Monthly Archives: February 2008

Day Four: Castle Queen Pea starts getting her Groove On

End of the Day, Shengri La Spirit

 Day Four: OpenSim challenges start to become more evident as I dig into the details of my build.   Stuff I’d normally be able to do pretty easily fights back and delays the whole thing.  Simple links and deletions find me dumped unceremoniously from the sim.  And I’m not even half way to the goal yet.  Still and all, after four days, the sim is starting to look really beautiful.  Implied Rez has been hammering the server with lots of terraforming and it shows.  I think we’re going to be very proud of the finished product, at least till the next sim emerges and we get to tackle THAT.

The Seagate at Shengri La Open Sim

 After dithering awhile, I decided to rip out the top wall and replace it with a cut and textured keyhold wall.  I liked how the light played through it.  Here you can see the canal running into the seagate at an early stage of the build.

Seagate closeup, IBM OpenSim Shengri La

Here we are in closeup, coming into the courtyard from the seagate.  There’s a lot more to go yet.  But the sunrise is stunning on the water.  Eventually I ended up ripping out all the upper walls and replacing them with the grill and keyhold walls. I figured what the heck, odds are the Saracen won’t be attacking us this millenium.

Another view of the courtyard, from the seagate in IBM’s Open Sim

Here you can see the apron has been laid and the columns set.  The red loop is my chain guide.

Chains coming into being.

The first chain drop created.  This particular feature caused me to seek intervention, since I repeatedly tried to copy this monster and I repeatedly crashed the sim.  I can’t imagine why one lil’ ol’ 53 prim chain would cause such agita.

the chains of the seagate, at last! in IBM’s OpenSim

 Finally.  Chains around the critical aspects of the canal from the seagate.  And way at the back, I dragged my sculpti pony in.  He needs some TLC (like a real main and tail texture?) But he’s adorable at the back of the courtyard.

The details of Castle Queen Pea are starting to emerge.  Tomorrow The Bulldozer promised to whomp the courtyard so the land is appropriately flattened.  And the seagate properly dug out.  And tomorrow, darlings, we’ll start digging in on barques and boats.

Some of the cool details on the build…makes you want to live there, right?

Some cool additional details…

Details of the courtyard

And finally, the build. We now have 5,600 prims in the sim, and climbing.  Today we added flowers in the planters, a gazillion prims chains throughout; a horse; some flowers; and the apron for the canal at the seagate.  Tomorrow….the bridge. Or the boats and barques. Or more horses.  Whimsy is a rare and wonderful thing.

O, and I brought over my fashion and some skins, so we’ll be fashionable as soon as I get attachment capabilities and persistence.

Courtyard detail

End of Day Four: castle, horse, chains, seagate, flexi banners. Happiness in a mere 5,644 prims. 

Shameless plug here: Did I mention how great my tech partners at IBM are? If I haven’t recently, let me mention that again.  The opportunity to alpha test Shengri La Spirit, after all, is courtesy of my technology partners at IBM.  They rock.

And here we see, Castle Queen Pea and Shengri La Spirit in all their glory. See you later!

And my Pony! yay!
Castle Queen Pea at Midnight

IBM’s OpenSim Shengri La Spirit at Midnight

Day Three: Castle Queen Pea Gets Her Walls

Shengri La Spirit at the end of Day Three

Day Three – Castle Queen Pea gets her walls, and Shengri La gets terraformed (poor dear).  After getting flung into outerspace last time, I return to discover interesting anomalies.  For whatever reason, the sculptis have become full bright, or maybe they were full bright and I didn’t notice them.  Eek.  Despite the obvious need for assistance, I focus instead on walls.  The first set is laid:

The Day Starts with Walls, and Colored Floor segments

 The courtyard detailing presents challenges:

Details of the courtyard lamp

 After some really annoying linkage issues (link, and one prim goes haywire. Always one prim, never two, or three.  But that one is a doozie, witness the prototype plant hanger.  It fights me all day, with that one stupid prim rotating.  After the fun and games yesterday, and knowing these things need to be copied in multiples, I don’t dare unlink.  the lamp presents a challenge all its own. I plan to fix it once I get a nimbus script that works. 

One wall with lamps and plant hangers.  The crenellations are being developed. 

More walls, showing colored floor segments

Shengri La Spirit gets most of her landscaping ‘bones’, with only moderate squabbling.  The process of terraforming really hammers the server, which means I can build, or Spirit can be terraformed.  Check out Spirit’s fjord.  At some point, I’ll throw a span over it so we can visit the light house from the castle.  If only we had a smooth tool in OpenSim!

Terraforming to the nth degree

At one point, I wander back to Second Life to Shengri La to work on our community gateway for the fashion industry, only to get distracted with arcane questions like ‘how do you know the coordinates of the island on the world map?’

Despite these distractions, eventually the bulldozers get tired and I return to work on Castle Queen Pea.   

 Still some fullbright on the stone swags.  Since we’re not making these swags out of radium-rich granite, I begin the process of ripping fullbright out of them.

Full Bright getting gone

Full bright completely gone.  Ready to assault the walls.

Full bright, all gone!

Details of the courtyard at sunset.  Check out those FINE lamps, will you?

Inside the courtyard, peering out of the seagate

Details of the crenellations and stained glass.  I definitely will crank up Illustrator tomorrow.

Deatils of the crenellations

Details of the seagate, at sunset and midnight:

Seagate detailthe seagatecourtyardatmidnight.jpg

Finally, after trials and tribulation, we present Castle Queen Pea, with WALLS. And Lamps. And non-full-bright stone swags.  By moonlight (so romantical) and by sunset, here are her bones. Tomorrow, the sea market begins to take form. And maybe she’ll get those 400-prim flower arrangements I’ve been considering.  Prim count at the end of Day Three, a paltry 4,000 prims. 

IBM OpenSim Shengri La Spirit by Moonlight

Castle Queen Pea in her Glory

Day Two on Shengri La Spirit

The build when I stopped for the day to head off to a ball on Shengri La Peace in Second Life…

Day Two, and another round of building.  Day Two saw the completion of the four towers of Queen Pea’s castle, with the foundation of the walls laid down.  The castle turrents are huge – each base is 10m in radius with a 8.25m base, on an octagonal base.   The walls are 60 meters long facing the sea (where the sea gate will eventually go) and 50 meters long on the ‘short’ sides.

Today we tackled the turrents -  we’ve found the shift-drag to copy is really challenging to the servers when it has to deal with massive prim sets. Each tower has about 500 prims in it  Some of those prims are sculptis and odd cuts.  I don’t know if the different cuts make any difference to the server or not, but I figured what the heck when I started to build.  So the castle has a ton of moderately tortured prims, sculptis, a few alpha textures, and heck of a lot of basic prims.  

Sometimes the server just couldn’t handle the load – this picture is what I found after I relogged after a particularly difficult server moment.  Shift-drag to copy caused a bit of consternation for the server.

Ack! Borked copy!

 We’ve found that terraforming at the rate we like to move is challenging to the server.  It’s made very, VERY challenging when the terraforming is being accomplished in conjunction with massive builds.  I personally managed to bork the server at least 6 times.  It’s a good thing it’s my role to bork the machine or else someone would get really hacked over the fact I’m so effective at doing so.  Our IBM Team Leader, Zha, for our Yellow Zone sim, is really patient about kicking the machine back to life.  

 Which is good.

 And let me finish Day Two with 4 completed turrets and the ground work for the wall foundations.  Day Three we hope will see the completion of the walls, altho I am dithering about how I want the inner walls to be. Do I want closed walls, or open walls with columns supporting the upper walk ways? What about crenelations?  And of course, flexi banners.  You can never use enough flexi banners.  I think I need to fire up Illustrator and crank out some unique stained glass textures for the turrets.  Since it seems we have a marine theme going here, it would be cool to have seashells incorporated into the stained glass windows.  Not to mention nautilus shells & sea horses to replace the sculptured flowers on the stone swag sills.  The mind boggles at the possibilities, since my instructions are to build massively and up to the prim limits of the Shengri La Spirit.  We don’t actually know where that is, so somewhere past 15,000 prims or so, things should get…interesting.

You can see my little tiny avatar hanging in the sunset between the two sets of turrets:

Day’s end on Shengri La Spirit, up close and personal

Day’s End, Day Two, on the IBM OpenSim Shengri La Spirit:

Day coming to an end on Shengri La Spirit