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 Post subject: REFERENCE: Tree Module Tutorial + (October 2010)
PostPosted: Mon Oct 25, 2010 8:33 pm 
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OCTOBER-25-2010

Tree Module Information on Usage & Sample Copse Definitions
Prepared by WhiteStar Magic @ OSGrid
Tested on Version: OpenSim 0.7.x DEV 80f9022-r/14257
Date Tested: October-25-2010
As of this Date, it is confirmed that the Tree Module does NOT Work on Mega-Regions.


Tree Commands used in OpenSim CONSOLE
* tree active - Change activity state for the trees module
* tree freeze - Freeze/Unfreeze activity for a defined copse
* tree load - Load a copse definition from an xml file
* tree plant - Start the planting on a copse
* tree rate - Reset the tree update rate (mSec). This can be changed to override your XML settings, default 1000
* tree reload - Reload copse definitions from the in-scene trees.
* tree remove - Remove a copse definition and all its in-scene trees
* tree statistics - Log statistics about the trees

TIP: Safety Reasons and to keep OpenSim from running away on you, do not enable the tree module within the OpenSim.ini. That will permit it to run at startup and will inevitably cause you troubles. This is suitable if you wish to have a region with a growth pattern that emulates and essentially it will become a "Living Regions" with the Life Cycle going on.

Using Console Commands for Trees: (in order of excecution)
# change region RegionName where RegionName is the region you wish to populate
# tree load oak.xml Place the oak.xml in bin OR another path you wish to store and adjust the path to the XML file IE: c:\trees\oak.xml
# tree active true true = Activate , false = Deactivate
# tree plant Oak NOTE the spelling, IT IS CASE SENSITIVE according to the XML Definition and MUST be adhered to to Match Assets, See Tree Types @ Bottom of Posting

Removing Trees
# tree freeze Oak true Make sure you spell it correctly, The Copse Name is Case Sensitive
# tree remove Oak This removes the trees in reverse order as they were placed
# tree active false Deactivates the Tree Module

Using Multiple Copse Definitions
You an use Multiple Definitions and load as many as you like. (good & useful in the case scenario as discussed below, otherwise avoid doing so)
You can only grow ONE Copse at a time. Therefore this would be handy if you had an inworld scripted device which used osConsole Commands to issue commands to the tree module for changing Tree Copses and processing a more organic environment.

Deactivate when you are done and see your Handy Work. It is pretty cool to watch it while the trees grow, but it may take some time to start as there is a LifeCycle in play but as they mature and seed out, it's a lots of fun to watch.

Special Note:
The Tree Module is an "Environmental" module and therefore has no knowledge of Buildings or Structures on your land and it will automatically plant on Land Surface (above or below waterline). If you have structures, they will get Trees inside which you will have to clean out.


Sample Known Good Working copse XML Files
* NOTE: These are set to cover an entire region from centre out 125m in any direction. See the <m_range>125</m_range> setting

Pine-1.xml
{L_CODE}:
<Copse>
  <m_name>Pine1</m_name>
  <m_frozen>false</m_frozen>
  <m_tree_type>Pine1</m_tree_type>
  <m_tree_quantity>500</m_tree_quantity>
  <m_treeline_low>22</m_treeline_low>
  <m_treeline_high>33</m_treeline_high>
  <m_seed_point>
    <X>128</X>
    <Y>128</Y>
    <Z>0</Z>
  </m_seed_point>
  <m_range>125</m_range>
  <m_initial_scale>
    <X>4</X>
    <Y>4</Y>
    <Z>4</Z>
  </m_initial_scale>
  <m_maximum_scale>
    <X>15</X>
    <Y>15</Y>
    <Z>15</Z>
  </m_maximum_scale>
  <m_rate>
    <X>0.01</X>
    <Y>0.01</Y>
    <Z>0.01</Z>
  </m_rate>
</Copse>


Oak.xml
{L_CODE}:
<Copse>
  <m_name>Oak</m_name>
  <m_frozen>false</m_frozen>
  <m_tree_type>Oak</m_tree_type>
  <m_tree_quantity>200</m_tree_quantity>
  <m_treeline_low>21</m_treeline_low>
  <m_treeline_high>31</m_treeline_high>
  <m_seed_point>
    <X>128</X>
    <Y>128</Y>
    <Z>0</Z>
  </m_seed_point>
  <m_range>120</m_range>
  <m_initial_scale>
    <X>4</X>
    <Y>4</Y>
    <Z>4</Z>
  </m_initial_scale>
  <m_maximum_scale>
    <X>15</X>
    <Y>15</Y>
    <Z>20</Z>
  </m_maximum_scale>
  <m_rate>
    <X>0.01</X>
    <Y>0.01</Y>
    <Z>0.01</Z>
  </m_rate>
</Copse>


Kelp-1.xml
{L_CODE}:
<Copse>
  <m_name>Kelp1</m_name>
  <m_frozen>false</m_frozen>
  <m_tree_type>Kelp1</m_tree_type>
  <m_tree_quantity>1000</m_tree_quantity>
  <m_treeline_low>0</m_treeline_low>
  <m_treeline_high>15</m_treeline_high>
  <m_seed_point>
    <X>140</X>
    <Y>90</Y>
    <Z>0</Z>
  </m_seed_point>
  <m_range>100</m_range>
  <m_initial_scale>
    <X>4</X>
    <Y>4</Y>
    <Z>4</Z>
  </m_initial_scale>
  <m_maximum_scale>
    <X>15</X>
    <Y>15</Y>
    <Z>15</Z>
  </m_maximum_scale>
  <m_rate>
    <X>0.01</X>
    <Y>0.01</Y>
    <Z>0.01</Z>
  </m_rate>
</Copse>


--- Values Described Below Adjust to Suit Your Needs ---
m_name - string specifying a name by which the copse will be known
m_frozen - current freeze state, generally set false on an initial load
m_tree_type - the tree that will comprise the copse. Valid tree types are shown below.
m_tree_quantity - the number of trees to be grown and maintained in a copse
m_treeline_low - minimum ground height for planting this copse
m_treeline_high - maximum ground height for planting this copse
m_seed_point - the X & Y region co-ordinates of the first tree to be planted. Z MUST BE 0 "ZERO" or it will fail!
m_range - the maximum distance from the seed point that a tree will be planted (this is also affected by the type of plant)
m_initial_scale - the X, Y and Z object scaling factors for a seeded tree
m_maximum_scale - the X, Y and Z object scaling factors for a mature (full grown) tree
m_rate - the growth factor on each iteration

TREE TYPES:
Cypress1, Cypress2, Pine1, Oak, TropicalBush1, Palm1, Dogwood, TropicalBush2, Palm2, Pine2, Plumeria, WinterPine1, WinterAspen,
WinterPine2, Eucalyptus, Fern, Eelgrass, SeaSword, Kelp1, BeachGrass1, Kelp2. Note that some are appropriate for underwater planting.

NAMES Verified within OpenSim Source Code.

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 Post subject: Re: REFERENCE: Tree Module Tutorial + (October 2010)
PostPosted: Mon Oct 25, 2010 11:09 pm 

Joined: Mon Sep 14, 2009 10:24 am
Posts: 1
Two things that can be gotchas:

One, the z value for the seed point is not ignored, but MUST be set to zero. If it is non-zero, you get just one tree that grows to maturity and then stops. That's it.

Two, the seed point MUST be within the range specified by m_treeline_low to m_treeline_high. If it isn't, you get no tree when you plant and nothing else happens.


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 Post subject: Re: REFERENCE: Tree Module Tutorial + (October 2010)
PostPosted: Tue Oct 26, 2010 10:59 am 
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Joined: Thu Oct 14, 2010 12:14 pm
Posts: 18
Location: Italy
Could someone check if m_range is actually the diametre of the tree set, rather than the radius as I feel it has been told in the description above? It looks like the diametre to me, thanks.

I used m_range = 100, and the superimposed prim's dimensions are 100*100.

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 Post subject: Re: REFERENCE: Tree Module Tutorial + (October 2010)
PostPosted: Tue Oct 26, 2010 7:29 pm 
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Joined: Wed Mar 11, 2009 3:57 pm
Posts: 444
Upon some further Tests some unfortunate issues exist within 07x OpenSim at this time. They won't crash the server BUT it does have the potential to do so. More Details @ http://opensimulator.org/mantis/view.php?id=5142

I suggest STRONGLY to avoid using the Tree Module till these issues are resolved. The Tree Module requires some work and is NOT a High Priority so it may take some time.

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 Post subject: Re: REFERENCE: Tree Module Tutorial + (October 2010)
PostPosted: Sun Oct 31, 2010 3:21 pm 

Joined: Sun Oct 31, 2010 3:02 pm
Posts: 1
Ok....
Having had all sorts of fun with trees and seriously slamming my viewer into submission with thousands and thousands of them, I whipped up a collection of .xml files, one for each type of tree/plant.
I set different altitudes for most of them with the idea that it might look cool and maybe be a bit easier to keep track of...
What I have NOT done is more important, I have not slowed down growth, and I have not reduced the number of trees, what that means is a wondrous thing happens if you load and plant them all, you get about 21,000 trees and plants all going haywire and growing, breeding and generally running amok on your server.
Now, WhiteStar recomends NOT using the tree thingy in Opensim as its got some problems..... I would be willing to bet just about anything that he is correct, so.... you have been warned and so have I.
hehehehe.....
/me plants more trees


Have Fun!
Mealea Ying


Attachments:
File comment: Tree Xml files, world class server crushers!
Trees.zip [6.7 KiB]
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 Post subject: Re: REFERENCE: Tree Module Tutorial + (October 2010)
PostPosted: Tue Feb 21, 2012 2:45 pm 

Joined: Sat Feb 04, 2012 12:16 am
Posts: 47
I think it is very interesting with all the trees and growing... but what is the point when this stuff grows suddenly underneath your house and buildings?


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 Post subject: Re: REFERENCE: Tree Module Tutorial + (October 2010)
PostPosted: Tue Feb 21, 2012 4:17 pm 
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Posts: 444
The tree module was designed to be used on empty land prior to building on. It cannot & does not know where buildings and objects are on a region. Therefore it rezzes trees and starts the growth cycle according to the specs provided in the XML files related to the particular tree.

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 Post subject: Re: REFERENCE: Tree Module Tutorial + (October 2010)
PostPosted: Sun Mar 11, 2012 10:32 am 
Furious Typer
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Joined: Sun Sep 06, 2009 11:09 am
Posts: 144
Location: Chicago - USA
I recently used the trees module to plant some kelp on a new region and wanted to run it again with a different type of plant but it's crashing consistently with the message copied below. My best guess is that something in the xml file is triggering the crash (Kelp-1 crashes now too). The other thought I had was that the trees module might be disabled or changed and I simply missed the announcement.

Thanks for any insights.


Region (Boca) # tree load Pine-1.xml
09:52:43 - [TREES]: Loading copse definition....
09:52:43 - [EVENT MANAGER]: Delegate for TriggerOnPluginConsole failed - continuing. Unexpected failure in Tree de-serialization at OpenSim.Region.OptionalModules.World.TreePopulator.TreePopulatorModule.DeserializeObject (System.String fileName) [0x00000] in <filename unknown>:0
at OpenSim.Region.OptionalModules.World.TreePopulator.TreePopulatorModule+Copse..ctor (System.String fileName, Boolean planted) [0x00000] in <filename unknown>:0
at OpenSim.Region.OptionalModules.World.TreePopulator.TreePopulatorModule.HandleTreeLoad (System.Object[] args) [0x00000] in <filename unknown>:0
at OpenSim.Region.CoreModules.Framework.InterfaceCommander.Command.Run (System.Object[] args) [0x00000] in <filename unknown>:0
at OpenSim.Region.CoreModules.Framework.InterfaceCommander.Commander.ProcessConsoleCommand (System.String function, System.String[] args) [0x00000] in <filename unknown>:0
at OpenSim.Region.OptionalModules.World.TreePopulator.TreePopulatorModule.EventManager_OnPluginConsole (System.String[] args) [0x00000] in <filename unknown>:0
at OpenSim.Region.Framework.Scenes.EventManager.TriggerOnPluginConsole (System.String[] args) [0x00000] in <filename unknown>:0


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 Post subject: Re: REFERENCE: Tree Module Tutorial + (October 2010)
PostPosted: Sun Mar 11, 2012 12:22 pm 
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Joined: Wed Mar 11, 2009 3:57 pm
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Using OpenSim-6e27f17-r/18294

I just setup a fresh empty 256x256 region to test.
Base of region prior to roughening was set with 'terrain fill 20.5'
I roughened the terrain somewhat to provide different elevations for testing.
Edited Oak.xml and set the m_treeline_low to 20 (so that it would plant from water level up)
Followed the commands as posted in Post-1

Now have a region full of growing Oak trees. Working as spec'd without issues. Note that the commands are Case Sensiive so oak is not the same as Oak. Tree function does NOT work on Mega-Regions, as far as I am aware that has never been fixed up.

Good Luck & Have Fun.

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 Post subject: Re: REFERENCE: Tree Module Tutorial + (October 2010)
PostPosted: Mon Mar 12, 2012 2:53 pm 
Furious Typer
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Joined: Sun Sep 06, 2009 11:09 am
Posts: 144
Location: Chicago - USA
Thanks White Star. The version I'm running is OSgrid 0.7.4 (Dev) 0007711: 2012-03-01. And my OS is Ubuntu 11.10 ( and some version of Mono as the runtime environment). And I am very careful about uppercase "Oak" as your instructions make that clear.

I'm encouraged to try try again. I think I'll do a restart first and will let you know how it goes. I had fun planting the kelp and the module has always seemed to me like an interesting one to mess with.

Em


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