REFERENCE: Tree Module Tutorial + (October 2010)
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Author:  Em Jannings [ Wed Mar 14, 2012 3:03 pm ]
Post subject:  Re: REFERENCE: Tree Module Tutorial + (October 2010)

Once I got the oak.xml file cleaned up everything went as advertised -- four simple commands and I've got 199 oaks with individuals coming and going (change region, tree load, tree active, tree plant). My problem turned out to be errors in my own copy and paste from this discussion into oak.xml. I'm starting to notice that when things don't work on my server it's almost guaranteed to be my fault.

The oak grove seems to produce little lag and has not much increased server use of RAM. Quite efficient I'd say. Thanks for your patience White Star.

Author:  astrolabe lutetia [ Mon Mar 19, 2012 2:00 pm ]
Post subject:  Re: REFERENCE: Tree Module Tutorial + (October 2010)

hi guys ...

I'm quite new in Opensim but i started a grid (0.7.3) with 9 sims and used the trees feature.
I first have to say it's a great job and it works very well without crashing my server...

Nervertheless here are some feedbacks .
- depending on the initial size of the plant, the next seeds will be seeded at a distance proportional to its size. It means if you intend to grow very young plants (very small) that should become big ones, there is an issue with the seeding distance at the beginning. I tried for instance to use 0.05 , 0.05, 0.05, for 25 plant (plumerias) and with a range of 100m , just to see the plants grow ... they seeded in a very tiny space.

- I also tried forests of 2000, 1000 ,500 Pines. I wanted to keep a kind of house in the middle .. of course trees invaded my tiny construction ... and i had to remove them manually . but .. it seems in some cases the seeds avoid to occupy territories as much as they can .. Not all the time and i'm not sure of it but it seemed to me to do so ..
As a suggestion, maybe it could be possible to put a texture on the ground and the seeds would avoid those places ... haha ..

- when using different Copses on a region, when you switch the "tree active" command to true/false/true (not sure of the number of times) , i noticed underwater plants, which previously behaved accordingly to my parameters of high and low lines, began to grow on the hills above water. I noticed that behaviour while i was working on a "land" copse, reswitching the tree active to true. Coming back after a while , I was surprised to find seaswords on the top of a quite desertic mountain .. So as a workaround , i think it's better to work step by step (Copse by Copse) and switch the "Freeze Copse true" command once a copse is finished. ...

- There was a question also about ability in the future to use other types of plants than the fixed ones you indicate .

But once again that is a great job and i thank you for that. .


Author:  WhiteStar Magic [ Mon Apr 29, 2013 9:40 pm ]
Post subject:  Re: REFERENCE: Tree Module Tutorial + (October 2010)

PLEASE UNSTICKY THIS ASAP and Any other Stickied Posting by myself

Author:  Pak Haedong [ Sun May 26, 2013 4:55 pm ]
Post subject:  Re: REFERENCE: Tree Module Tutorial + (October 2010)

Have they removed the Trees module from OpenSIM? If so, that's a real shame because it's hard as hell placing 4 or 5 thousand different tree prims and trying to make them look random.

Author:  Jeeper Shim [ Sun May 26, 2013 8:59 pm ]
Post subject:  Re: REFERENCE: Tree Module Tutorial + (October 2010)

"help tree" in the console still gives the options for the tree module so it doesn't look like it.

Author:  Pak Haedong [ Sat Jun 01, 2013 5:34 pm ]
Post subject:  Re: REFERENCE: Tree Module Tutorial + (October 2010)

Hmmm.. Thanks Jeeper, but my console recognizes NO tree commands. Even help tree gets nothing.
I'm running the latest Diva Distro, but I don't think that THAT should matter, unless they went in and actually took out or commented out the tree module, if that's even possible.

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