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Firestorm SgeoMinVR 7.1.9

2024, July 9 - 09:50

This blog post provides links and resources related to Firestorm SgeoMinVR which is still undergoing testing and revision. The current standard Firestorm VR Mod can be found via this blog post.

@Sgeo on Discord created a variant of Peter Kappler’s VR Mod code which sets the VR settings automatically for the various VR HMDs rather than needing the FN keys to set them up. Hence the F5/F6/F7 settings and adjustments are removed (no vrconfig.ini is saved) comparesd to the standard Firestorm VR Mod. F3 provides enhanced VR HMD related information. Sgeo calls this his “minimal” VR build, close to P373R except not needing settings to be set.

Download (via Discord P373R channel)

https://discord.com/channels/613119193734316042/613119193734316044/1260076127003869205
File: Phoenix-FirestormOS-SgeoMinVR-7-1-9-74748_Setup.exe (166.45 MB)

Caveats

  • No sound at present (a later GHA automated build will hopefully fix this).
  • This release needs openvr_api.dll added to the install directory (the GHA automated build will hopefully fix this). A copy can be taken from the usual Firestorm VR Mod release.
  • The FOV defaults to small. Ctrl-8 should adjust that, you might need the advanced menu open.
  • The 3D view is distorted when the mouse isn’t in the middle.

Approach

Peter Kapplers VR Mod (P373R) code contains a line:

glBlitFramebuffer(bx, by, tx, ty, m_iTextureShift, 0, m_nRenderWidth + m_iTextureShift, m_nRenderHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);

Sgeo replaced that with

glBlitFramebuffer(bx, by, tx, ty, m_nRenderWidth * uMin, m_nRenderHeight * vMin, m_nRenderWidth * uMax, m_nRenderHeight * vMax, GL_COLOR_BUFFER_BIT, GL_LINEAR);

So instead of a horizontal texture shift, it’s adjusted and scaled by uMin/uMax and vMin/vMax, which are automatically calculated based on SL’s FOV and the VR projection matrix.

At least one (small) change is made to llviewerdisplay.cpp: gVR.m_fEyeDistance to gVR.eyeDistance()

Source Code and Changed Files

https://github.com/Sgeo/p373r-sgeo-minimal/

https://github.com/Sgeo/p373r-sgeo-minimal/blob/sgeo_min_vr_7.1.9/indra/newview/llviewerVR.cpp
https://github.com/Sgeo/p373r-sgeo-minimal/blob/sgeo_min_vr_7.1.9/indra/newview/llviewerVR.h
https://github.com/Sgeo/p373r-sgeo-minimal/blob/sgeo_min_vr_7.1.9/indra/newview/llviewerdisplay.cpp

llviewerVR.cpp and llviewerVR.h should be fully replaced as expected, although Sge suggests that it would probably be a good idea to fix up the weird way it’s pointing to OpenVR, llviewerdisplay.cpp has one very small change from the P373R version.

Testing

Sgeo only tested on Quest 3 via Steam Link. It should work fine on other headsets and in other ways to use PC VR via Quest.

Scalextric – Monster Trucks (C1024)

2024, July 6 - 16:33

I acquired the Scalextric Monster Trucks Set No.C1024 courtesy of a nephew. This set was produced in the 1990s and uses old style connection track. which can be joined up with recent Scalextric Sport track with a “Classic to Sport Converter Track” so adds nicely to the Scalextric Speed Hunters set I got earlier this year..

Fixing hop in Firestorm

2024, June 27 - 10:59

I am a fan of the hop:// protocol for providing addresses in OpenSim. I like hop as it has a true URL format and can be linked on web pages. These have gradually got more useful as glitches have been fixed… including the recent change in Firestorm 7.1.9.74745 which addresses failures when any hop had multiple partial matches on a region name, where exact name match was required.

This blog post gives a few issues remaining along with any Firestorm JIRA and other links that relate to them. It would be nice to see tidied up one day. But of course, I am not expecting all of these will be, or can be, fixed.

  1. Copy of the Address Bar contents for OpenSim hop:// where a space exists in the region name does not URL encode the address, as it (correctly) does with secondlife:// addresses. That means the copied item when pasted is not a valid URL, will not work in nearby chat or as a link outside of the viewer. https://jira.firestormviewer.org/browse/FIRE-34020
  2. Paste of an address that does not have X/Y element does not link as clickable in Nearby Chat/IM. E.g. hop://hg.osgrid.org:80/RuthAndRoth/
  3. Map Tool Copy SLurl button does not give correct results, especially when on a grid other than the one you first logged into. It should always give same address that shows when you click on and copy the top address bar. E.g., test between login.osgrid.org to and from cc.opensimulator.org:8002
  4. Clicking on a Hypergrid Landmark in Inventory and asking for “Copy SLurl” gives wrong results. Show on map also does not work.
  5. < and > chevron navigation buttons do not work correctly for Hypergrid.
  6. Negative Z values in a hop are not handled correctly. They are interpreted as Z = 0 in the address bar. In the chat tool the “-Z” value is not hyperlinked properly. Test at, for example, hop://hg.osgrid.org:80/Marineville/114/94/-19

Negative Z Issues Not Related to hop://

  • Underwater blue haze effects work down to 0m but below that the lighting turns to the same as above the sea level. Test at hop://hg.osgrid.org:80/Marineville/114/94/+2 and then move down below Z = 0m.
  • Initial placement of objects below Z = 0m using the Build Tool or dragged from inventory jump to 0,0,0. Build Tool works to then move them to a -ve Z okay. See https://jira.firestormviewer.org/browse/FIRE-33929
  • The Terrain Tool only allows terrain to be lowered to 0m. Existing terrain saved as an OAR can be loaded at a negative offset with — displacement displacement <0,0,-Z>

Second Life Mobile

2024, June 26 - 11:25

On 25-Jun-2024 the Second Life Mobile app, which has been under development using the Unity platform by Linden Lab for over a year, became available to Premium Second Life users as par of the Beta test rollout before opening the app to all users.

The mobile app is available for both Apple iOS and Android devices. For iOS, Linden Lab recommend a minimum of an iPhone X running iOS 16.6.1. For Android, they recommend a mid- to high-end device, comparable to Pixel 6 or later running Android 13 or later.

In my own tests, it does run on an older Apple iPad Mini 4 with iOS 15.8.2 (June-2024), but slowly.

Firestorm VR Mod 7.1.9

2024, June 24 - 18:00

Download link: https://github.com/humbletim/firestorm-gha/releases/
Firestorm VR Mod 7.1.9.74745 is the first PBR (Physically Based Rendering) VR Mod viewer release.

Firestorm VR Mod is a version of the popular Firestorm Viewer for Second Life and OpenSimulator with modifications to provide VR capabilities for VR Head Mounted Displays (HMDs) via SteamVR. This is experimental. Firestorm VR Mod is now available from https://github.com/humbletim/firestorm-gha/releases

For Firestorm VR Mod community support use the Discord Discussion Channel:
P373R-WORKSHOP by p373r_kappler [Invite]

Table of Contents Usage Settings Troubleshooting Black in HMD SteamVR Popup Fn Keys Default View FPS Advice Xbox Controller 3D SpaceNav Source Code VRLand Test

Firestorm 7.1.9 + P373R VR Mod: This build includes P373R’s VR Mod 6.3.3 changes merged into the Firestorm 7.1.9.74745 release branch. The VR Mod approach takes a minimalistic approach to inserting VR capabilities into the viewer in order that the maintenance overhead is decreased and the potential longevity of the approach is increased. VR Controller support is not included.

The Firestorm VR Mod viewer (for Windows only) is available as an .exe “Setup” installer or as a .7z zipped file which can be unzipped to any directory and run from there without an install. If required, a free .7z unzip utility is available at https://www.7-zip.org/. Download the release for the latest version at https://github.com/humbletim/firestorm-gha/releases/

You need to install your usual VR Headset drivers and SteamVR. Firestorm VR Mod when run uses SteamVR which will launch any necessary VR headset specific underlying drivers.

Firestorm VR Mod is created using “GitHub Actions” (GHA) thanks to @humbletim and @thoys. Firestorm VR Mod version 7.* is still based on Peter Kappler’s VR Mod code changes (working since version 6.6.3 with only minor changes for the merge) but due to PBR changes, Linden Lab (and hence core Firestorm) reworked the render buffer structures which is one of the tight couplings into the core FS code base. The PBR viewer approach changed how the viewer finds the main screen information. The VR Mod initially relied on a direct path, but that path got moved after PBR. Where a developer would use “o.mScreen” before they would now use “o.mRT->screen”. The GitHub Actions have been changed to automatically map the original VR Mod code to new path, so the VR Mod code itself doesn’t need to be changed.

The build also uses the open source openal.dll audio library for sound and builds in the openvr_api.dll library for VR HMD connection.

Firestorm VR Mod has its own app and channel names “FirestormVR” and the install directory changed to “FirestormOS-VR-GHA” so the installation can exist side-by-side with stock Firestorm if desired. Settings and cache are shared with standard Firestorm. If you installed Firestorm VR Mod from an earlier version (up to 6.6.8) you can delete the now unused settings and cache directories: %APPDATA%\FirestormVR_x64 and %LOCALAPPDATA%\FirestormVROS_x64.

U S A G E

VR Mode instructions are available via prompts in the viewer or via information on https://gsgrid.de/firestorm-vr-mod/. In short…

  • Press CTRL+TAB to load or unload the SteamVR driver. Do this each time you want to enter VR mode after starting up.
  • Press TAB key to enable and disable VR mode.
  • Press F5 to open the settings menu, you should see a text menu in the middle of the screen. The settings menu works only when VR mode is enabled.
  • Press F6 to increase the selected value. Press F7 to decrease the selected value.
  • Press F5 again to switch to the next menu entry.
  • By pressing F5 on the last menu entry the menu will close and save the settings in the config file which is located in
    C:\Users\your_user_name\AppData\Roaming\Firestorm_x64\vrconfig.ini
    and which can be edited directly. Pressing TAB for VR mode reloads the config file.
  • Hold F3 to see some debug info (example here).
  • Press F4 to disable and enable HMD’s direction changes. It may be better to disable the HMD’s direction interface when editing and flying with the camera. This may be subject to change in future versions.
  • In the camera floater two buttons has been added to offset the HMD’s base rotation.
  • Moving the mouse to the corners or the sides will shift the screen to this direction so menus can be accessed more easily.

For issues on some specific headsets you might wish to try the Firestorm VR Mod Discord Channel: P373R-WORKSHOP by p373r_kappler [Invite]. Peter Kappler also offers the following advice…

  1. Firestorm VR Mod works best while sitting and using mouse and keyboard.
  2. WindowsMixedReality users may need to press windows key + Y to unlock the mouse when the HMD is worn.
  3. If your VR hardware cannot maintain constant 90 FPS you could try enabling motion reprojection in your HMD. In WindowsMixedReality it can be done by uncommenting “motionReprojectionMode” : “auto”, in the config file located at “C:\Program Files (x86)\Steam\steamapps\common\MixedRealityVRDriver\resources\settings\default.vrsettings”. This will make the HMD interpolate between frames and create a smoother experience. Vive and Oculus should have similar functionalities which can be accessed from SteamVR settings. For Vive it is called Motion Smoothing.

S E T T I N G S

VR Mode Setup

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. F6/F7 are used to increment and decrement each setting selection.

Peter Kappler suggested the following process to establish suitable settings for your HMD:

  1. Set IPD to 0 (zero)
  2. Then adjust Texture Shift until image is sharp and focused
  3. Then adjust IPD which separates your cameras to left and right to get a good 3D effect

@Sgeo on Discord provided a tool to help in calculating the settings for Firestorm VR Mod.. at least to give you a starting position to adjust to your taste…

https://sgeo.github.io/firestorm-vr-calculator/

Source of the calculator is at https://github.com/Sgeo/firestorm-vr-calculator

Hovertips

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. Via that same preferences panel, you might alternatively prefer to lengthen the delay before hover tips are activated.

Chat Bubbles

In VR Mode it may be useful to show local nearby chat in “bubbles” over each avatar’s head. This can be done via Preferences > Chat.


T R O U B L E S H O O T I N G

Misaligned VR Cursor

Note from Gaffe on Discord: Firestorm VR Mod’s VR cursor will have a small-to-extreme offset on Windows in particular if you are using Windows UI Scaling with any settings OTHER than 100%. To fix the VR cursor offset, set the Windows UI Scaling for your primary display to 100%.

Missing Menus and Buttons in Centred VR View

If you notice that the top menu bar and bottom and side button areas do not show in your headset when you are in VR Mode and your view is centred (i.e. mouse is positioned centrally in the 2D view) it may be that the VR settings you chose for Texture Shift and Texture Zoom need to be adjusted, or set to zero.

All Black HMD Display or Black Edges or Strips in HMD Display

An all black display in the VR HMD was an issue in earlier versions and is mostly resolved now… but it can still occur with some headsets. In case you encounter issues with a black HMD display… Peter Kappler suggests the following:

  • Create a program-specific profile for the viewer in your graphic card settings and enable FXAA.
  • Second Life only supports FXAA. Other types of Anti-aliasing can be disabled.

Firestorm VR Mod shifts the display in VR mode to an edge if the mouse or pointer is placed towards an edge or corner of the viewer window. This is to allow easier access to menus, user interface buttons and HUDs. It can be confusing though if you enter VR mode and find that part of the view is black. It is usually because the mouse is placed towards a corner or edge. Just move the mouse back to the centre of the screen and the full VR view should appear.

SteamVR Reset/Quit Screen Shows in HMD

When you switch to VR mode (after activating VR with Ctrl+TAB and using TAB), you may see a “Next Up… Firestorm” message or a SteamVR popup screen to “Reset the View” and “Quit SteamVR”. This has been observed to occur on the first run of a newly installed viewer. It can usually be dismissed with your controller if that is active, but if not the screen may continue to show the popup in VR mode in the HMD. Try another round of ctrl+TAB and TAB or if that does not work try stopping and restarting the viewer to clear this. These glitches may be more to do with legacy OpenVR + the latest SteamVR updates rather than Firestorm or VR Mod code changes.

Function Keys and Gestures

If you have issues with some of the Function keys (F5 or other Firestorm VR Mod keys) not working… look to see if the F keys involved are mapped to active “Gestures”. You can find a list of the gestures you currently have active and the keys associated with them using the “Gestures” toolbar button… or the Comm -> Gestures menu item (Ctrl+G shortcut).

Adjust Over-the-Shoulder Camera View to Suit Yourself

Sometimes in VR mode the camera will be too high or far back from the avatar. If so, press Esc a couple of times, then Shift+Esc a couple of times, or Ctrl + 9 resets the camera to its default position. Shift + scroll mouse button moves camera up and down. You can also set specific Debug Settings (Ctrl+Alt+Shift+S) for camera positions, e.g. “CameraOffsetRearView”. If that doesn’t help, see http://wiki.secondlife.com/wiki/Camera_Control

A D V I C E    O N    F R A M E    R A T E

You do need to ensure you have a good frame rate to have a comfortable VR experience. The Firestorm VR Mod Viewer will not work well if the Second Life/OpenSim region you visit cannot normally be displayed in 2D with a decent frame rate. In VR mode you can assume you will get 50% or less of the frame rate that shows on the 2D normal screen. At low frame rates bad flickering or texture tearing will occur in VR mode. My suggestion is to look at the frame rate (in Firestorm it is displayed in the upper right hand corner of the viewer) and to adjust the graphics settings (especially draw distance, shadows and quality sliders) until you have around 100fps (and definitely more than 50fps) and then try VR.

You may need to disable “vsync” in Settings -> Graphics -> Hardware as if this is on (the default) the FPS is capped to the frame rate of your 2D monitor (often 60fps, meaning in VR you would get less than 30fps).

Firestorm includes an “Improve Graphics Speed” performance tool and facilities to autotune the FPS which may be helpful. See advice on FPS improvement and the new “Performance Floater” and “FPS Autotune” capabilities in Beq Janus’s Blog Post (21-Mar-2022).

To improve frame rate (FPS) you might opt to set shadows to “None”, Water reflections to “None: Opaque”, Mirrors “Off” and use a reasonably low draw distance appropriate to the scene. Also close viewer UI windows and tools and detach any HUDs you are not actively using. The rendering of Linden Water, the water surface and its effects, can significantly reduce frame rates. Setting water reflections to “None; opaque” which gives a big FPS boost whilst still leaving the water looking okay. In an extreme situation, and in an environment that makes sense such as a meeting room, disabling Linden Water entirely can boost frame rates. Do that via Advanced -> Rendering Types -> Water. If the Advanced menu is not shown use Settings -> Advanced -> Show Advanced Menu or World -> Show More -> Advanced menu.

Peter Kappler also suggests: Particles… a fireplace is going to eat 20 to 30 fps! So turn them off for VR.

Tips from David Rowe for using the CtrlAltStudio VR Viewer (which is no longer maintained) may also be relevant:

  1. To improve your frame rate, reduce your draw distance and/or tweak other display settings such as advanced lighting model, shadows, FOV, pixel density, etc.
  2. Make sure you don’t have Preferences > Graphics > Rendering > Limit Framerate enabled.
  3. To display avatar chat above avatars use Preferences > Chat > Visuals > Show chat in bubbles above avatars.
  4. With floating text you may want to adjust the distance the floating text fades at so that distant text is not so annoying in VR mode: Preferences > User Interface > 3D World > Floating text fade distance.

C O N T R O L L E R S

Currently, specialised VR Controllers are not supported, but a range of game controllers and 3D navigation devices do work where supported by the normal viewer code.

Xbox One Controller

Xbox One Controller
An Xbox One controller as used with the Oculus Rift (or an Xbox 360 controller) can be enabled, as usual, in Firestorm via Preferences -> Move & View -> Movement -> Joystick Configuration -> Enable Joystick.

You will probably find the controls are under or over sensitive, or some buttons and triggers don’t do what you expect. See this blog post and the image here (click for a larger version) for some suggestions as to how to amend the settings…
https://hugsalot.wordpress.com/2012/12/03/joystick-settings-for-firestorm-with-xbox-360-controller/

You might want to enter “-1” rather than axis “5” as an indication that axis is not mapped. With the setup suggested the “A” button toggles between the normal avatar view and “FlyCam” mode allowing you to move the camera separately to the avatar.

3D SpaceNavigator or SpaceMouse

As with all versions of Firestorm, the viewer supports other forms of “joystick”. One is the 3Dconnexion SpaceNavigator (aka SpaceMouse) which is a “3D mouse” supporting both avatar motion and by clicking the left hand button the separate “FlyCam” camera control.

My recommendation is to install the SpaceNavigator just by plugging it into Windows and receiving default Windows drivers for the device. I do not install any special SpaceNavigator drivers as suggested on the Second Life Wiki, some of which are incompatible with Second Life viewers.

S O U R C E

Firestorm source is available at https://github.com/FirestormViewer/phoenix-firestorm. Look under “Commits” and select the branch for the specific Firestorm version required.

With Firestorm VR Mod Peter Kappler uses a coding approach which injects VR capabilities into the Firestorm Viewer to make the mod easier to maintain in future and for others to repeat or adapt. The source is available from his web page at https://gsgrid.de/firestorm-vr-mod/ [Local Copy].

Impressively, the source is written in a way that it requires only some editing in the llviewerdisplay.cpp and adding 2 files to the project. All changes are marked with #####P373R##### comments. Peter also included the openvr header and lib files you will need in the rar. For information about the rest of the files you will need, read how to compile Firestorm at https://wiki.firestormviewer.org/fs_compiling_firestorm.

Latest version of openvr_api.dll can be obtained (Win64 version for this test version) from https://github.com/ValveSoftware/openvr/tree/master/bin/.

The GitHub Actions (GHA) source by @HumbleTim used to combine Firestorm source and Peter Kappler’s P373R VR Mod addons, make necessary adaptations and build it using Microsoft Visual Studio is available via https://github.com/humbletim/firestorm-gha.

V R L A N D – T E S T   A R E A

VRLand on OSGrid is a metrics area for performance testing and to establish virtual field of view in your VR headset.

hop://hg.osgrid.org:80/RuthAndRoth/16/16/1000

More detail at: https://blog.inf.ed.ac.uk/atate/2016/07/20/vrland-a-community-and-test-region-for-virtual-reality-in-virtual-worlds/

You can also pick up a VR Headset attachment for your avatar in OpenSim on the OSGrid on both the RuthAndRoth and (if available) the VRLand regions. Or in Second Life pick up the VR HMD on the Second Life Marketplace. The 3D models of the Oculus Rift were provided for free use by William Burke (MannyLectro) and imported to OpenSim by Michael Cerquoni (Nebadon Izumi) and Second Life by Ai Austin.

F5 Settings for Specific VR HMDs

  • Oculus Rift DK2
    • Meta Quest Link app version 66.0.0.308.370. SteamVR Version 2.6.2.
    • IPD = 65.0 (default)
    • Focus Distance = 10.0
    • Texture Shift = 0.0
    • Texture Zoom = 0.0
    • FOV = 100.0
  • Oculus Rift CV1
    • Meta Quest Link app version 66.0.0.308.370. SteamVR Version 2.6.2.
    • IPD = 65.0 (default)
    • Focus Distance = 10.0
    • Texture Shift = 50.00
    • Texture Zoom = 0.0 (others report 86-200 works)
    • FOV = 100.0
  • Please provide other VR HMD settings

Missing .dll

If you see errors like “missing vcruntime.dll”, “missing msvcp.dll” or the application is not starting at all, then please download and install Visual C++ Redistributable for Visual Studio (link for 64-bit operating systems).

Frames Per Second (FPS) Testing

With Mirrors Without Mirrors Second Life Release 7.1.8.9375512768 56 120 Firestorm 7.1.9.74745 57 135 VR Mod 7.1.9 before ctrl+tab 55 130 VR Mod 7.1.9 after ctrl+tab 2D mode 50 98 VR Mod 7.1.9 VR mode 20 37

Firestorm VR Mod 7.1.9.74745 for testing.
Graphics: Ultra. Draw Distance: 256m. Environment fixed = Midday.
FOV, camera, location, 2D windows size, etc all identical.
No other avatars on region.
Server: Second Life.

Test of Firestorm VR Mod 7.1.9.74745 in @SecondLife with my usual VR Mod Graphics Settings. 2D = 185fps, VR Mode = 75 fps. Click thumbnail for larger size image to see graphics settings used.

Firestorm – OpenSim Add Grid

2024, June 15 - 19:35

Firestorm 7.* provides an add grid a capability accessible under the drop down Grid List or directly visa this URL…
https://phoenixviewer.com/app/fsdata/fs_grid_builder.html

This grid list and the add grid links are based on https://www.hypergridbusiness.com/statistics/active-grids/

Adding a Grid to the Grid list which Firestorm Uses

Firestorm menu Viewer -> Preferences -> OpenSim allows grids to be added just by entering their loginURI. This then asks the grid itself (which must be online at the time) for other information as needed.

Firestorm also provides a way for any grid owner or user to provide a link which when clicked will automatically add the grid to the list to be used by Firestorm for grid selection:

hop:///app/gridmanager/addgrid/http%3A%2F%2Fyour-grid.com%3A8002

Note the use of three slashes. The hop:// protocol is normally registered to launch the Firestorm viewer at the time it is installed. secondlife:// may also be used but you may have registered that to a Second Life only viewer. The last part of the URL is the URL-encoded grid login URL with : (%3A) / (%2F) and spaces (%20) encoded. Note the port is required even if the loginuri for the grid leaves it optional :80.

OAR Converter

2024, June 10 - 16:45

OAR Converter can take an OpenSimulator Archive (OAR) and from it create textures, meshes and terrain suitable to import into a Unity or Unreal Engine scene. This blog post covers use converting an OpenSim OAR to Collada for use via Unity. It describes OAR Converter 1.7.* an update in June 2024 to replace the earlier version 1.0.6 from 2013-2017.

From Unity a range of virtual world or virtual reality experiences can be created. The converter has been created by Fumikazu Iseki (Avatar: @Fumi.Hax – @fumi_hax) and his colleagues at the Network Systems Laboratory of Tokyo University of Information Sciences (TUIS) in Japan with support from Austin Tate at the University of Edinburgh.

  • OAR Converter from OpenSimulator Archive (OAR) to Collada files for use in Unity3D.
  • Software developed by Fumi Iseki, Austin Tate, Daichi Mizumaki and Kohe Suzuki.

Download the OAR Converter for Windows latest version from https://blackjack.nsl.tuis.ac.jp/Download/Release/OARConverter/OARConvWin-1.7.9.zip
(file: OARConvWin-1.7.9.zip) [Local Copy]. Latest Version at the time of this blog post in June 2024 is v1.7.9 (at 15-Jun-2024).

This blog post is provided for convenience and using content from the original TUIS OAR Converter Japanese Web Site which should be considered definitive.

OAR Converter can run on Linux and Windows and source code is available. Full instructions for compiling and using the source code version on these platforms is available via the TUIS Wiki OAR Converter Page. For convenience a version with Windows UI is available as a ready to run package.

Note that an OAR file is actually a .tar.gz (.tgz) file, and hence is a Unix TAR format contents zipped to compress it to a smaller file. Sometimes downloading an OAR file can lead to the web server of underlying file save unzipping it automatically. Make sure you are using a normal OAR file or the OAR Converter will report the error message “File Extract Error”.

OAR Converter with Windows UI – Quick Start

Download the OAR Converter for Windows latest version from https://blackjack.nsl.tuis.ac.jp/Download/Release/OARConverter/OARConvWin-1.7.9.zip
[Local Copy]. Latest Version at the time of this blog post is v1.7.9 (at 15-Jun-2024).

For straightforward conversions, simply follow these steps:

  1. Place your OpenSim OAR file in a suitable directory. Using defaults, the conversions will be for Collada (DAE) and use in Unity, with the outputs placed in separate subdirectories of this same directory with names based on the OAR file name prefixed by OAR_ and DAE_
  2. You can use “Tools” -> “Output Format” and “Tools” -> “Settings” to change this.
  3. Run the OAR Converter and using “File” -> “Open OAR File” select the OAR file you wish to convert. This will create a directory called OAR_ with the unpacked contents of the OAR file ready for conversion.
  4. Now select “File” -> “Convert Data” from the OAR Converter File menu. This will create a directory called DAE_ with the converted content in it.
  5. The DAE_ directory created will contain the DAE/Collada objects for the conversion which have colliders (are solid) and one special DAE/Collada object for the terrain (named the same as the OpenSim region name). It will also have sub-directories for all Textures and for the Phantoms (objects with no collider).

Import to Unity3D

You could follow the video instructions in this YouTube video by Fumikazu Iseki. The first part of this video shows the use of the Linux version of the converter, but the part from [2:23] to [6:10] gives an example of importing the converted DAE/Collada folder contents and merging that with a Unity project/scene including adding a Unity Standard Asset water surface. Importing the included “UnityChan” character is shown in the last part of the video.

Import to Unity – Quick Start

  1. Ensure you add relevant parts of the contents of the “Unity” folder in the OAR Converter distribution into your Unity project, adding Editor/SelectOARShader.cs and Editor/SetLocationByParameter.cs at least.
  2. In your Unity project add an empty game object at 0,0,0 and name it the same as your OpenSim region name. Under this add three empty game objects named Solids, Phantoms and Terrain also at 0,0,0.
  3. Drag the DAE_ folder in its entirety onto the Unity “Project” (Assets) panel.
  4. Select all the objects in the top level of this directory except the Textures and Phantoms sub-directories and drag them onto the “Solids” game object in the Unity “Hierarchy” panel.
  5. Optional: As the (large) terrain object for the region is imported it is usually split automatically by Unity into three sub-meshes of less than 64k polygons. These are all under one object named the same as your OpenSim region and will have sub-mesh names starting “GEOMETRY_”. You may wish to move this terrain objects and its three parts to the “Terrain” object in the hierarchy for tidiness and ease of management.
  6. Select all the objects in the Phantom directory and drag them onto the “Phantoms” game object in the Unity “Hierarchy” panel.
  7. Look at the imported objects and if you see any that are not correctly textured (usually showing as magenta coloured items) perform a “Assets” -> “Reimport All” to fix that.
  8. Optional: Add a water layer at 0,0,0. [Instructions in YouTube Video][2:23] to [6:10].
  9. Optional: Add a ThirdPartyController/Avatar to be able to run the scene and view the contents. [Instructions in YouTube Video] after [6:10].

Project Base for OAR Converter Projects

Once you have successfully tried a conversion and understand the elements, you may wish to create a base for any future OAR conversion… which can include all the steps except for the drag and drop in of the actual DAE converted content. Do this yourself to incorporate the very latest OAR Converter content, scripts and Unity assets. You can if you wish save this as a “unitypackage” to incorporate into future Unity projects.

For convenience my own base project is available at http://www.aiai.ed.ac.uk/~ai/unity/oarconv/ (file: Unity-OAR-Converter-Base.unitypackage). This can be loaded into a “New Project” made in Unity 6000.0 onwards. I use the 3D Template with the “Built-in Render Pipeline”. It provides Mixamo Xbot and Ybot avatars along with UnityChan movement animations and avatars linked cameras.

After that you can make a copy of the base project you created, or create a new unity project and import the unitypackage as a base, and then drag the OAR Converter produced “DAE” directory into the Unity Project Assets area, add the DAE folder assets and those in the DAE/Phantoms folder to the hierarchical view panel. Adjust the position of the chosen avatar and attached camera to suit the region, save the project, save the scene, and you should be good to go.

Advanced Uses – Settings

OAR Converter has Tools and Settings to allow for a range of more flexible uses. As well as Collada .DAE files it can create Wavefront OBJ, FBX (forthcoming) or .STL files (suitable to drive 3D printers).

Exported objects can be shifted in the X, Y and Z (up/down) directions, perhaps for multiple side by side regions on a 256mx256m grid. [Note: this is also easily done afterwards in the Unity editor also.]

Once objects are converted they can also be examined in a 3D viewer built into the tool.

Advanced Uses – Avatar Conversion

This version of OAR Converter can also help with importing OpenSim avatars into Unity. The avatar should be added into an OpenSim scene before making the OAR to make it available for the OAR Converter to use. the “Use Joints” checkbox must be ticked in Settings to allow this. The process is quite involved but instructions by Fumi are in this video: https://blackjack.nsl.tuis.ac.jp/video/PronamaChan_are_go.mp4

WebGL – Web Presentation of OAR Conversions via Unity

Once an OAR has been converted and imported to Unity, so long as you have installed the WebGL capability to Unity (it can be added if its not yet installed) you can make a WebGL build of your project. here are a couple of examples:OpenVCE – the Open Virtual Collaboration Environment as it appears on OSGrid; Marineville – an underwater build as it appears on OSGrid; and TUIS – Network Systems Laboratory of Tokyo University of Information Sciences. Click images below to open the WebGL experience.


Export from Unity to glTF

As glTF becomes a mesh content format accessible in Second Life and OpenSim it might be useful to be able to take OAR Conversions to Unity and export to glTF. A glTF importer and exporter is available for Unity. Details of how to add it to your Unity Project and create a glTF export are at https://blog.inf.ed.ac.uk/atate/2024/04/29/gltf-exports-from-unity/. Once converted the glTF mesh can be imported to various platforms such as Blender or Second Life (via the Develop -> Render Tests -> glTF Mesh Preview or Develop -> GLTF -> Open capabilities in recent Second Life Viewers).


Technical Papers on 2017 version

Iseki, F., Tate, A., Mizumaki, D. and Suzuki, K. (2017) OpenSimulator and Unity as a Shared Development Environment, Journal of Tokyo University of Information Sciences, Vol. 21, No. 1, pp.81-87 (2017). [PDF Format]

Iseki, F., Tate, A., Mizumaki, D. and Suzuki, K. (2017) OAR Converter: Using OpenSimulator and Unity as a Shared Development Environment for Social Virtual Reality Environments, OpenSimulator Community Conference 2017 (OSCC-2017), 9th-10th December 2017. [PDF Format] [Presentation: PDF Format]

Further Information and Resources

OAR Converter License

OAR Converter © 2014-2016 Fumi Iseki, Austin Tate, D.Mizumaki and K.Suzuki
License (2016 11/19) – http://www.nsl.tuis.ac.jp/, All rights reserved.

Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:

  • Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
  • Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
  • Neither the name of the OAR Converter nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.
  • Please respect the copyright of content providers when using OAR Converter.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS “AS IS” AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

OpenSim – Japan Open Grid

2024, June 7 - 10:44

The Japan Open Grid (JOG) is a hypergrid enabled virtual world created by Fumikazu Iseki (Avatar: Fumi Hax – @fumi_hax) and his colleagues at the Network Systems Laboratory of Tokyo University of Information Sciences (TUIS) in Japan. Fumi is the creator of the OAR Converter and other useful OpenSim and virtual world tools.

Loginuri: http://jogrid.net:8002
Web Interface: https://www.jogrid.net/wi/
Arrival region and shopping mall: hop://jogrid.net:8002/Dejima/129/128/27


The arrival region has a range of shopping malls. Hypergrid visitors may find some free items or local currency offered to them via poster boards to purchase items.

Second Life – glTF Import Progress

2024, June 1 - 15:18

Linden Lab is in the process of adding glTF 3D model support to Second Life, starting initially with PBR materials and moving on to full glTF (and .glb) scene, mesh nodes (including hierarches), materials and animation import and export for round trip updates between the viewer and external 3D modelling tools like Blender. As part of this effort a Release Candidate “Materials featurette” viewer is already available that lets you locally load a glTF mesh or scene (multiple meshes). The contents are visible only to yourself and not saved at present though test viewers are already experimenting with upload of glTF meshes. @davep (Runtai Linden) has stated that the eventual aim is to be able to import anything as it shows in the Khronos glTF Sample Viewer or in Adobe Substance.

glTF Mesh Loading Method

Though the method by which glTF meshes are loaded will change, for test purposes the following procedure can be used as at 8-Jun-2024:

  1. Create a simple prim, such as a cube and scale it to 1.0m. The scale is used to set the scale of the mesh that will be imported. So 0.5m would be 50% scale. 1.0m would be 100% scale. You might want to also rotate it by 90 deg in the X direction as that corresponds with the usual orientation of models in Blender.
  2. Edit the cube to select it as the target to attach the glTF mesh.
  3. Use Develop -> Render Tests -> glTF Scene Preview to select a .gltf or .glb file containing your model. [This will be replaced by other methods alter: e.g. in some glTF Development test versions use: Develop -> GLTF -> Open, save As, Upload]
  4. Rotate or move the object as necessary. Also scale as you wish.
  5. Make the root prim be 100% transparency to hide it.
  6. You can select parts of the mesh using “Edit Linked” to move, rotate and scale them. Selecting the root of a part hierarchy moves the whole item (e.g. for a wing of a vehicle).
  7. In some glTF Development test versions after adding a mesh to a root prim, you can use: Develop -> GLTF -> Upload< to upload the content to Second Life servers. This can only work on regions with the GLTFUpload debug setting true. This uploads the textures and then the glTF bin (mesh) and gltf (wrapper) files. After the upload finishes (indicated by a final two L$1 uploads) you can Take or Take Copy the root prim into inventory to save it for reuse from inventory.
  8. You can link other prims or mesh objects to a glTF mesh if you wish (e.g. to add scripted seats to a vehicle). You can also attach the mesh to avatar locations and position it, e.g. for swords.

At present texture need to be a power of 2 on each side, though that constraint should be relaxed in due course since the Khronos glTF Sample Viewer can render non-power of 2 textures okay.

A short video by @davep (Runtai Linden) shows the process [Video (MPEG4) via Discord]

Potted Plants Meshes

Sketchfab – Optimized Potter Plants by by Nicholas-3D (@Nicholas01)
Suggested by @davep (Runtai Linden) as a free test mesh.

https://sketchfab.com/3d-models/optimized-potted-plants-967b4bf23fac4098993776fcfc2d3318

Ready Player Me glb Avatars

Ready Player Me (https://readyplayer.me) avatars are made available as .glb meshes, ready rigged (with Mixamo compatible skeletons) and PBR materials. They appear to load fine in the test viewer. Of course the rigging is not operational at this stage.

This avatar is available in .glb format via
https://models.readyplayer.me/6619152aaaa958d48f2143ee.glb


Supercar, Black Rock Lab Mesh and Mike Mercury Statue Meshes

I uses these meshes as tests in various platforms. Supercar has 510174 vertices and 273230 triangles. Black Rock Lab Exterior has 68412 vertices and 39037 triangles. Black Rock Lab Interior has 455142vertices and 181935 triangles. The Mike Mercury figure has 42606 vertices and 24415 triangles.

As at Second Life Release 7.1.7.8852879962 on 29-Apr-2024 Supercar, Mike Mercury figure and Black Rock Lab interior and exterior are all rendering quite well. The Black Rock Lab textures are not yet showing as many are not set to a power of two.

RGU Oil Rig

RGU Oil Rig glTF mesh loaded in Second Life Test 7.1.7.9121781241 (17-May-2024). The model has 955880 triangles and 1303822 vertices and 9342 mesh elements.

OpenSim-NGC – Resources

2024, May 31 - 15:39

A variant of OpenSim created by Mike Dickson and his collaborators is “OpenSim – Next Generation Core”. The aim stated there is:

The OpenSim-NGC project is designed to be different from OpenSimulator Core in a couple of important ways. We place an emphasis on quality and security testing of our code. This is built into our development process, so the team gets continuous feedback on how we’re doing in that regard. The security focus is especially important and feeds into another “project” we’re developing. The Trusted HyperGrid is a set of policies and practices that grid owners have adopted to ensure residents and content creators are as protected as we can possibly make them through both process and technology. You can read about the History of the project here.

Second Life – Duet Using Suno.ai

2024, May 26 - 15:27

https://maps.secondlife.com/secondlife/Yawgoo/84/96/2992

An installation by technorabbit in Second Life. Replicants Duet between Deckard and Rachel inspired by Bladerunner

Information from YouTube Video description: This demonstration makes use of https://suno.ai to generate the voices and backing track for a duet between Deckard and Rachel inspired by Bladerunner. Various sub-themes were combined into a poem. A chorus or two were used to rewrite the poem into a song, which was then fed into Suno.AI to generate the audio. The arm and lip movement was derived from automated closed caption tooling.

While suno.ai might have done the singing, the lyrics come from human sources; and then there is costuming, direction, post-production, scouting venues, and many more aspects than the singing. The video is shot in Second Life because 3D settings and production costs are so low — there are just so many creative and fully built out venues available.

Three Hills Grid – Pandora

2024, May 22 - 15:06


There are many wonderful Na’vi/Avatar themed virtual world regions in Second Life and OpenSim. See some examples in my log posts https://blog.inf.ed.ac.uk/atate/?s=na’vi

A new one for my exploration is the Iknimaya region on Three Hills Grid, an OpenSim DreamGrid-based installation. Explore the region, its flora, fauna and the clans of Iknimaya. Pick up some of the free items of Na’vi apparel.

https://opensimworld.com/hop/83767
hop://three.hills.grid.outworldz.net:8002/iknimaya/107/121/23


Blender – Fix Mirrored Parts Shading Issues

2024, May 21 - 11:41

I am getting shading/colour issues on glTF exports of parts in Blender models that were probably created in the far distant past as a mirror of an airplane wing or piece on one side transposed to the other. The “broken” parts sometimes look dark or black in Blender at other times they may be normally coloured. For some parts I was just able to duplicate and mirror the part again in Blender 4.1.1 to replace a broken object and that worked fine. But some parts cannot be mirrored.

I can’t see what the difference is between each side, but when I export to glTF (for example) in the Khronos viewer the parts shows as a grey colour versus the proper colour of the other side. I checked and there is no negative scale on the piece. I also flipped face normals (both ways!) but that made no difference.

I have checked a glTF export of the Blender model in the Khronos glTF Sample Viewer and in the tool’s Debug Settings the faulty part does have different “Shaded Normals”, “Geometry Normals”, “Geometry Tangents” and “Geometry Bitangents”.

I wonder if anyone has seen this and knows the trick to correct it?

Ideally I want to be able to fix the model in Blender, be able to export as glTF and have that work in the Khronos glTf Sample Viewer without shading issues. The have a process clear enough ton be able to repeat on other models with similar issues. As well as document that process here to help others in future.

X-15 Rocket Plane Test Model

This occurs on multiple Blender models, but one sample X-15 rocket plane model that exhibits this behaviour is the “X-15-1” by TaffGoch on 3D Warehouse
https://3dwarehouse.sketchup.com/model/a3a3a3d2ccc590eeaef99de91a3e555/X-15-1

Khronos glTF Sample Viewer and Debug Views


Discussions and Online Suggestions

https://forum.unity.com/threads/symmetric-models-with-mirrored-normal-maps-shader-fix.65859/

https://www.reddit.com/r/opengl/comments/sectzr/i_suspect_the_loaded_model_tangent_bitanget_and/

These posts clearly are exploring the right area, so it is likely its something to do with normals, tangents and bitangents! But all the suggest I tried in here (that I can understand) have not worked, eves the idea of exporting via FBX and reimporting.

glTF Abstract Art – Exploded Oil Rig Model Parts

2024, May 17 - 11:55

Exploded Oil Rig Model Parts in Second Life Project Gltf Development 7.1.7.9103672349 (16-May-2024)

When a glTF model is loaded into the Second Life glTF mesh capable viewers that are under development the parts can be stretched out, rotated or misaligned. This occurs right up to 17-May-2024 e.g. in in Second Life Project Gltf Development 7.1.7.9103672349. But the effect produced is almost like an abstract painting.

The issue is being corrected and the model loads without distortion in glTF Upload version – Second Life Test 7.1.7.9121781241 (17-May-2024)

Test at 4-Jun-2024

Second Life Release 7.1.8.9296076745 (Materials Featurette Release Candidate) still has the exploded parts issue. Second Life Project Gltf Development 7.1.8.9309468311 (Test Viewer) displays the Oil Rig correctly.

OpenSim – Server Quick Start

2024, May 15 - 17:00

OpenSimulator (often shortened to OpenSim) is an open source virtual world platform which implements most of the Linden Lab Second Life virtual world protocols and extends it in some ways convenient for educational and other extended uses. This blog post describes a quick start to get a locally hosted server up and running.

Simple Start (standalone on localhost using SQLite)

Use last formal release in precompiled binary from http://opensimulator.org/wiki/Download#Current_release

Unzip it and run bin/OpenSim.exe and answer the questions for the initial region and admin avatar setup. Except for specifying an initial region name most can just be set to their defaults. Don’t leave the initial user password blank as viewers usually insist in a password being entered to login.

Use localhost:9000 as the grid name to login. If necessary add this to the grids available in any OpenSim capable viewer (such as Firestorm via Viewer -> Preferences -> OpenSim).

Latest Dev Master Version (standalone on localhost using SQLite)

Download latest Dev Master source from http://opensimulator.org/viewgit/?a=shortlog&p=opensim

runprebuild and compile using Dotnet8 (Visual Studio 2022 Community Edition).
See https://blog.inf.ed.ac.uk/atate/2024/04/21/opensim-using-net-8-0/

Rename bin/OpenSim.ini.example to OpenSim.ini
Rename bin/config-include/FlotsamCache.ini.example to FlotsamCache.ini
Rename bin/config-include/osslEnable.ini.example to osslEnable.ini
Rename bin/config-include/StandaloneCommon.ini.example to StandaloneCommon.ini

Run bin/OpenSim.exe and answer the questions for the initial region and admin avatar setup. Except for specifying an initial region name most can just be set to their defaults. Don’t leave the initial user password blank as viewers usually insist in a password being entered to login. Note through that if yo forget this you can use the “reset user password” OpenSim console command to set any user password afterwards.

Use localhost:9000 as the grid name to login. If necessary add this to the grids available in any OpenSim capable viewer (such as Firestorm)

Getting fancier – mods to OpenSim.ini:
uncomment line [Messaging] StorageProvider = OpenSim.Data.MySQL.dll for messaging support.

Add Content – OARs and IARs

Content can be added via OpenSim Archives (OARs) and Inventory Archives (IARs). E.g. to load the OpenVCE OAR… use this command in the OpenSim.exe console:

load oar https://openvce.net/resources/downloads/opensim-openvce.oar

You can then pick up a box with sample avatars, etc.

Enabling Hypergrid

Can be added in so long as you have an externally accessible IP or domain name. Canyouseeme.org provides a web page that will display the current IP address your network is on. You usually have to set up the firewall and port forwarding on your internal network and router to the computer you are using to host OpenSim.

There are “Dynamic DNS” services that map a such as Outworldz.net that provide a facility to set up stable domain names where your own IP address might be frequently changing. See this link for more details. That facility is also built into Fred Beckhusen’s DreamGrid distribution of OpenSim.

Firestorm grids.xml at May 2024

2024, May 13 - 08:50

Firestorm has a file named grids.xml giving an initial list of grids which can be selected in the “Grid” drop down menu for login. As at May 2024 it has about 25 OpenSim grids and the Second Life main (Agni) and Second Life Beta (Aditi) grids. Firestorm provided a web page where grid owners could ask for entries to be added (no longer active). But over the years the grid.xml list has contained little used and even no-longer exiting grids. The Firestorm development team commented that it was difficult to know which entries to add or remove and felt it would be something that the OpenSim community itself might be able to manage or assist with. This blog post provides resources that may be useful.

Latest Firestorm GitHub source location of grids.xml:
https://github.com/FirestormViewer/phoenix-firestorm/blob/master/indra/newview/app_settings/grids.xml

Grid Manager Grid List Presentation Process

user_settings grids.user.xml is seeded from app_settings grids.xml (minus all DEPRECATED entries) on first actual login (or change in the Preferences -> OpenSim grid list). New grid entries you add are placed in that file. Grid Manager entries you delete are marked as “USER_DELETED” in grids.user.xml and are hidden from the grids list presented to the user.

user_settings grids.remote.xml is created each time you run Firestorm and set from a remote file named http://phoenixviewer.com/app/fsdata/grids.xml on the Firestorm servers. It allows the Firestorm team to be able to remotely add new grids to the viewer grid manager without having to issue viewer updates. See https://wiki.firestormviewer.org/fsdata_communications

Each entry has a timestamp and that is used to determine the correct version of a given grid to use. That allows the Firestorm team to update on the website (historically) which would override the locals, but the more usual case is the locals override the server.

Any change to the app_settings grids.xml needs to be made also at http://phoenixviewer.com/app/fsdata/grids.xml or the remote entries will continue to show in the Grid Manager unless the user has explicitly deleted them in the Preferences -> OpenSim Grid manager list.

Firestorm app_settings: %programfiles%\FirestormOS-Betax64\app_settings

Firestorm user_settings: %AppData%\Roaming\Firestorm_x64\user_settings

Adding a Grid to the Grid list which Firestorm Uses

Firestorm menu Viewer -> Preferences -> OpenSim allows grids to be added just by entering their loginURI. This then asks the grid itself (which must be online at the time) for other information as needed.

Firestorm also provides a way for any grid owner or user to provide a link which when clicked will automatically add the grid to the list to be used by Firestorm for grid selection:

hop:///app/gridmanager/addgrid/http%3A%2F%2Fyour-grid.com%3A8002

Note the use of three slashes. The hop:// protocol is normally registered to launch the Firestorm viewer at the time it is installed. secondlife:// may also be used but you may have registered that to a Second Life only viewer. The last part of the URL is the URL-encoded grid login URL with : (%3A) / (%2F) and spaces (%20) encoded. Note the port is required even if the loginuri for the grid leaves it optional :80.

grids.xml as at Firestorm 7.1.7.73900 Beta (13-May-2024)

OpenSim Grids:
alternatemetaverse.com:8002
astralia.eu:8002
cc.opensimulator.org:8002
craft-world.org:8002
discoverygrid.net:8002
fireandicegrid.net:8002
gaynations.org:7002 (DEPRECATED)
goto.theencoreescape.com:8002
grid.3rdrockgrid.com:8002
grid.avacon.org:8002
grid.kitely.com:8002
grid.virtualife.cloud:8002
grid01.from-ne.com:8002 (DEPRECATED)
hypergrid.org:8002 (closed in June 2022)
islandoasisgrid.biz:8002
lfgrid.com:8002
login.aviworlds.com:8002
login.digiworldz.com:8002
login.francogrid.org:80
login.greatcanadiangrid.ca:8002 (DEPRECATED)
login.osgrid.org
login.ufsgrid.com:8002 (DEPRECATED)
login.zetaworlds.com
login.zonenations.com:8002
login.main.mobiusgrid.us:8002 (DEPRECATED)
partydestinationgrid.com:8002
tanglegrid.net:8002
thekazgrid.com:8002
grid.alifevirtual.com:8002 (DEPRECATED)
www.alifevirtual.com:8002
grid.avatarconnection.com:8002 (DEPRECATED)
grid.roleplayworlds.net:8002 (DEPRECATED)
inworldz.com:8002 (DEPRECATED)
login.avination.com(DEPRECATED)
login.danger.osgrid.org (DEPRECATED)
reactiongrid.com:8008 (DEPRECATED)
login.aurorascape.com:8002 (DEPRECATED)
vidadupla.com.br:8002

Second Life Grids:
util.aditi.lindenlab.com (Beta)
util.agni.lindenlab.com (Main)

Tidy Up Stages and Process

The initial idea is to simply do a tidy up and not try to remove any active entries already there.

  1. Leave all entries “as is” if the grid is not closed and if their loginURI or root web site is accessible, even if some are showing certificate or other issues currently. See checks below.
  2. List closed or inaccessible grids as “DEPRECATED”.
  3. PR 15 Addition (top recently active grid on Hypergrid Business OpenSim Statistics) – grid.wolfterritories.org:8002
  4. Add localhost:9000 to defaults grid list for easy “out of the box” OpenSim initial setups.
  5. Make a change to the splash page for Second Life Beta Grid. See below. NOT ENACTED after discussion and improvement to Firestorm custom splash page.

Other checks will depend on OpenSim community feedback and usage statistics and should be left to a later stage.

Entries No Longer Accessible marked as DEPRECATED

The following Grids had issues on test, but most had their base domain name still active. Only those actually closed down or whose domain is now not related to the OpenSim Grid will be removed in this phase.

3rd Rock Grid at grid.3rdrockgrid.com:8002
(Certificate error, web site still exists)
(Grid has indicated it is closed from May 2024)
(Community move to regions on ZetaWorlds.com)

Francogrid at francogrid.org
(Servers down since March 2022, site hopes to reopen)

Island Oasis at islandoasisgrid.biz:8002
(URL issue? Chrome security check issue)

Metropolis Metaversum at hypergrid.org:8002
(Grid closed in June 2022)

Tangle Grid at tanglegrid.net:8002
(Grid closed. Domain name for sale)

The Encore Escape at goto.theencoreescape.com:8002
(theencoreescape.com domain name sold to a legal business)

Virtuallife World at grid.virtualife.cloud:8002
(URL issue for loginpage page but server responds)

Zone Nations at login.zonenations.com:8002
(URL issue for loginpage page but server responds)

Hence only 3rd Rock Grid, Metropolis Metaversum, Tangle Grid and The Encore Escape should be marked as DEPRECATED at this stage. ZetaWorlds.com is being used as a 3rd Rock Grid community hub and some members have moved to (see this HG Safari Blog Post. It is already in the grid.xml list.

In case any of the four removed grids are needed in future, these are the “addgrid” links which will add them back to the Firestorm Grid Manager list.

3rd Rock Grid: grid.3rdrockgrid.com:8002
Metropolis Metversum: hypergrid.org:8002
TanGLe Grid: tanglegrid.net:8002
The Encore Escape: goto.theencoreescape.com:8002

hop:///app/gridmanager/addgrid/http%3A%2F%2Fgrid.3rdrockgrid.com%3A8002
hop:///app/gridmanager/addgrid/http%3A%2F%2Fhypergrid.org%3A8002
hop:///app/gridmanager/addgrid/http%3A%2F%2Ftanglegrid.net%3A8002
hop:///app/gridmanager/addgrid/http%3A%2F%2Fgoto.theencoreescape.com%3A8002

See this Wik page: https://github.com/metaverse-crossroads/hypergrid-junction/wiki/Links-to-Add-Grids-for-Viewers

Inclusion by Default of localhost:9000

I think it is useful to include the default (essentially “as it come out of the box”) locally hosted standalone variant of OpenSim (loginURI: localhost:9000), as that is a mode that an initial OpenSim server user may first try.

Refinement of handling of Second Life Beta Grid Entry/Splash Page (Aditi)

Firestorm uses a custom “loginpage” entry/splash page for the main (Agni) grid at https://phoenixviewer.com/app/loginV3/ rather than the usual Linden Lab provided entry at http://viewer-login.agni.lindenlab.com/

But it also uses this same URL for the Second Life Beta grid (Aditi) which I think is not as helpful as the display of a Beta grid specific entry page that is used from http://viewer-login.agni.lindenlab.com when the Second Life Beta grid is selected gives more useful user information when the Second Life Beta grid is selected.

This is part of the advice from the Discord Second Life Server “#viewers” channel on 17-May-2024 by Journey BunnyTo implement this the agni web page has a whole host of elements of class or id “non-prod-grid-msg”

Update 18-May-2024: NOT ENACTED after discussion and improvement to Firestorm custom splash page as in the following image:

Second Life Beta Grid loginpage: https://phoenixviewer.com/app/loginV3/
Second Life Main Grid loginpage: https://phoenixviewer.com/app/loginV3/?grid=Aditi

Potential resources to get input from the OpenSim Community

Update 2-Jun-2024: Firestorm Grid Add Mechanism Changed

On 2-Jun-2024 the Firestorm 7.1.8 Beta changed to include a mechanism for adding grids based on the Hypergrid Business monthly updated grids list. The page presented to the user when adding a grid uses a Python script to take the information in the Hypergrid Business monthly updated active grids list. The contents shown can be filtered by typing any partial grid name. Information on how to add your grid to this list is provided here. The web page presented is directly accessible at: https://phoenixviewer.com/app/fsdata/fs_grid_builder.html

Batmobile 3D Model

2024, May 6 - 22:21

Based on Batmobile on Sketchup by Sam146 (https://sketchfab.com/sam146)
https://sketchfab.com/3d-models/1966-batmobile-744a9b83b392454897d296c2919f1f91

Blender import of Collada original model and textures, conversion to power of 2 textures, flipping many normals to regularise the appearance of the model and additions to more closely resemble the 1966 TV series Batmobile. glTF exportfor use in various platforms including Second Life.


Batmobile in Second Life glTF Mesh Viewer

Metaverse Crossroads

2024, May 5 - 12:00

Metaverse Crossroads is a GitHub Organization to collect together a range of resources to help promote Metaverse and linked virtual world activities and experiences. It was created by @Humbletim.

https://github.com/metaverse-crossroads

Early work includes a fix (Github link) to improve the handling of the hop:// protocol (see this blog post) for teleports between different grids and regions via the Hypergrid in response to a number of Firestorm JIRA issues (FIRE-31368,
FIRE-29276).

glTF Exports from Unity

2024, April 29 - 18:00

Testing glTF Export capability in Unity via glTFast. To install the Unity glTFast package, follow these steps:

  1. In your Unity project, go to Windows > Package Manager.
  2. On the status bar, select the Add (+) button.
  3. From the Add menu, select Add + package by name. Name and Version fields appear.
  4. In the Name field, enter com.unity.cloud.gltfast
  5. Select Add.
  6. The Editor installs the latest available version of the package and any dependent packages.

In the project select the item(s) you wish to export and right click on that or choose from menu Assets > Export glTF > choose .glb or .gltf.

ISS

ISS: glTF summary: 1626041 bytes JSON + 129848428 bytes buffer, 5660 nodes ,669 meshes ,862 materials ,332 images

RGU Oil Rig

RGU Oil Rig: glTF summary: 9567175 bytes JSON + 69171695 bytes buffer, 12157 nodes, 9400 meshes, 4408 materials, 90 images

Pisten Bully 100 and 300

Pisten Bully 100: glTF summary: 2273440 bytes JSON + 34579260 bytes buffer, 3874 nodes, 3158 meshes, 55 materials, 10 images
Pisten Bully 300: glTF summary: 1441536 bytes JSON + 10762811 bytes buffer, 2533 nodes, 1506 meshes, 35 materials, 10 images

Fallingwater

Fallingwater: glTF summary: 5183165 bytes JSON + 21756759 bytes buffer, 37292 nodes, 1589 meshes, 89 materials, 52 images

Power of 2 Images

It is sometimes the case that images have to have each side be a power of 2 to load correctly. There is a tool that can be used on images to do this. Use it prior to exporting the glTF from Unity to ensure that texture images will be portable.

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