magras
  • Lightset Pack: Bestdani
  • CCC2 – Custom Car Creator: TheCodeMaster
Posted in Games | Tagged ,

Outworldz – Alexandria 30BC

Another fine virtual world build from Fred Beckhusen/Ferd Frederix and his team (Debbie Edwards aka Nyira Machabelli, Joe Builder and Avia Bonne) to recreate Ancient Egypt, specifically Alexandria in 30BC. It is located on the OpenSimulator-based Outworldz grid’s Alexandria region (a 4×4 region, so just over 1km square).

hop://www.outworldz.com:9000/Alexandria/128/128/22

Hypergrid Safari Bog Post – Visit on May 11, 2018




Posted in OpenSim | Tagged

Second Life – Voice Echo Canyon

A common issue in teleconferencing is testing your headset and microphone to make sure its working, and not giving feedback to others (something often only YOU cannot hear). As more people engage in teleconferencing and virtual world systems voice testing is important to be ready for virtual world meetings. The Second Life virtual world platform provides a nice test area to set yourself up and check you headset is working without having a partner to assist… go to

https://maps.secondlife.com/secondlife/Voice%20Echo%20Canyon

A white dot appears over you avatar when voice is enabled. The microphone icon, usually in the bottom button bar unless you have moved it, can be pressed to speak. In small group or 1-1 voice situations you may lock that on with the little square checkbox in the top left of the mic button, but its best to leave you mic muted when not speaking.

Notice the bars that appear over your avatar’s head as you speak… if they are green and show three or four bars each side your levels are probably good. 5 bars is nearing maximum volume. If red bars show you are over attenuating and your voice is likely to be distorted when heard by others.

You can watch this YouTube – Video Guide to Voice Echo Canyon.

Posted in Second Life | Tagged ,