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author | Adam Frisby | 2007-05-27 06:36:33 +0000 |
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committer | Adam Frisby | 2007-05-27 06:36:33 +0000 |
commit | 7a2abbb8484c8ceba990b3f5b79a0b5291c71e46 (patch) | |
tree | 9b940ab87255cfba9062c46ead6efbae80dfa640 /OpenSim/OpenSim.RegionServer/world | |
parent | * Terrain now resends when it's been tainted. This means you should be able t... (diff) | |
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* Added ability to set default terrain to a file in region config. If unable to open, terrain will be procedurally generated instead. (also needs testing.). Default file must be in R32 format. Use "terrain save f32 default.r32" on the region console to make a default file you can use.
Diffstat (limited to 'OpenSim/OpenSim.RegionServer/world')
-rw-r--r-- | OpenSim/OpenSim.RegionServer/world/World.cs | 23 |
1 files changed, 20 insertions, 3 deletions
diff --git a/OpenSim/OpenSim.RegionServer/world/World.cs b/OpenSim/OpenSim.RegionServer/world/World.cs index 68516d2..ef6833c 100644 --- a/OpenSim/OpenSim.RegionServer/world/World.cs +++ b/OpenSim/OpenSim.RegionServer/world/World.cs | |||
@@ -417,10 +417,27 @@ namespace OpenSim.world | |||
417 | float[] map = this.localStorage.LoadWorld(); | 417 | float[] map = this.localStorage.LoadWorld(); |
418 | if (map == null) | 418 | if (map == null) |
419 | { | 419 | { |
420 | Console.WriteLine("creating new terrain"); | 420 | if (string.IsNullOrEmpty(this.m_regInfo.TerrainFile)) |
421 | this.Terrain.hills(); | 421 | { |
422 | Console.WriteLine("No default terrain, procedurally generating..."); | ||
423 | this.Terrain.hills(); | ||
422 | 424 | ||
423 | this.localStorage.SaveMap(this.Terrain.getHeights1D()); | 425 | this.localStorage.SaveMap(this.Terrain.getHeights1D()); |
426 | } | ||
427 | else | ||
428 | { | ||
429 | try | ||
430 | { | ||
431 | this.Terrain.loadFromFileF32(this.m_regInfo.TerrainFile); | ||
432 | this.Terrain *= this.m_regInfo.TerrainMultiplier; | ||
433 | } | ||
434 | catch (Exception e) | ||
435 | { | ||
436 | Console.WriteLine("Unable to load default terrain (" + e.ToString() + "), procedurally generating instead..."); | ||
437 | Terrain.hills(); | ||
438 | } | ||
439 | this.localStorage.SaveMap(this.Terrain.getHeights1D()); | ||
440 | } | ||
424 | } | 441 | } |
425 | else | 442 | else |
426 | { | 443 | { |