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how radical can we get with .RAW files?

paulie Femto
Into the dark
Join date: 13 Sep 2003
Posts: 1,098
03-17-2006 12:10
How radically can we alter our terrain with .RAW texturing? Has anyone made any bizzare terrain yet?

Im thinking of something like taking a 3d map of a face and making an entire island that is shaped like a 3d modeled face. Can we do that with .RAW files?
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
03-17-2006 12:49
In the summer of 2004 the group that was to become Bedazzle had a sim with a maze in it, sculpted in terms of terrain. I imagine you could very well sculpt a face in the terrain mesh, but you have to keep in mind that it's kinda low-rez...
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
03-17-2006 16:07
That maze was hecka hard to get outta! And the way it boondoggled my camera... I couldn't make it all the way through. There's also been some very creative shaping like how the vehicle sims were terraformed for Relay For Life last year, and of course, SLCC etched across them for that grand happening,

More info about RAW terrain files:

http://secondlife.com/tiki/tiki-index.php?page=RawTerrainFile
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Nexus Nash
Undercover Linden
Join date: 18 Dec 2002
Posts: 1,084
03-19-2006 20:57
Adam Zaius built a moon base in the 1.9 preview. As the owner of many islands, the raw files don't deliver the 'detailed' work we were hoping for. As the channels are rounded to whole integers :(. They often insert gouges and small 'clips' when uploading.

To answer your question we got land up to 4000 ish meters before we got bored. (again int he 1.9 preview)
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Cybin Monde
Resident Moderator (?)
Join date: 27 Jan 2004
Posts: 2,468
don't forget
04-25-2006 15:51
you can get some more detail by playing with the multiplier channel, not sure what levels you played with in preview though, Nexus.

i'm still self-teaching.. and without an island to test it on, it's all by feel for now.
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
05-02-2006 02:16
There are two channels that effect land height, one is a mantissa the other a multiplier. By adjusting the two appropriately it is possible to have smooth land.

I saw in preview 1.9.0 where they had raised every 3rd point to the max, creating spines 500m tall was kinda cool. Only kinda.
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