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		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1174038</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1174038"/>
		<updated>2012-10-30T23:52:19Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Low poly modeling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. Vertices define points in space, their direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
&lt;br /&gt;
More than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
[http://en.wikipedia.org/wiki/COLLADA]&lt;br /&gt;
[https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema]&lt;br /&gt;
&lt;br /&gt;
Second Life COLLADA format spec. &lt;br /&gt;
[http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format]&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by an objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
===Brief Uploader LOD section walk through, two ways===&lt;br /&gt;
&lt;br /&gt;
	*Uploader Generated LODs*&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle count until satisfied with the transition between the LODs&lt;br /&gt;
Done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. [https://wiki.secondlife.com/wiki/Mesh/Upload_Model_UI_reference]&lt;br /&gt;
&lt;br /&gt;
	*User created LOD files*&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
===General Havok Physics thoughts and over simplifications===&lt;br /&gt;
Havok[https://wiki.secondlife.com/wiki/Physics_engine] LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
===Physics shapes and how they relate to mesh uploads and LOD===&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export using a .dae COLLADA file.&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze IMPORTANT&lt;br /&gt;
*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided faces with respect to the normal direction. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General UV mapping techniques===&lt;br /&gt;
&lt;br /&gt;
====Standard UV mapping====&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
====Projection UV mapping====&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
====Baking textures====&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces== &lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles but assumes model is Manifold (enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed) &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
Two spheres. Left: Normals pointing out, Right: Normals pointing in.&lt;br /&gt;
&lt;br /&gt;
===Smooth Normals===&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
Two 5 sided cylinders.  Top: Solid Normals. Bottom: Smooth normals.  &lt;br /&gt;
Note where both cylinders intersect the walls, they show the profile of the actual geometry.&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. &lt;br /&gt;
*Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
===Low Poly Texture baking tricks===&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1174037</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1174037"/>
		<updated>2012-10-30T23:49:02Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Normals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. Vertices define points in space, their direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
&lt;br /&gt;
More than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
[http://en.wikipedia.org/wiki/COLLADA]&lt;br /&gt;
[https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema]&lt;br /&gt;
&lt;br /&gt;
Second Life COLLADA format spec. &lt;br /&gt;
[http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format]&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by an objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
===Brief Uploader LOD section walk through, two ways===&lt;br /&gt;
&lt;br /&gt;
	*Uploader Generated LODs*&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle count until satisfied with the transition between the LODs&lt;br /&gt;
Done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. [https://wiki.secondlife.com/wiki/Mesh/Upload_Model_UI_reference]&lt;br /&gt;
&lt;br /&gt;
	*User created LOD files*&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
===General Havok Physics thoughts and over simplifications===&lt;br /&gt;
Havok[https://wiki.secondlife.com/wiki/Physics_engine] LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
===Physics shapes and how they relate to mesh uploads and LOD===&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export using a .dae COLLADA file.&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze IMPORTANT&lt;br /&gt;
*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided faces with respect to the normal direction. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General UV mapping techniques===&lt;br /&gt;
&lt;br /&gt;
====Standard UV mapping====&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
====Projection UV mapping====&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
====Baking textures====&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces== &lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles but assumes model is Manifold (enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed) &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
Two spheres. Left: Normals pointing out, Right: Normals pointing in.&lt;br /&gt;
&lt;br /&gt;
===Smooth Normals===&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
Two 5 sided cylinders.  Top: Solid Normals. Bottom: Smooth normals.  &lt;br /&gt;
Note where both cylinders intersect the walls, they show the profile of the actual geometry.&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. *Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
===Low Poly Texture baking tricks===&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:Normal_and_flipped_normal_sphere.png&amp;diff=1174036</id>
		<title>File:Normal and flipped normal sphere.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:Normal_and_flipped_normal_sphere.png&amp;diff=1174036"/>
		<updated>2012-10-30T23:41:18Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:Smooth_cylinder_next_to_not_smooth.png&amp;diff=1174035</id>
		<title>File:Smooth cylinder next to not smooth.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:Smooth_cylinder_next_to_not_smooth.png&amp;diff=1174035"/>
		<updated>2012-10-30T23:40:14Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:Candlestick.png&amp;diff=1174034</id>
		<title>File:Candlestick.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:Candlestick.png&amp;diff=1174034"/>
		<updated>2012-10-30T23:36:58Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: uploaded a new version of &amp;quot;File:Candlestick.png&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:Candlestick.png&amp;diff=1174033</id>
		<title>File:Candlestick.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:Candlestick.png&amp;diff=1174033"/>
		<updated>2012-10-30T23:34:09Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: uploaded a new version of &amp;quot;File:Candlestick.png&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:Candlestick.png&amp;diff=1174032</id>
		<title>File:Candlestick.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:Candlestick.png&amp;diff=1174032"/>
		<updated>2012-10-30T23:31:42Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1174029</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1174029"/>
		<updated>2012-10-30T22:53:13Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Physics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. Vertices define points in space, their direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
&lt;br /&gt;
More than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
[http://en.wikipedia.org/wiki/COLLADA]&lt;br /&gt;
[https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema]&lt;br /&gt;
&lt;br /&gt;
Second Life COLLADA format spec. &lt;br /&gt;
[http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format]&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by an objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
===Brief Uploader LOD section walk through, two ways===&lt;br /&gt;
&lt;br /&gt;
	*Uploader Generated LODs*&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle count until satisfied with the transition between the LODs&lt;br /&gt;
Done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. [https://wiki.secondlife.com/wiki/Mesh/Upload_Model_UI_reference]&lt;br /&gt;
&lt;br /&gt;
	*User created LOD files*&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
===General Havok Physics thoughts and over simplifications===&lt;br /&gt;
Havok[https://wiki.secondlife.com/wiki/Physics_engine] LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
===Physics shapes and how they relate to mesh uploads and LOD===&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export using a .dae COLLADA file.&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze IMPORTANT&lt;br /&gt;
*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided faces with respect to the normal direction. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General UV mapping techniques===&lt;br /&gt;
&lt;br /&gt;
====Standard UV mapping====&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
====Projection UV mapping====&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
====Baking textures====&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces== &lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles but assumes model is Manifold (enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed) &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
&lt;br /&gt;
===Smooth Normals===&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. *Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
===Low Poly Texture baking tricks===&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1174027</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1174027"/>
		<updated>2012-10-30T22:40:00Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Brief Uploader LOD section walk through, two ways */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. Vertices define points in space, their direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
&lt;br /&gt;
More than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
[http://en.wikipedia.org/wiki/COLLADA]&lt;br /&gt;
[https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema]&lt;br /&gt;
&lt;br /&gt;
Second Life COLLADA format spec. &lt;br /&gt;
[http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format]&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by an objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
===Brief Uploader LOD section walk through, two ways===&lt;br /&gt;
&lt;br /&gt;
	*Uploader Generated LODs*&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle count until satisfied with the transition between the LODs&lt;br /&gt;
Done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. [https://wiki.secondlife.com/wiki/Mesh/Upload_Model_UI_reference]&lt;br /&gt;
&lt;br /&gt;
	*User created LOD files*&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
===General Havok Physics thoughts and over simplifications===&lt;br /&gt;
Havok LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
===Physics shapes and how they relate to mesh uploads and LOD===&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export is as a .dae COLLADA file. .&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze IMPORTANT&lt;br /&gt;
*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided faces with respect to the normal dirrection. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General UV mapping techniques===&lt;br /&gt;
&lt;br /&gt;
====Standard UV mapping====&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
====Projection UV mapping====&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
====Baking textures====&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces== &lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles but assumes model is Manifold (enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed) &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
&lt;br /&gt;
===Smooth Normals===&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. *Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
===Low Poly Texture baking tricks===&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1174023</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1174023"/>
		<updated>2012-10-30T22:18:54Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* File Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. Vertices define points in space, their direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
&lt;br /&gt;
More than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
[http://en.wikipedia.org/wiki/COLLADA]&lt;br /&gt;
[https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema]&lt;br /&gt;
&lt;br /&gt;
Second Life COLLADA format spec. &lt;br /&gt;
[http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format]&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by an objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
===Brief Uploader LOD section walk through, two ways===&lt;br /&gt;
this should be removed.?(&lt;br /&gt;
	=Uploader Generated LODs=&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle triangle until satisfied with the transition between the LODs&lt;br /&gt;
done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. &lt;br /&gt;
&lt;br /&gt;
	=User created LOD files=&lt;br /&gt;
&lt;br /&gt;
*1  Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
===General Havok Physics thoughts and over simplifications===&lt;br /&gt;
Havok LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
===Physics shapes and how they relate to mesh uploads and LOD===&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export is as a .dae COLLADA file. .&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze IMPORTANT&lt;br /&gt;
*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided faces with respect to the normal dirrection. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General UV mapping techniques===&lt;br /&gt;
&lt;br /&gt;
====Standard UV mapping====&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
====Projection UV mapping====&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
====Baking textures====&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces== &lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles but assumes model is Manifold (enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed) &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
&lt;br /&gt;
===Smooth Normals===&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. *Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
===Low Poly Texture baking tricks===&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173645</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173645"/>
		<updated>2012-10-17T20:23:55Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Physics shapes and how they relate to mesh uploads and LOD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. Vertices define points in space, their direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 ? file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
http://en.wikipedia.org/wiki/COLLADA&lt;br /&gt;
https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema&lt;br /&gt;
more than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
Second Life COLLADA format spec. [http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by an objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
===Brief Uploader LOD section walk through, two ways===&lt;br /&gt;
this should be removed.?(&lt;br /&gt;
	=Uploader Generated LODs=&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle triangle until satisfied with the transition between the LODs&lt;br /&gt;
done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. &lt;br /&gt;
&lt;br /&gt;
	=User created LOD files=&lt;br /&gt;
&lt;br /&gt;
*1  Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
===General Havok Physics thoughts and over simplifications===&lt;br /&gt;
Havok LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
===Physics shapes and how they relate to mesh uploads and LOD===&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export is as a .dae COLLADA file. .&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze IMPORTANT&lt;br /&gt;
*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided faces with respect to the normal dirrection. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General UV mapping techniques===&lt;br /&gt;
&lt;br /&gt;
====Standard UV mapping====&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
====Projection UV mapping====&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
====Baking textures====&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces== &lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles but assumes model is Manifold (enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed) &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
&lt;br /&gt;
===Smooth Normals===&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. *Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
===Low Poly Texture baking tricks===&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173638</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173638"/>
		<updated>2012-10-17T18:42:13Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Normals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. Vertices define points in space, their direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 ? file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
http://en.wikipedia.org/wiki/COLLADA&lt;br /&gt;
https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema&lt;br /&gt;
more than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
Second Life COLLADA format spec. [http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by an objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
===Brief Uploader LOD section walk through, two ways===&lt;br /&gt;
this should be removed.?(&lt;br /&gt;
	=Uploader Generated LODs=&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle triangle until satisfied with the transition between the LODs&lt;br /&gt;
done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. &lt;br /&gt;
&lt;br /&gt;
	=User created LOD files=&lt;br /&gt;
&lt;br /&gt;
*1  Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
===General Havok Physics thoughts and over simplifications===&lt;br /&gt;
Havok LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
===Physics shapes and how they relate to mesh uploads and LOD===&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export is as a .dae COLLADA file. .&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze&lt;br /&gt;
IMPORTANT&lt;br /&gt;
	*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided with respect to the normal. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General UV mapping techniques===&lt;br /&gt;
&lt;br /&gt;
====Standard UV mapping====&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
====Projection UV mapping====&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
====Baking textures====&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces== &lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles but assumes model is Manifold (enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed) &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
&lt;br /&gt;
===Smooth Normals===&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. *Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
===Low Poly Texture baking tricks===&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173637</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173637"/>
		<updated>2012-10-17T18:40:02Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Normals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. Vertices define points in space, their direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 ? file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
http://en.wikipedia.org/wiki/COLLADA&lt;br /&gt;
https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema&lt;br /&gt;
more than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
Second Life COLLADA format spec. [http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by an objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
===Brief Uploader LOD section walk through, two ways===&lt;br /&gt;
this should be removed.?(&lt;br /&gt;
	=Uploader Generated LODs=&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle triangle until satisfied with the transition between the LODs&lt;br /&gt;
done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. &lt;br /&gt;
&lt;br /&gt;
	=User created LOD files=&lt;br /&gt;
&lt;br /&gt;
*1  Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
===General Havok Physics thoughts and over simplifications===&lt;br /&gt;
Havok LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
===Physics shapes and how they relate to mesh uploads and LOD===&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export is as a .dae COLLADA file. .&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze&lt;br /&gt;
IMPORTANT&lt;br /&gt;
	*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided with respect to the normal. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General UV mapping techniques===&lt;br /&gt;
&lt;br /&gt;
====Standard UV mapping====&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
====Projection UV mapping====&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
====Baking textures====&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces== &lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles. But, assumes model is Manifold, enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed. &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
&lt;br /&gt;
===Smooth Normals===&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. *Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
===Low Poly Texture baking tricks===&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173636</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173636"/>
		<updated>2012-10-17T18:37:17Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Level Of Detail */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. Vertices define points in space, their direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 ? file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
http://en.wikipedia.org/wiki/COLLADA&lt;br /&gt;
https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema&lt;br /&gt;
more than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
Second Life COLLADA format spec. [http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by an objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
===Brief Uploader LOD section walk through, two ways===&lt;br /&gt;
this should be removed.?(&lt;br /&gt;
	=Uploader Generated LODs=&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle triangle until satisfied with the transition between the LODs&lt;br /&gt;
done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. &lt;br /&gt;
&lt;br /&gt;
	=User created LOD files=&lt;br /&gt;
&lt;br /&gt;
*1  Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
===General Havok Physics thoughts and over simplifications===&lt;br /&gt;
Havok LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
===Physics shapes and how they relate to mesh uploads and LOD===&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export is as a .dae COLLADA file. .&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze&lt;br /&gt;
IMPORTANT&lt;br /&gt;
	*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided with respect to the normal. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General UV mapping techniques===&lt;br /&gt;
&lt;br /&gt;
====Standard UV mapping====&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
====Projection UV mapping====&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
====Baking textures====&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces== &lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles. But, assumes models are Manifold, enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed. &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
&lt;br /&gt;
===Smooth Normals===&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. *Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
===Low Poly Texture baking tricks===&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173635</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173635"/>
		<updated>2012-10-17T18:34:23Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Mesh will make Second Life beautiful! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. Vertices define points in space, their direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 ? file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
http://en.wikipedia.org/wiki/COLLADA&lt;br /&gt;
https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema&lt;br /&gt;
more than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
Second Life COLLADA format spec. [http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by the objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
===Brief Uploader LOD section walk through, two ways===&lt;br /&gt;
this should be removed.?(&lt;br /&gt;
	=Uploader Generated LODs=&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle triangle until satisfied with the transition between the LODs&lt;br /&gt;
done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. &lt;br /&gt;
&lt;br /&gt;
	=User created LOD files=&lt;br /&gt;
&lt;br /&gt;
*1  Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
===General Havok Physics thoughts and over simplifications===&lt;br /&gt;
Havok LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
===Physics shapes and how they relate to mesh uploads and LOD===&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export is as a .dae COLLADA file. .&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze&lt;br /&gt;
IMPORTANT&lt;br /&gt;
	*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided with respect to the normal. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General UV mapping techniques===&lt;br /&gt;
&lt;br /&gt;
====Standard UV mapping====&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
====Projection UV mapping====&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
====Baking textures====&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces== &lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles. But, assumes models are Manifold, enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed. &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
&lt;br /&gt;
===Smooth Normals===&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. *Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
===Low Poly Texture baking tricks===&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173634</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173634"/>
		<updated>2012-10-17T18:29:24Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Low Poly Texture baking tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. A vertices define a points in space, the direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting a three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 ? file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
http://en.wikipedia.org/wiki/COLLADA&lt;br /&gt;
https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema&lt;br /&gt;
more than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
Second Life COLLADA format spec. [http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by the objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
===Brief Uploader LOD section walk through, two ways===&lt;br /&gt;
this should be removed.?(&lt;br /&gt;
	=Uploader Generated LODs=&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle triangle until satisfied with the transition between the LODs&lt;br /&gt;
done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. &lt;br /&gt;
&lt;br /&gt;
	=User created LOD files=&lt;br /&gt;
&lt;br /&gt;
*1  Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
===General Havok Physics thoughts and over simplifications===&lt;br /&gt;
Havok LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
===Physics shapes and how they relate to mesh uploads and LOD===&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export is as a .dae COLLADA file. .&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze&lt;br /&gt;
IMPORTANT&lt;br /&gt;
	*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided with respect to the normal. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General UV mapping techniques===&lt;br /&gt;
&lt;br /&gt;
====Standard UV mapping====&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
====Projection UV mapping====&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
====Baking textures====&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces== &lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles. But, assumes models are Manifold, enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed. &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
&lt;br /&gt;
===Smooth Normals===&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. *Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
===Low Poly Texture baking tricks===&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173633</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173633"/>
		<updated>2012-10-17T18:28:23Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Brief Uploader LOD section walk through, two ways */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. A vertices define a points in space, the direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting a three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 ? file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
http://en.wikipedia.org/wiki/COLLADA&lt;br /&gt;
https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema&lt;br /&gt;
more than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
Second Life COLLADA format spec. [http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by the objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
===Brief Uploader LOD section walk through, two ways===&lt;br /&gt;
this should be removed.?(&lt;br /&gt;
	=Uploader Generated LODs=&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle triangle until satisfied with the transition between the LODs&lt;br /&gt;
done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. &lt;br /&gt;
&lt;br /&gt;
	=User created LOD files=&lt;br /&gt;
&lt;br /&gt;
*1  Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
===General Havok Physics thoughts and over simplifications===&lt;br /&gt;
Havok LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
===Physics shapes and how they relate to mesh uploads and LOD===&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export is as a .dae COLLADA file. .&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze&lt;br /&gt;
IMPORTANT&lt;br /&gt;
	*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided with respect to the normal. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General UV mapping techniques===&lt;br /&gt;
&lt;br /&gt;
====Standard UV mapping====&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
====Projection UV mapping====&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
====Baking textures====&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces== &lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles. But, assumes models are Manifold, enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed. &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
&lt;br /&gt;
===Smooth Normals===&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. *Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
==Low Poly Texture baking tricks==&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173632</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173632"/>
		<updated>2012-10-17T18:28:00Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Physics shapes and how they relate to mesh uploads and LOD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. A vertices define a points in space, the direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting a three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 ? file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
http://en.wikipedia.org/wiki/COLLADA&lt;br /&gt;
https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema&lt;br /&gt;
more than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
Second Life COLLADA format spec. [http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by the objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
==Brief Uploader LOD section walk through, two ways==&lt;br /&gt;
this should be removed.?(&lt;br /&gt;
	=Uploader Generated LODs=&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle triangle until satisfied with the transition between the LODs&lt;br /&gt;
done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. &lt;br /&gt;
&lt;br /&gt;
	=User created LOD files=&lt;br /&gt;
&lt;br /&gt;
*1  Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
===General Havok Physics thoughts and over simplifications===&lt;br /&gt;
Havok LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
===Physics shapes and how they relate to mesh uploads and LOD===&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export is as a .dae COLLADA file. .&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze&lt;br /&gt;
IMPORTANT&lt;br /&gt;
	*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided with respect to the normal. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General UV mapping techniques===&lt;br /&gt;
&lt;br /&gt;
====Standard UV mapping====&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
====Projection UV mapping====&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
====Baking textures====&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces== &lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles. But, assumes models are Manifold, enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed. &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
&lt;br /&gt;
===Smooth Normals===&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. *Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
==Low Poly Texture baking tricks==&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173631</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173631"/>
		<updated>2012-10-17T18:27:50Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* General Havok Physics thoughts and over simplifications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. A vertices define a points in space, the direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting a three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 ? file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
http://en.wikipedia.org/wiki/COLLADA&lt;br /&gt;
https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema&lt;br /&gt;
more than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
Second Life COLLADA format spec. [http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by the objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
==Brief Uploader LOD section walk through, two ways==&lt;br /&gt;
this should be removed.?(&lt;br /&gt;
	=Uploader Generated LODs=&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle triangle until satisfied with the transition between the LODs&lt;br /&gt;
done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. &lt;br /&gt;
&lt;br /&gt;
	=User created LOD files=&lt;br /&gt;
&lt;br /&gt;
*1  Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
===General Havok Physics thoughts and over simplifications===&lt;br /&gt;
Havok LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
==Physics shapes and how they relate to mesh uploads and LOD==&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export is as a .dae COLLADA file. .&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze&lt;br /&gt;
IMPORTANT&lt;br /&gt;
	*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided with respect to the normal. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General UV mapping techniques===&lt;br /&gt;
&lt;br /&gt;
====Standard UV mapping====&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
====Projection UV mapping====&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
====Baking textures====&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces== &lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles. But, assumes models are Manifold, enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed. &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
&lt;br /&gt;
===Smooth Normals===&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. *Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
==Low Poly Texture baking tricks==&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173630</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173630"/>
		<updated>2012-10-17T18:27:21Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Physics shapes and how they relate to mesh uploads and LOD */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. A vertices define a points in space, the direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting a three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 ? file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
http://en.wikipedia.org/wiki/COLLADA&lt;br /&gt;
https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema&lt;br /&gt;
more than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
Second Life COLLADA format spec. [http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by the objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
==Brief Uploader LOD section walk through, two ways==&lt;br /&gt;
this should be removed.?(&lt;br /&gt;
	=Uploader Generated LODs=&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle triangle until satisfied with the transition between the LODs&lt;br /&gt;
done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. &lt;br /&gt;
&lt;br /&gt;
	=User created LOD files=&lt;br /&gt;
&lt;br /&gt;
*1  Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
==General Havok Physics thoughts and over simplifications==&lt;br /&gt;
Havok LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
==Physics shapes and how they relate to mesh uploads and LOD==&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export is as a .dae COLLADA file. .&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze&lt;br /&gt;
IMPORTANT&lt;br /&gt;
	*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided with respect to the normal. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General UV mapping techniques===&lt;br /&gt;
&lt;br /&gt;
====Standard UV mapping====&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
====Projection UV mapping====&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
====Baking textures====&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces== &lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles. But, assumes models are Manifold, enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed. &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
&lt;br /&gt;
===Smooth Normals===&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. *Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
==Low Poly Texture baking tricks==&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173629</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173629"/>
		<updated>2012-10-17T18:25:31Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Smooth Normals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. A vertices define a points in space, the direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting a three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 ? file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
http://en.wikipedia.org/wiki/COLLADA&lt;br /&gt;
https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema&lt;br /&gt;
more than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
Second Life COLLADA format spec. [http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by the objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
==Brief Uploader LOD section walk through, two ways==&lt;br /&gt;
this should be removed.?(&lt;br /&gt;
	=Uploader Generated LODs=&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle triangle until satisfied with the transition between the LODs&lt;br /&gt;
done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. &lt;br /&gt;
&lt;br /&gt;
	=User created LOD files=&lt;br /&gt;
&lt;br /&gt;
*1  Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
==General Havok Physics thoughts and over simplifications==&lt;br /&gt;
Havok LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
==Physics shapes and how they relate to mesh uploads and LOD==&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export is as a .dae COLLADA file. .&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze&lt;br /&gt;
IMPORTANT&lt;br /&gt;
	*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided with respect to the normal. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 etc and generate the efficient physics shape that you are after.&lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General UV mapping techniques===&lt;br /&gt;
&lt;br /&gt;
====Standard UV mapping====&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
====Projection UV mapping====&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
====Baking textures====&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces== &lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles. But, assumes models are Manifold, enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed. &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
&lt;br /&gt;
===Smooth Normals===&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. *Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
==Low Poly Texture baking tricks==&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173628</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173628"/>
		<updated>2012-10-17T18:24:44Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. A vertices define a points in space, the direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting a three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 ? file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
http://en.wikipedia.org/wiki/COLLADA&lt;br /&gt;
https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema&lt;br /&gt;
more than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
Second Life COLLADA format spec. [http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by the objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
==Brief Uploader LOD section walk through, two ways==&lt;br /&gt;
this should be removed.?(&lt;br /&gt;
	=Uploader Generated LODs=&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle triangle until satisfied with the transition between the LODs&lt;br /&gt;
done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. &lt;br /&gt;
&lt;br /&gt;
	=User created LOD files=&lt;br /&gt;
&lt;br /&gt;
*1  Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
==General Havok Physics thoughts and over simplifications==&lt;br /&gt;
Havok LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
==Physics shapes and how they relate to mesh uploads and LOD==&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export is as a .dae COLLADA file. .&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze&lt;br /&gt;
IMPORTANT&lt;br /&gt;
	*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided with respect to the normal. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 etc and generate the efficient physics shape that you are after.&lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General UV mapping techniques===&lt;br /&gt;
&lt;br /&gt;
====Standard UV mapping====&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
====Projection UV mapping====&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
====Baking textures====&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces== &lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles. But, assumes models are Manifold, enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed. &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
&lt;br /&gt;
==Smooth Normals==&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. *Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
==Low Poly Texture baking tricks==&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173627</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173627"/>
		<updated>2012-10-17T18:23:27Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Baking textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. A vertices define a points in space, the direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting a three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 ? file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
http://en.wikipedia.org/wiki/COLLADA&lt;br /&gt;
https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema&lt;br /&gt;
more than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
Second Life COLLADA format spec. [http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by the objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
==Brief Uploader LOD section walk through, two ways==&lt;br /&gt;
this should be removed.?(&lt;br /&gt;
	=Uploader Generated LODs=&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle triangle until satisfied with the transition between the LODs&lt;br /&gt;
done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. &lt;br /&gt;
&lt;br /&gt;
	=User created LOD files=&lt;br /&gt;
&lt;br /&gt;
*1  Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
==General Havok Physics thoughts and over simplifications==&lt;br /&gt;
Havok LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
==Physics shapes and how they relate to mesh uploads and LOD==&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export is as a .dae COLLADA file. .&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze&lt;br /&gt;
IMPORTANT&lt;br /&gt;
	*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided with respect to the normal. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 etc and generate the efficient physics shape that you are after.&lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General UV mapping techniques===&lt;br /&gt;
&lt;br /&gt;
====Standard UV mapping====&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
====Projection UV mapping====&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
====Baking textures====&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces== this cant be the right terminology&lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles. But, assumes models are Manifold, enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed. &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
&lt;br /&gt;
==Smooth Normals==&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. *Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
==Low Poly Texture baking tricks==&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173626</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173626"/>
		<updated>2012-10-17T18:22:55Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Baking textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. A vertices define a points in space, the direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting a three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 ? file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
http://en.wikipedia.org/wiki/COLLADA&lt;br /&gt;
https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema&lt;br /&gt;
more than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
Second Life COLLADA format spec. [http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by the objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
==Brief Uploader LOD section walk through, two ways==&lt;br /&gt;
this should be removed.?(&lt;br /&gt;
	=Uploader Generated LODs=&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle triangle until satisfied with the transition between the LODs&lt;br /&gt;
done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. &lt;br /&gt;
&lt;br /&gt;
	=User created LOD files=&lt;br /&gt;
&lt;br /&gt;
*1  Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
==General Havok Physics thoughts and over simplifications==&lt;br /&gt;
Havok LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
==Physics shapes and how they relate to mesh uploads and LOD==&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export is as a .dae COLLADA file. .&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze&lt;br /&gt;
IMPORTANT&lt;br /&gt;
	*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided with respect to the normal. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 etc and generate the efficient physics shape that you are after.&lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General UV mapping techniques===&lt;br /&gt;
&lt;br /&gt;
====Standard UV mapping====&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
====Projection UV mapping====&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
====Baking textures====&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces== ?&amp;lt;11:13, 17 October 2012 (PDT)[[User:Sylvan Mole|Sylvan Mole]] 11:13, 17 October 2012 (PDT)that cant be the right terminology&lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles. But, assumes models are Manifold, enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed. &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
&lt;br /&gt;
==Smooth Normals==&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. *Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
==Low Poly Texture baking tricks==&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173625</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173625"/>
		<updated>2012-10-17T18:22:19Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Baking textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. A vertices define a points in space, the direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting a three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 ? file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
http://en.wikipedia.org/wiki/COLLADA&lt;br /&gt;
https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema&lt;br /&gt;
more than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
Second Life COLLADA format spec. [http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by the objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
==Brief Uploader LOD section walk through, two ways==&lt;br /&gt;
this should be removed.?(&lt;br /&gt;
	=Uploader Generated LODs=&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle triangle until satisfied with the transition between the LODs&lt;br /&gt;
done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. &lt;br /&gt;
&lt;br /&gt;
	=User created LOD files=&lt;br /&gt;
&lt;br /&gt;
*1  Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
==General Havok Physics thoughts and over simplifications==&lt;br /&gt;
Havok LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
==Physics shapes and how they relate to mesh uploads and LOD==&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export is as a .dae COLLADA file. .&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze&lt;br /&gt;
IMPORTANT&lt;br /&gt;
	*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided with respect to the normal. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 etc and generate the efficient physics shape that you are after.&lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General UV mapping techniques===&lt;br /&gt;
&lt;br /&gt;
====Standard UV mapping====&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
====Projection UV mapping====&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
====Baking textures====&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces==?&amp;lt;11:13, 17 October 2012 (PDT)[[User:Sylvan Mole|Sylvan Mole]] 11:13, 17 October 2012 (PDT)that cant be the right terminology&lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles. But, assumes models are Manifold, enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed. &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
&lt;br /&gt;
==Smooth Normals==&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. *Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
==Low Poly Texture baking tricks==&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173624</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173624"/>
		<updated>2012-10-17T18:22:04Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Projection UV mapping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. A vertices define a points in space, the direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting a three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 ? file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
http://en.wikipedia.org/wiki/COLLADA&lt;br /&gt;
https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema&lt;br /&gt;
more than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
Second Life COLLADA format spec. [http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by the objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
==Brief Uploader LOD section walk through, two ways==&lt;br /&gt;
this should be removed.?(&lt;br /&gt;
	=Uploader Generated LODs=&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle triangle until satisfied with the transition between the LODs&lt;br /&gt;
done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. &lt;br /&gt;
&lt;br /&gt;
	=User created LOD files=&lt;br /&gt;
&lt;br /&gt;
*1  Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
==General Havok Physics thoughts and over simplifications==&lt;br /&gt;
Havok LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
==Physics shapes and how they relate to mesh uploads and LOD==&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export is as a .dae COLLADA file. .&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze&lt;br /&gt;
IMPORTANT&lt;br /&gt;
	*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided with respect to the normal. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 etc and generate the efficient physics shape that you are after.&lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General UV mapping techniques===&lt;br /&gt;
&lt;br /&gt;
====Standard UV mapping====&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
====Projection UV mapping====&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
==Baking textures==&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces==?&amp;lt;11:13, 17 October 2012 (PDT)[[User:Sylvan Mole|Sylvan Mole]] 11:13, 17 October 2012 (PDT)that cant be the right terminology&lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles. But, assumes models are Manifold, enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed. &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
&lt;br /&gt;
==Smooth Normals==&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. *Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
==Low Poly Texture baking tricks==&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173623</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173623"/>
		<updated>2012-10-17T18:21:52Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Standard UV mapping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. A vertices define a points in space, the direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting a three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 ? file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
http://en.wikipedia.org/wiki/COLLADA&lt;br /&gt;
https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema&lt;br /&gt;
more than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
Second Life COLLADA format spec. [http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by the objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
==Brief Uploader LOD section walk through, two ways==&lt;br /&gt;
this should be removed.?(&lt;br /&gt;
	=Uploader Generated LODs=&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle triangle until satisfied with the transition between the LODs&lt;br /&gt;
done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. &lt;br /&gt;
&lt;br /&gt;
	=User created LOD files=&lt;br /&gt;
&lt;br /&gt;
*1  Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
==General Havok Physics thoughts and over simplifications==&lt;br /&gt;
Havok LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
==Physics shapes and how they relate to mesh uploads and LOD==&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export is as a .dae COLLADA file. .&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze&lt;br /&gt;
IMPORTANT&lt;br /&gt;
	*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided with respect to the normal. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 etc and generate the efficient physics shape that you are after.&lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General UV mapping techniques===&lt;br /&gt;
&lt;br /&gt;
====Standard UV mapping====&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
==Projection UV mapping==&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
==Baking textures==&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces==?&amp;lt;11:13, 17 October 2012 (PDT)[[User:Sylvan Mole|Sylvan Mole]] 11:13, 17 October 2012 (PDT)that cant be the right terminology&lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles. But, assumes models are Manifold, enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed. &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
&lt;br /&gt;
==Smooth Normals==&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. *Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
==Low Poly Texture baking tricks==&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173622</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173622"/>
		<updated>2012-10-17T18:21:34Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* General UV mapping techniques */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. A vertices define a points in space, the direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting a three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 ? file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
http://en.wikipedia.org/wiki/COLLADA&lt;br /&gt;
https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema&lt;br /&gt;
more than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
Second Life COLLADA format spec. [http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by the objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
==Brief Uploader LOD section walk through, two ways==&lt;br /&gt;
this should be removed.?(&lt;br /&gt;
	=Uploader Generated LODs=&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle triangle until satisfied with the transition between the LODs&lt;br /&gt;
done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. &lt;br /&gt;
&lt;br /&gt;
	=User created LOD files=&lt;br /&gt;
&lt;br /&gt;
*1  Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
==General Havok Physics thoughts and over simplifications==&lt;br /&gt;
Havok LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
==Physics shapes and how they relate to mesh uploads and LOD==&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export is as a .dae COLLADA file. .&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze&lt;br /&gt;
IMPORTANT&lt;br /&gt;
	*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided with respect to the normal. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 etc and generate the efficient physics shape that you are after.&lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General UV mapping techniques===&lt;br /&gt;
&lt;br /&gt;
==Standard UV mapping==&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
==Projection UV mapping==&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
==Baking textures==&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces==?&amp;lt;11:13, 17 October 2012 (PDT)[[User:Sylvan Mole|Sylvan Mole]] 11:13, 17 October 2012 (PDT)that cant be the right terminology&lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles. But, assumes models are Manifold, enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed. &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
&lt;br /&gt;
==Smooth Normals==&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. *Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
==Low Poly Texture baking tricks==&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173620</id>
		<title>Mesh and LOD</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Mesh_and_LOD&amp;diff=1173620"/>
		<updated>2012-10-17T18:13:44Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: Created page with &amp;quot;Scope: This is to compliment existing information, and links off to avoid too much redundancy.  ==Mesh will make Second Life beautiful!==   Mesh is of a collection of Vertices, E…&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scope: This is to compliment existing information, and links off to avoid too much redundancy.&lt;br /&gt;
&lt;br /&gt;
==Mesh will make Second Life beautiful!==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mesh is of a collection of Vertices, Edges, and Faces that define a 3D shape within computer software.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The basic element of mesh is a Vertex. A vertices define a points in space, the direction, texture information, and much more.  &lt;br /&gt;
*Connecting two vertices creates an Edge.  &lt;br /&gt;
*Connecting a three or four edges together creates a face. &lt;br /&gt;
**There are two kinds of faces.&lt;br /&gt;
***Triangle faces. &lt;br /&gt;
***Quad faces. &lt;br /&gt;
&lt;br /&gt;
[[File:vertices black640.png]]&lt;br /&gt;
Three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:edges 640.png]]&lt;br /&gt;
Two Edges connecting three vertices&lt;br /&gt;
&lt;br /&gt;
[[File:triangle6401.png]]&lt;br /&gt;
Triangle face connecting 3 edges&lt;br /&gt;
&lt;br /&gt;
[[File:quad640.png]]&lt;br /&gt;
Quad face connecting 4 edges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Together they combine to make This!&lt;br /&gt;
&lt;br /&gt;
[[File:Mesh Image640.png]]&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
Second Life uses COLLADA&#039;s 1.4.1 ? file format for the uploading of mesh items. &lt;br /&gt;
COLLADA is a powerful open standard collaborative format. The files are in a humanly readable XML format with an extension of .dae.&lt;br /&gt;
http://en.wikipedia.org/wiki/COLLADA&lt;br /&gt;
https://collada.org/mediawiki/index.php/COLLADA_-_Digital_Asset_and_FX_Exchange_Schema&lt;br /&gt;
more than you&#039;ll Ever need to know about COLLADA.&lt;br /&gt;
Second Life COLLADA format spec. [http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
&lt;br /&gt;
The list of applications that can create mesh and export to COLLADA is long and exciting! &lt;br /&gt;
&lt;br /&gt;
Here is the short list:&lt;br /&gt;
&lt;br /&gt;
*Maya [http://usa.autodesk.com/maya/]&lt;br /&gt;
*3dsMax [http://usa.autodesk.com/3ds-max/]&lt;br /&gt;
**Including many other Autodesk tools.&lt;br /&gt;
*Blender [http://www.blender.org/]&lt;br /&gt;
**Blender history(interesting read) [http://en.wikipedia.org/wiki/Blender_%28software%29]&lt;br /&gt;
**additional Second Life Mesh Blender specific tutorials here: [http://blog.machinimatrix.org/] and [http://cgcookie.com]&lt;br /&gt;
*Sketchup [http://www.sketchup.com/]&lt;br /&gt;
*Wings 3D [http://www.wings3d.com/]&lt;br /&gt;
**no UV mapping tool.&lt;br /&gt;
*Daz Studio [http://www.daz3d.com/]&lt;br /&gt;
&lt;br /&gt;
Many other software packages can create mesh, though, some may require minor settings adjustments or even external programs to generate .dae files. &lt;br /&gt;
&lt;br /&gt;
Here is the extensive list. [http://wiki.secondlife.com/wiki/Mesh/Tools]&lt;br /&gt;
&lt;br /&gt;
*File Examples in COLLADA .dae file format. [http://wiki.secondlife.com/wiki/Mesh/Sample_Content]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Further detail and spec.==&lt;br /&gt;
&lt;br /&gt;
==Level Of Detail==&lt;br /&gt;
&lt;br /&gt;
Level Of Detail or LOD is the art of lowering an objects detail as the viewer gets further away.   With Mesh uploads we now have complete control over each level.&lt;br /&gt;
&lt;br /&gt;
*The uploader supports 4 LOD levels. &lt;br /&gt;
*The uploader will generate LOD levels for you.  Which are sufficient, but one can achieve smoother transitions between levels by creating you own LOD models.  &lt;br /&gt;
*The uploader allows the same file to be used in multiple LOD level slots. This is handy for smaller objects, but use it carefully and wisely.&lt;br /&gt;
*LOD culling is affected by the objects scale.  A larger object with show a higher LOD level than a smaller one at the same distance.  Remember this when creating your LOD models and when uploading.&lt;br /&gt;
*Each LOD model must retain all the materials of the highest detailed model. If your model has 8 materials, so must all your LOD models. Ignoring this will result in unpredictable texture location changes. &lt;br /&gt;
TIP:ignoring this requirement wont stop the uploader.  If you have a model that is displaying textures oddly, look closely at the materials in your LOD files.&lt;br /&gt;
*It is also important that the bounding boxes of all the LOD models are identical in size. This keeps the object from changing its scale as it transitions through the LOD levels. Most modeling applications offer  up ways to view the bounding box of multiple objects at the same time.&lt;br /&gt;
&lt;br /&gt;
A good general rule to go by when creating LOD models would be to half the poly count of the level above it.  For example: If the hero model is 500 poly, the next level should be close to 250 poly, the next 125, and the lowest near 75 poly.  This can&#039;t be a hard rule, as object size, and use cases have to be taken into account.&lt;br /&gt;
&lt;br /&gt;
Uploading a mesh model step by step&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185]&lt;br /&gt;
&lt;br /&gt;
==Brief Uploader LOD section walk through, two ways==&lt;br /&gt;
this should be removed.?(&lt;br /&gt;
	=Uploader Generated LODs=&lt;br /&gt;
&lt;br /&gt;
*1 Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High file slot open select the .dae file on your computer and click Open.&lt;br /&gt;
*3 Clicking on the Medium level slot to highlight that level.  Highlighting any level displays that levels model in the window to the right.  Use the up and down arrows in each level to raise or lower the triangle triangle until satisfied with the transition between the LODs&lt;br /&gt;
done!  Hit calculate and see if you like the LI count. But don&#039;t upload yet! I have more tricks to show you.&lt;br /&gt;
For full details on Triangle Limit and Error Threshold, see Upload Model UI reference. &lt;br /&gt;
&lt;br /&gt;
	=User created LOD files=&lt;br /&gt;
&lt;br /&gt;
*1  Choose Build &amp;gt; Upload &amp;gt; Model... &lt;br /&gt;
*2 In the High LOD slot load the highest detailed model.&lt;br /&gt;
*3 In the Medium slot load the second highest LOD model.&lt;br /&gt;
*4 In the Low file slot load the second to lowest LOD model&lt;br /&gt;
*5 In the Lowest slot load the lowest LOD model.&lt;br /&gt;
&lt;br /&gt;
Hit calculate and see if you like the LI count, but don&#039;t upload yet! A physics shape still needs to be assigned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physics==&lt;br /&gt;
&lt;br /&gt;
Second Life supports custom physics shapes.  Both uploaded with a mesh object or uploaded independently.  This allows for a visually complex object with an low physics impact/cost.&lt;br /&gt;
&lt;br /&gt;
==General Havok Physics thoughts and over simplifications==&lt;br /&gt;
Havok LOVES cubes.  More than we love chocolate!  It doesn&#039;t like triangles nearly as much.  Here is why.  When Havok sees a cube it is optimized to process that cube nearly instantaneously.  Conversely, when Havok encounters an object more complex than a cube(even a hollow or cut cube) it then has to count Every Single triangle on that object and ponder what to do with each one.  So keep those physics shapes as simple as possible!&lt;br /&gt;
&lt;br /&gt;
==Physics shapes and how they relate to mesh uploads and LOD==&lt;br /&gt;
&lt;br /&gt;
*Creating your own physics shapes in a modeling application is easy.&lt;br /&gt;
**Keep the poly count extremely low.&lt;br /&gt;
**Make sure the physics shape model fills the bounding box of your model and LODs, or it will not line up with your visual geometry.&lt;br /&gt;
**Export is as a .dae COLLADA file. .&lt;br /&gt;
&lt;br /&gt;
The physics tab of the uploader step by step.&lt;br /&gt;
[http://community.secondlife.com/t5/English-Knowledge-Base/Uploading-a-mesh-model/ta-p/974185#Section_.5]&lt;br /&gt;
&lt;br /&gt;
This tab allows nearly infinite flexibility.  Here is a quick description of the uploader physics tab. This is redundant but is needed to illustrate the importance and usefulness of the Analyze button.&lt;br /&gt;
&lt;br /&gt;
Step 1: Level of Detail&lt;br /&gt;
*You can assign any of your LOD levels as the physics shape.&lt;br /&gt;
*Or insert a new file for the physics shape.&lt;br /&gt;
*Or generate the physics shape right there in the uploader.&lt;br /&gt;
&lt;br /&gt;
Step 2: Analyze&lt;br /&gt;
IMPORTANT&lt;br /&gt;
	*A mesh physics shape uploaded without using the Analyze button will result in the faces being double sided inworld.  For instance: a single plane will upload as a double sided wall.  A cube will upload as a hollow box. This is useful for creating simple shapes, but also risky as it can create areas that will trap avatars and other physical objects.&lt;br /&gt;
*Pressing the Analyze button changes all those double sided faces into single sided with respect to the normal. It also creates a physics shape that acts as a volume.  Much like a prim, an Avatar or physical object interpolated with an Analyzed physics shape is neatly pushed out of the volume by Havok.&lt;br /&gt;
&lt;br /&gt;
Step 3: Simplify &lt;br /&gt;
*From here you can simplify.&lt;br /&gt;
*close holes in more complex shapes. This is useful when using an LOD level for the physics shape.&lt;br /&gt;
 etc and generate the efficient physics shape that you are after.&lt;br /&gt;
&lt;br /&gt;
The goal should always be a the simplest physics shape possible.  Using the uploader tools here to keep the geometry and physics count as low as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==UV mapping==&lt;br /&gt;
&lt;br /&gt;
	Anyone who has used the Build Tools inside of Second Life already understands UV mapping, but perhaps under different terminology.  UV mapping is simply setting texture repeats(U and V) and offsets. If you look closely at the Build Tools Texture tab you&#039;ll see that U and V are used for the texture offset values already.  Lean on that familiarity and this concept will come more easily. &lt;br /&gt;
(world map image illustrating unwrapped earth)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General UV mapping techniques==&lt;br /&gt;
&lt;br /&gt;
==Standard UV mapping==&lt;br /&gt;
The most common UV map technique divides the mesh surface into neatly flattened sections. Most 3D modeling software packages have this functionality built in. The result is familiar to us and looks like this:&lt;br /&gt;
(image of SL face UV map)&lt;br /&gt;
&lt;br /&gt;
UV mapping this way has advantages and disadvantages. &lt;br /&gt;
*The shapes created usingthis UV mapping technique makes it easier to visualize how the texture will apply inworld, which makes modifying and drawing on the texture easier.&lt;br /&gt;
*Most 3D modeling software packages can be used to generate beautiful textures using this mapping technique(in conjunction with Projection mapping, scene lighting, etc.).&lt;br /&gt;
*The disadvantages come in to play with larger or very complex objects. One simple runs out of pixels(or texture space) if trying to flatten a complex object onto one UV map. Large objects often need a seamless repeatable texture. &lt;br /&gt;
&lt;br /&gt;
(image of theater UV with zanny blurry wallpaper.)&lt;br /&gt;
&lt;br /&gt;
==Projection UV mapping==&lt;br /&gt;
Projection UV mapping is much like applying textures to a prim object inworld, the goal of UV mapping this way is to scale, rotate, and offset a diffuse texture so the object wears it perfectly.&lt;br /&gt;
*The advantage of mapping this way for Second Life is versatility. A house UV mapped this way can wear any number of standard wall, roof, or trim textures. &lt;br /&gt;
*The texture can be repeat and offset. &lt;br /&gt;
*The texture can be animated. &lt;br /&gt;
&lt;br /&gt;
*disadvantages: &lt;br /&gt;
**potential for texture size overuse inworld. &lt;br /&gt;
**Models uploaded with projection UV maps can not take advantage of modeling softwares texture baking capability. &lt;br /&gt;
(image of wall wearing obvious square textures)&lt;br /&gt;
&lt;br /&gt;
==Baking textures==&lt;br /&gt;
An advanced feature of most modeling software packages uses both the Standard UV map and the Projection maps to render an image is sometimes referred to as Baking a texture. The goal is to use all the texture information stored in the Projection maps to create an image that fits the Standard UV map. This render can influenced by any lighting or other objects in the scene. &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Texture Faces==?&amp;lt;11:13, 17 October 2012 (PDT)[[User:Sylvan Mole|Sylvan Mole]] 11:13, 17 October 2012 (PDT)that cant be the right terminology&lt;br /&gt;
&lt;br /&gt;
*Second Life&#039;s COLLADA mesh uploader supports up to 8 separate texture faces. &lt;br /&gt;
*Each LOD model must all have the same number of Texture faces. &lt;br /&gt;
*All the separate faces need to use the same UV map. &lt;br /&gt;
*Each modeling software handles this slightly differently. Assigning different areas to different materials archives separate Texture faces on an uploaded Mesh in some modelers, and assigning areas to separate textures achieves this in others. Application specific information [http://wiki.secondlife.com/wiki/Mesh/Uploading_a_multi-face_mesh]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normals==&lt;br /&gt;
Normal is an adjective that describes something that is perpendicular to a plane. [http://en.wikipedia.org/wiki/Normal_%28geometry%29]&lt;br /&gt;
For the scope of this article, normal describes the direction a face is pointing. Most 3d renderers, the Second Life Viewer included, smartly render only one side of a face. This saves cycles. But, assumes models are Manifold, enclosed in a way that won&#039;t encourage views inline with the normal, or are double sided where needed. &lt;br /&gt;
&lt;br /&gt;
[[File:normal and flipped normal sphere.png]]&lt;br /&gt;
&lt;br /&gt;
==Smooth Normals==&lt;br /&gt;
In the case of a round or curved multiple face surface, a Normal average can be used; which allows an inexpensive surface smoothing. Commonly known as Smooth Normals or Smooth shading, it is an invaluable tool when creating low poly Second Life content. &lt;br /&gt;
Smooth Normals allow fewer faces to achieve a visually smooth surface. Far far fewer faces. &lt;br /&gt;
For example, a five sided cylinder with smooth normals can appear completely round in Second Life. In some cases, a three sided cylinder will appear perfectly round. &lt;br /&gt;
&lt;br /&gt;
[[File:smooth cylinder next to not smooth.png]]&lt;br /&gt;
&lt;br /&gt;
Applying Smooth Normals to some areas and not to others is another useful for adding detail or highlighting edges. &lt;br /&gt;
&lt;br /&gt;
[[File:candlestick.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Low poly modeling==&lt;br /&gt;
&lt;br /&gt;
We are not making the next Avatar movie, we are streaming triangles and data near the speed of light. Make sure each and every poly and bit counts. &lt;br /&gt;
There are many low poly modeling techniques and software specific tutorials and tools available around the web. [http://en.wikipedia.org/wiki/Low_poly]&lt;br /&gt;
&lt;br /&gt;
The goal should always be to save every triangle everywhere you can on the model you plan to upload. *Ensure that any flat surface uses the least amount of faces as possible. &lt;br /&gt;
*Use Smooth Normals to fake smooth curved surfaces. &lt;br /&gt;
*Use a low poly rendering tricks to bake detailed textures. &lt;br /&gt;
&lt;br /&gt;
==Low Poly Texture baking tricks==&lt;br /&gt;
The idea is to create a very highly detailed model and use it to render gorgeous textures on to a very simple low poly Second Life friendly version.&lt;br /&gt;
Making the name low poly modeling slightly deceptive. As you will most likely model and render a very high poly scene. But, the result is a very efficient model with very detailed textures, well poised for incoming Normal and Specular maps. &lt;br /&gt;
&lt;br /&gt;
Most modeling software packages have features built in to facilitate this technique. Look up your favorites&#039;, it will be time very well spent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Best practices hit list==&lt;br /&gt;
*Low poly count.&lt;br /&gt;
*Smart UV mapping for efficient texture use and size.&lt;br /&gt;
*Smart LOD settings and files.&lt;br /&gt;
*Smart appropriately Analyzed simple physic shapes.&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:Mesh_Image640.png&amp;diff=1173586</id>
		<title>File:Mesh Image640.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:Mesh_Image640.png&amp;diff=1173586"/>
		<updated>2012-10-16T19:49:08Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: mesh image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;mesh image&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:Mesh_elements.png&amp;diff=1173585</id>
		<title>File:Mesh elements.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:Mesh_elements.png&amp;diff=1173585"/>
		<updated>2012-10-16T19:45:35Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: mesh elements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;mesh elements&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:Quad640.png&amp;diff=1173584</id>
		<title>File:Quad640.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:Quad640.png&amp;diff=1173584"/>
		<updated>2012-10-16T19:38:28Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: quad&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;quad&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:Triangle6401.png&amp;diff=1173583</id>
		<title>File:Triangle6401.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:Triangle6401.png&amp;diff=1173583"/>
		<updated>2012-10-16T19:37:42Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: triangle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;triangle&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:Triangle_face.jpg&amp;diff=1173582</id>
		<title>File:Triangle face.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:Triangle_face.jpg&amp;diff=1173582"/>
		<updated>2012-10-16T19:32:59Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: triangle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;triangle&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:Edges_640.png&amp;diff=1173581</id>
		<title>File:Edges 640.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:Edges_640.png&amp;diff=1173581"/>
		<updated>2012-10-16T19:32:39Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: Edges&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Edges&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:Vertices_black640.png&amp;diff=1173580</id>
		<title>File:Vertices black640.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:Vertices_black640.png&amp;diff=1173580"/>
		<updated>2012-10-16T19:32:08Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: Vertices&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vertices&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Second_Life_Railroad/SLRR_Switch&amp;diff=1020232</id>
		<title>Second Life Railroad/SLRR Switch</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Second_Life_Railroad/SLRR_Switch&amp;diff=1020232"/>
		<updated>2010-08-30T16:05:08Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Switch stand signaling diagram */&lt;/p&gt;
&lt;hr /&gt;
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&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
The following page describes the working and standards used on the LDPW switch. The SLRR switch is part of the greater SLRR rail network and will be implemented over the next months.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Background information==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
On the Northern Continent (Heterocera Atoll) there are a few sections of railway line (see [[Second_Life_Railroad|SLRR Map]] ). Some are under construction and other are in full operation. The [[LDPW]] has started work to get the &#039;Branch lines&#039; and &#039;Passing tracks&#039; connected to each other. In order to do this a rail switch was designed by {{User2|Sylvan Mole}}.&lt;br /&gt;
&lt;br /&gt;
The basis for the design of the switch was the concept; &amp;quot;&#039;&#039;The switch should work for the greatest number of existing rolling stock&#039;&#039;&amp;quot;. For that reason the switch is design without active scripts inside the guide rail prims. Most of the parts of the switch are mostly cosmetics. The actual switching is done by changing the (invisible) center guide rail. This is done in such a way that physical trains as well as sensor driven train can use the switch. (see below for more details).&lt;br /&gt;
&lt;br /&gt;
Some SL merchants already have made commercial version of a switch for the Guide rail available. Due to legal reasons the LDPW is not able to use these and therefor opted to make their own system.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drawing==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
====Diagram of Switch parts====&lt;br /&gt;
&lt;br /&gt;
[[File:Points_expl.png|600px|center|Drawing semi automated switch]]&lt;br /&gt;
* Guide rail (normally invisible but as example colored in)&lt;br /&gt;
*# white normal [[Second_Life_Railroad/SLRR_standards#Standards|Guide rail]]&lt;br /&gt;
*# green normal Guide rail on the switch named &amp;quot;&#039;&#039;&#039;Guide&#039;&#039;&#039;&amp;quot; made &#039;&#039;&#039;not phantom&#039;&#039;&#039;, in other words, made solid&lt;br /&gt;
*# red switched off Guide rail and renamed &amp;quot;&#039;&#039;&#039;Alternate Guide&#039;&#039;&#039;&amp;quot; and made &#039;&#039;&#039;phantom&#039;&#039;&#039;&lt;br /&gt;
* Switch stand&lt;br /&gt;
* Sensors&lt;br /&gt;
*# A for trains going down the main line, from the merge side toward the heading of the switch&lt;br /&gt;
*# B for trains going down the branch line, from the merge side toward the heading of the switch&lt;br /&gt;
* Touch start Prim to allow SL Residents to change the switch setting&lt;br /&gt;
* Dwarf Signal Lights&lt;br /&gt;
&lt;br /&gt;
====Switch stand signaling diagram====&lt;br /&gt;
&lt;br /&gt;
[[File:SLRR_Switch_Signaling_1024.png|600px|center|Drawing of Swtich stand signaling]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==System description==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Basics===&lt;br /&gt;
&lt;br /&gt;
*A Guide rail in use (direction of travel, depicted in green)&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;Guide&#039;&lt;br /&gt;
 - NOT phantom&lt;br /&gt;
 - Material: Glass&lt;br /&gt;
 - Texture: Transparent &lt;br /&gt;
*A Guide rail not in use (switched off, depicted in red)&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;Alternate Guide&#039;&lt;br /&gt;
 - phantom&lt;br /&gt;
 - Material: Glass&lt;br /&gt;
 - Texture: Transparent &lt;br /&gt;
*Switch Stand Signal rotates 90deg. to reveal appropriate signal. It houses the main scripts that talk to the Guide rail sections as well as the train sensors A and B.&lt;br /&gt;
*Sensors look straight up for 4 meters, sensing ACTIVE unflagged, with an arc as wide as the [[Second_Life_Railroad/SLRR_standards#SLRR_track_standards|Loading Gauge]]. If a train is detected it will automatically switch to the appropriate setting. However, If you go too fast into a merge they may miss detecting the train. As sensors fire only once per second.&lt;br /&gt;
*Dwarf Signal Lights on the Merge side of the switch display a Green or Red light. A green Dwarf Signal on the side of the merge you are on, means the switch is set correctly. A red Dwarf Signal on the side of the merge you are on, mean switch set incorrectly. Going on past a red light may cause trains to derail.&lt;br /&gt;
&lt;br /&gt;
===Touch Start===&lt;br /&gt;
&lt;br /&gt;
To provide touch support to each switch, there is a larger invisible cube placed over each switch (see drawing: purple box over the switch).&amp;lt;BR&amp;gt;&lt;br /&gt;
Simply hover your mouse over the area and click. These are very large and not part of the linkset to avoid LOD and distance rendering issues.&lt;br /&gt;
&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;switch controler&#039;&lt;br /&gt;
 - prim description: &#039;say &amp;quot;main&amp;quot; or &amp;quot;branch&amp;quot; on 133&#039; (channel may vary)&lt;br /&gt;
 - phantom&lt;br /&gt;
 - size: larger enough to cover the tracks and the &#039;switch stand&#039;&lt;br /&gt;
 - Texture: Transparent&lt;br /&gt;
&lt;br /&gt;
===Switch stand Prim/linkset parameters and changes and data string===&lt;br /&gt;
&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;switch stand&#039;&lt;br /&gt;
 - prim description: (see details below)&lt;br /&gt;
 - phantom&lt;br /&gt;
 - linked set: includes switch stand and dwarf signals&lt;br /&gt;
 - Texture: multiple&lt;br /&gt;
 - Texture: full bright in parts&lt;br /&gt;
&lt;br /&gt;
Object Description of the Switch Stand root holds a data string. This data will make it possible for train builders to semi-automate trains / train routes, as well as get enough information to message switches appropriately. i.e. control switches by sending messages &#039;main&#039; or &#039;branch&#039; to it.&amp;lt;BR&amp;gt;&lt;br /&gt;
String format -Identifier~Status~Heading Name~Mainline Name~Branch Name~messaging channel&amp;lt;BR&amp;gt;&lt;br /&gt;
Format uses ~ to separate fields of data and &amp;quot;.&amp;quot; to designate hierarchies within fields&lt;br /&gt;
&lt;br /&gt;
 Notation example:&lt;br /&gt;
 SimName.x.y.z~Main~Heading~Mainline~branch~channel&lt;br /&gt;
&lt;br /&gt;
 Live example:&lt;br /&gt;
 Tuliptree.30.42.30~Branch~Calleta Station~TulipTree Station~VRC Yard~133&lt;br /&gt;
&lt;br /&gt;
explanation of the live example:&lt;br /&gt;
* The switch is located in Tuliptree/30/42/30&lt;br /&gt;
* It is currently set to the branch&lt;br /&gt;
* The heading side goes to Calleta Station&lt;br /&gt;
* The main side goes to Tuliptree Station&lt;br /&gt;
* The branch side goes to VRC Yard&lt;br /&gt;
* It listens and talks on channel 133&lt;br /&gt;
&lt;br /&gt;
So in this example the switch is set to the branch line that links the VRC-Yard in Tuliptree to the Calleta Station.&lt;br /&gt;
&lt;br /&gt;
 If the switch was turned the other way (to mainline going straight ahead) it would read:&lt;br /&gt;
 Tuliptree.30.42.30~Main~Calleta Station~TulipTree Station~VRC Yard~133&lt;br /&gt;
&lt;br /&gt;
The data string changes only the Status field during normal operation. The &#039;Status&#039; field will display &amp;quot;Main&amp;quot; or &amp;quot;Branch&amp;quot; for train builders/scripters to sense and react.&lt;br /&gt;
&lt;br /&gt;
===System messaging===&lt;br /&gt;
&lt;br /&gt;
 *All switch systems message on a unique channel published in the Object Description of the switch stand linkset.&lt;br /&gt;
 *All switch systems listen for the message &amp;quot;main&amp;quot; OR(not and) &amp;quot;branch&amp;quot; on appropriate channel.&lt;br /&gt;
 *All switch systems [[llShout]] (100 meter) &amp;quot;main&amp;quot; or &amp;quot;branch&amp;quot; on the same channel once switch has completed changes. &lt;br /&gt;
&lt;br /&gt;
This allows signal changes up to 100 meters further up and down line. Including communication between LDPW construct and private installations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sensors and mainline resets===&lt;br /&gt;
&lt;br /&gt;
*Each switch installed on a mainline will reset to the mainline position 2.5 minutes after it is put in the branch position.&lt;br /&gt;
*On the merge side of each switch are two sensors. One for each side of the merge.  These effectively &amp;quot;Spring&amp;quot; the switch correctly for traffic heading into the merge.  When tripped they messages the switch and set it to the correct position.&lt;br /&gt;
*The [[llSensor]] scripts are placed in a prim 1.0x0.5x0.5 meter and positioned on/inside the guide rail.&lt;br /&gt;
*These sensors look straight up for 4 meters, sensing ACTIVE unflagged, with an arc as wide as the Loading Gauge. However, If you go too fast into a merge they may miss detecting the train, as the sensors fire only once per second.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scripts==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is the intention of the LDPW to publish scripts used in the switch setup here in the future.&lt;br /&gt;
 *I would like to publish the sensor code here, so everyone can verify that their trains are being sensed. Also i would like to post some code showing some examples of data wrangling from the Switch Stand Description.&lt;br /&gt;
 *Once approved, actual Switch code will be placed here as well.(Sylvan Mole)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Source==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
The above information was provided by LDPW {{User2|Sylvan Mole}} and edited for the wiki by {{User2|Stryker Jenkins}}.  Thank You very much Stryker!  Information confirmed and minor edits added by {{User2|Sylvan Mole}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
* [[Second_Life_Railroad]] (main page)&lt;br /&gt;
* [[Second_Life_Railroad/SLRR_History|SLRR History]]&lt;br /&gt;
* [[Second_Life_Railroad/SLRR_standards|SLRR standards]]&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Rail_gauge Wikipedia: Rail gauge]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Talk:Second_Life_Railroad/SLRR_Switch&amp;diff=1020222</id>
		<title>Talk:Second Life Railroad/SLRR Switch</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Talk:Second_Life_Railroad/SLRR_Switch&amp;diff=1020222"/>
		<updated>2010-08-30T16:02:44Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* problem about being noob proof */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page you can voice your comments and your own idea about the SLRR Switch concept&lt;br /&gt;
&lt;br /&gt;
--[[User:Stryker Jenkins|Stryker J]] 21:15, 28 December 2009 (UTC)&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;b&amp;gt;CORRECTION: While desirable, the ability to switch from one track to another on the SLRR is NOT essential.  Our locomotives are made of 0s and 1s, not 100 tons of iron, they can be easily moved from one track to another.  Also, switches such as the one described here have been available from private SL residents for years.  &amp;lt;/b&amp;gt;Jer Straaf&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;CORRECTION TO THE CORRECTION&amp;lt;/b&amp;gt; &lt;br /&gt;
&amp;gt;&amp;gt;...While desirable, the ability to switch from one track to another on the SLRR is NOT essential...&amp;lt;&amp;lt; &amp;lt;p&amp;gt;&lt;br /&gt;
You&#039;re right. it isn&#039;t essential, but tedious to move the trains by editing them. It is killing a lot of the experience&lt;br /&gt;
[[User:Everest Piek|Everest Piek]] 21:36, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== problem about being noob proof ==&lt;br /&gt;
&lt;br /&gt;
In RL, the switches are signalled as they are built, means, there are always a straight track and a branching track.&lt;br /&gt;
the arrow is always showing to the branching track, thats not necessarily a branching &amp;lt;b&amp;gt;Line&amp;lt;/b&amp;gt;.&lt;br /&gt;
For that, having the signals once this way, once the other way, might be confusing to noobs.&lt;br /&gt;
I would plead for having them in a universal way set as the switches are built, as they are signalled in RL.&lt;br /&gt;
[[User:Everest Piek|Everest Piek]] 21:43, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:*There is a little bit of education to be done. I agree with the principle of making sure the switches are all setup the same way. In order to make the switches more Noob friendly the dwarflights are also installed. --[[User:Stryker Jenkins|Stryker J]] 09:32, 30 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:* Thanks Guys.  I will redact my statment under the Signal diagram and build tham as Everest advises.  Sylvan&lt;br /&gt;
:&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Second_Life_Railroad/SLRR_Switch&amp;diff=1019892</id>
		<title>Second Life Railroad/SLRR Switch</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Second_Life_Railroad/SLRR_Switch&amp;diff=1019892"/>
		<updated>2010-08-29T16:39:11Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Source */&lt;/p&gt;
&lt;hr /&gt;
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 |desc=As with all wiki.secondlife pages that are not [[KB2Wiki#What_is_the_Linden_Lab_Official_namespace.3F | LL Official pages]], this article is open to edit as and when a resident feels it is appropriate (see [[Editing Guidelines]]). If however you simply wish to ask or make a suggestion about or discuss the railroad or the content of this article, please use the [[Talk:Second_Life_Railroad/SLRR_Switch|Talk page]]. The talk page is also where any disputes over proposed page content should be discussed. This Wiki (being a document of an ever changing world) is constantly in need of updating and improvement. If you are aware of information this article should have added/changed please go ahead and do so. If you do not feel confident about editing make the suggestion on the talk page and another contributor may be able to assist.&lt;br /&gt;
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{|style=&amp;quot;width: 100%; font-size: 100%; background: #ffffff; border:1px solid #c0c0c0;&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|__TOC__&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Points_ani.gif‎|500px|center]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
The following page describes the working and standards used on the LDPW switch. The SLRR switch is part of the greater SLRR rail network and will be implemented over the next months.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Background information==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
On the Northern Continent (Heterocera Atoll) there are a few sections of railway line (see [[Second_Life_Railroad|SLRR Map]] ). Some are under construction and other are in full operation. The [[LDPW]] has started work to get the &#039;Branch lines&#039; and &#039;Passing tracks&#039; connected to each other. In order to do this a rail switch was designed by {{User2|Sylvan Mole}}.&lt;br /&gt;
&lt;br /&gt;
The basis for the design of the switch was the concept; &amp;quot;&#039;&#039;The switch should work for the greatest number of existing rolling stock&#039;&#039;&amp;quot;. For that reason the switch is design without active scripts inside the guide rail prims. Most of the parts of the switch are mostly cosmetics. The actual switching is done by changing the (invisible) center guide rail. This is done in such a way that physical trains as well as sensor driven train can use the switch. (see below for more details).&lt;br /&gt;
&lt;br /&gt;
Some SL merchants already have made commercial version of a switch for the Guide rail available. Due to legal reasons the LDPW is not able to use these and therefor opted to make their own system.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drawing==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
====Diagram of Switch parts====&lt;br /&gt;
&lt;br /&gt;
[[File:Points_expl.png|600px|center|Drawing semi automated switch]]&lt;br /&gt;
* Guide rail (normally invisible but as example colored in)&lt;br /&gt;
*# white normal [[Second_Life_Railroad/SLRR_standards#Standards|Guide rail]]&lt;br /&gt;
*# green normal Guide rail on the switch named &amp;quot;&#039;&#039;&#039;Guide&#039;&#039;&#039;&amp;quot; made &#039;&#039;&#039;not phantom&#039;&#039;&#039;, in other words, made solid&lt;br /&gt;
*# red switched off Guide rail and renamed &amp;quot;&#039;&#039;&#039;Alternate Guide&#039;&#039;&#039;&amp;quot; and made &#039;&#039;&#039;phantom&#039;&#039;&#039;&lt;br /&gt;
* Switch stand&lt;br /&gt;
* Sensors&lt;br /&gt;
*# A for trains going down the main line, from the merge side toward the heading of the switch&lt;br /&gt;
*# B for trains going down the branch line, from the merge side toward the heading of the switch&lt;br /&gt;
* Touch start Prim to allow SL Residents to change the switch setting&lt;br /&gt;
* Dwarf Signal Lights&lt;br /&gt;
&lt;br /&gt;
====Switch stand signaling diagram====&lt;br /&gt;
&lt;br /&gt;
[[File:SLRR_Switch_Signaling_1024.png|600px|center|Drawing of Swtich stand signaling]]&lt;br /&gt;
*In an attempt to keep signaling consistent, all Switch Stand signals will be on the Mainline side of the Switch.  Resulting in a Red Switch Stand signal always meaning Mainline and a Yellow signal meaning branch line. This may need to be amended once switches are deployed. (Sylvan Mole)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==System description==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Basics===&lt;br /&gt;
&lt;br /&gt;
*A Guide rail in use (direction of travel, depicted in green)&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;Guide&#039;&lt;br /&gt;
 - NOT phantom&lt;br /&gt;
 - Material: Glass&lt;br /&gt;
 - Texture: Transparent &lt;br /&gt;
*A Guide rail not in use (switched off, depicted in red)&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;Alternate Guide&#039;&lt;br /&gt;
 - phantom&lt;br /&gt;
 - Material: Glass&lt;br /&gt;
 - Texture: Transparent &lt;br /&gt;
*Switch Stand Signal rotates 90deg. to reveal appropriate signal. It houses the main scripts that talk to the Guide rail sections as well as the train sensors A and B.&lt;br /&gt;
*Sensors look straight up for 4 meters, sensing ACTIVE unflagged, with an arc as wide as the [[Second_Life_Railroad/SLRR_standards#SLRR_track_standards|Loading Gauge]]. If a train is detected it will automatically switch to the appropriate setting. However, If you go too fast into a merge they may miss detecting the train. As sensors fire only once per second.&lt;br /&gt;
*Dwarf Signal Lights on the Merge side of the switch display a Green or Red light. A green Dwarf Signal on the side of the merge you are on, means the switch is set correctly. A red Dwarf Signal on the side of the merge you are on, mean switch set incorrectly. Going on past a red light may cause trains to derail.&lt;br /&gt;
&lt;br /&gt;
===Touch Start===&lt;br /&gt;
&lt;br /&gt;
To provide touch support to each switch, there is a larger invisible cube placed over each switch (see drawing: purple box over the switch).&amp;lt;BR&amp;gt;&lt;br /&gt;
Simply hover your mouse over the area and click. These are very large and not part of the linkset to avoid LOD and distance rendering issues.&lt;br /&gt;
&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;switch controler&#039;&lt;br /&gt;
 - prim description: &#039;say &amp;quot;main&amp;quot; or &amp;quot;branch&amp;quot; on 133&#039; (channel may vary)&lt;br /&gt;
 - phantom&lt;br /&gt;
 - size: larger enough to cover the tracks and the &#039;switch stand&#039;&lt;br /&gt;
 - Texture: Transparent&lt;br /&gt;
&lt;br /&gt;
===Switch stand Prim/linkset parameters and changes and data string===&lt;br /&gt;
&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;switch stand&#039;&lt;br /&gt;
 - prim description: (see details below)&lt;br /&gt;
 - phantom&lt;br /&gt;
 - linked set: includes switch stand and dwarf signals&lt;br /&gt;
 - Texture: multiple&lt;br /&gt;
 - Texture: full bright in parts&lt;br /&gt;
&lt;br /&gt;
Object Description of the Switch Stand root holds a data string. This data will make it possible for train builders to semi-automate trains / train routes, as well as get enough information to message switches appropriately. i.e. control switches by sending messages &#039;main&#039; or &#039;branch&#039; to it.&amp;lt;BR&amp;gt;&lt;br /&gt;
String format -Identifier~Status~Heading Name~Mainline Name~Branch Name~messaging channel&amp;lt;BR&amp;gt;&lt;br /&gt;
Format uses ~ to separate fields of data and &amp;quot;.&amp;quot; to designate hierarchies within fields&lt;br /&gt;
&lt;br /&gt;
 Notation example:&lt;br /&gt;
 SimName.x.y.z~Main~Heading~Mainline~branch~channel&lt;br /&gt;
&lt;br /&gt;
 Live example:&lt;br /&gt;
 Tuliptree.30.42.30~Branch~Calleta Station~TulipTree Station~VRC Yard~133&lt;br /&gt;
&lt;br /&gt;
explanation of the live example:&lt;br /&gt;
* The switch is located in Tuliptree/30/42/30&lt;br /&gt;
* It is currently set to the branch&lt;br /&gt;
* The heading side goes to Calleta Station&lt;br /&gt;
* The main side goes to Tuliptree Station&lt;br /&gt;
* The branch side goes to VRC Yard&lt;br /&gt;
* It listens and talks on channel 133&lt;br /&gt;
&lt;br /&gt;
So in this example the switch is set to the branch line that links the VRC-Yard in Tuliptree to the Calleta Station.&lt;br /&gt;
&lt;br /&gt;
 If the switch was turned the other way (to mainline going straight ahead) it would read:&lt;br /&gt;
 Tuliptree.30.42.30~Main~Calleta Station~TulipTree Station~VRC Yard~133&lt;br /&gt;
&lt;br /&gt;
The data string changes only the Status field during normal operation. The &#039;Status&#039; field will display &amp;quot;Main&amp;quot; or &amp;quot;Branch&amp;quot; for train builders/scripters to sense and react.&lt;br /&gt;
&lt;br /&gt;
===System messaging===&lt;br /&gt;
&lt;br /&gt;
 *All switch systems message on a unique channel published in the Object Description of the switch stand linkset.&lt;br /&gt;
 *All switch systems listen for the message &amp;quot;main&amp;quot; OR(not and) &amp;quot;branch&amp;quot; on appropriate channel.&lt;br /&gt;
 *All switch systems [[llShout]] (100 meter) &amp;quot;main&amp;quot; or &amp;quot;branch&amp;quot; on the same channel once switch has completed changes. &lt;br /&gt;
&lt;br /&gt;
This allows signal changes up to 100 meters further up and down line. Including communication between LDPW construct and private installations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sensors and mainline resets===&lt;br /&gt;
&lt;br /&gt;
*Each switch installed on a mainline will reset to the mainline position 2.5 minutes after it is put in the branch position.&lt;br /&gt;
*On the merge side of each switch are two sensors. One for each side of the merge.  These effectively &amp;quot;Spring&amp;quot; the switch correctly for traffic heading into the merge.  When tripped they messages the switch and set it to the correct position.&lt;br /&gt;
*The [[llSensor]] scripts are placed in a prim 1.0x0.5x0.5 meter and positioned on/inside the guide rail.&lt;br /&gt;
*These sensors look straight up for 4 meters, sensing ACTIVE unflagged, with an arc as wide as the Loading Gauge. However, If you go too fast into a merge they may miss detecting the train, as the sensors fire only once per second.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scripts==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is the intention of the LDPW to publish scripts used in the switch setup here in the future.&lt;br /&gt;
 *I would like to publish the sensor code here, so everyone can verify that their trains are being sensed. Also i would like to post some code showing some examples of data wrangling from the Switch Stand Description.&lt;br /&gt;
 *Once approved, actual Switch code will be placed here as well.(Sylvan Mole)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Source==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
The above information was provided by LDPW {{User2|Sylvan Mole}} and edited for the wiki by {{User2|Stryker Jenkins}}.  Thank You very much Stryker!  Information confirmed and minor edits added by {{User2|Sylvan Mole}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
* [[Second_Life_Railroad]] (main page)&lt;br /&gt;
* [[Second_Life_Railroad/SLRR_History|SLRR History]]&lt;br /&gt;
* [[Second_Life_Railroad/SLRR_standards|SLRR standards]]&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Rail_gauge Wikipedia: Rail gauge]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Second_Life_Railroad/SLRR_Switch&amp;diff=1019882</id>
		<title>Second Life Railroad/SLRR Switch</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Second_Life_Railroad/SLRR_Switch&amp;diff=1019882"/>
		<updated>2010-08-29T16:36:54Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Scripts */&lt;/p&gt;
&lt;hr /&gt;
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 |mode=note&lt;br /&gt;
 |desc=As with all wiki.secondlife pages that are not [[KB2Wiki#What_is_the_Linden_Lab_Official_namespace.3F | LL Official pages]], this article is open to edit as and when a resident feels it is appropriate (see [[Editing Guidelines]]). If however you simply wish to ask or make a suggestion about or discuss the railroad or the content of this article, please use the [[Talk:Second_Life_Railroad/SLRR_Switch|Talk page]]. The talk page is also where any disputes over proposed page content should be discussed. This Wiki (being a document of an ever changing world) is constantly in need of updating and improvement. If you are aware of information this article should have added/changed please go ahead and do so. If you do not feel confident about editing make the suggestion on the talk page and another contributor may be able to assist.&lt;br /&gt;
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| align=&amp;quot;left&amp;quot;|__TOC__&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
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|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
The following page describes the working and standards used on the LDPW switch. The SLRR switch is part of the greater SLRR rail network and will be implemented over the next months.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Background information==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
On the Northern Continent (Heterocera Atoll) there are a few sections of railway line (see [[Second_Life_Railroad|SLRR Map]] ). Some are under construction and other are in full operation. The [[LDPW]] has started work to get the &#039;Branch lines&#039; and &#039;Passing tracks&#039; connected to each other. In order to do this a rail switch was designed by {{User2|Sylvan Mole}}.&lt;br /&gt;
&lt;br /&gt;
The basis for the design of the switch was the concept; &amp;quot;&#039;&#039;The switch should work for the greatest number of existing rolling stock&#039;&#039;&amp;quot;. For that reason the switch is design without active scripts inside the guide rail prims. Most of the parts of the switch are mostly cosmetics. The actual switching is done by changing the (invisible) center guide rail. This is done in such a way that physical trains as well as sensor driven train can use the switch. (see below for more details).&lt;br /&gt;
&lt;br /&gt;
Some SL merchants already have made commercial version of a switch for the Guide rail available. Due to legal reasons the LDPW is not able to use these and therefor opted to make their own system.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drawing==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
====Diagram of Switch parts====&lt;br /&gt;
&lt;br /&gt;
[[File:Points_expl.png|600px|center|Drawing semi automated switch]]&lt;br /&gt;
* Guide rail (normally invisible but as example colored in)&lt;br /&gt;
*# white normal [[Second_Life_Railroad/SLRR_standards#Standards|Guide rail]]&lt;br /&gt;
*# green normal Guide rail on the switch named &amp;quot;&#039;&#039;&#039;Guide&#039;&#039;&#039;&amp;quot; made &#039;&#039;&#039;not phantom&#039;&#039;&#039;, in other words, made solid&lt;br /&gt;
*# red switched off Guide rail and renamed &amp;quot;&#039;&#039;&#039;Alternate Guide&#039;&#039;&#039;&amp;quot; and made &#039;&#039;&#039;phantom&#039;&#039;&#039;&lt;br /&gt;
* Switch stand&lt;br /&gt;
* Sensors&lt;br /&gt;
*# A for trains going down the main line, from the merge side toward the heading of the switch&lt;br /&gt;
*# B for trains going down the branch line, from the merge side toward the heading of the switch&lt;br /&gt;
* Touch start Prim to allow SL Residents to change the switch setting&lt;br /&gt;
* Dwarf Signal Lights&lt;br /&gt;
&lt;br /&gt;
====Switch stand signaling diagram====&lt;br /&gt;
&lt;br /&gt;
[[File:SLRR_Switch_Signaling_1024.png|600px|center|Drawing of Swtich stand signaling]]&lt;br /&gt;
*In an attempt to keep signaling consistent, all Switch Stand signals will be on the Mainline side of the Switch.  Resulting in a Red Switch Stand signal always meaning Mainline and a Yellow signal meaning branch line. This may need to be amended once switches are deployed. (Sylvan Mole)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==System description==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Basics===&lt;br /&gt;
&lt;br /&gt;
*A Guide rail in use (direction of travel, depicted in green)&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;Guide&#039;&lt;br /&gt;
 - NOT phantom&lt;br /&gt;
 - Material: Glass&lt;br /&gt;
 - Texture: Transparent &lt;br /&gt;
*A Guide rail not in use (switched off, depicted in red)&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;Alternate Guide&#039;&lt;br /&gt;
 - phantom&lt;br /&gt;
 - Material: Glass&lt;br /&gt;
 - Texture: Transparent &lt;br /&gt;
*Switch Stand Signal rotates 90deg. to reveal appropriate signal. It houses the main scripts that talk to the Guide rail sections as well as the train sensors A and B.&lt;br /&gt;
*Sensors look straight up for 4 meters, sensing ACTIVE unflagged, with an arc as wide as the [[Second_Life_Railroad/SLRR_standards#SLRR_track_standards|Loading Gauge]]. If a train is detected it will automatically switch to the appropriate setting. However, If you go too fast into a merge they may miss detecting the train. As sensors fire only once per second.&lt;br /&gt;
*Dwarf Signal Lights on the Merge side of the switch display a Green or Red light. A green Dwarf Signal on the side of the merge you are on, means the switch is set correctly. A red Dwarf Signal on the side of the merge you are on, mean switch set incorrectly. Going on past a red light may cause trains to derail.&lt;br /&gt;
&lt;br /&gt;
===Touch Start===&lt;br /&gt;
&lt;br /&gt;
To provide touch support to each switch, there is a larger invisible cube placed over each switch (see drawing: purple box over the switch).&amp;lt;BR&amp;gt;&lt;br /&gt;
Simply hover your mouse over the area and click. These are very large and not part of the linkset to avoid LOD and distance rendering issues.&lt;br /&gt;
&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;switch controler&#039;&lt;br /&gt;
 - prim description: &#039;say &amp;quot;main&amp;quot; or &amp;quot;branch&amp;quot; on 133&#039; (channel may vary)&lt;br /&gt;
 - phantom&lt;br /&gt;
 - size: larger enough to cover the tracks and the &#039;switch stand&#039;&lt;br /&gt;
 - Texture: Transparent&lt;br /&gt;
&lt;br /&gt;
===Switch stand Prim/linkset parameters and changes and data string===&lt;br /&gt;
&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;switch stand&#039;&lt;br /&gt;
 - prim description: (see details below)&lt;br /&gt;
 - phantom&lt;br /&gt;
 - linked set: includes switch stand and dwarf signals&lt;br /&gt;
 - Texture: multiple&lt;br /&gt;
 - Texture: full bright in parts&lt;br /&gt;
&lt;br /&gt;
Object Description of the Switch Stand root holds a data string. This data will make it possible for train builders to semi-automate trains / train routes, as well as get enough information to message switches appropriately. i.e. control switches by sending messages &#039;main&#039; or &#039;branch&#039; to it.&amp;lt;BR&amp;gt;&lt;br /&gt;
String format -Identifier~Status~Heading Name~Mainline Name~Branch Name~messaging channel&amp;lt;BR&amp;gt;&lt;br /&gt;
Format uses ~ to separate fields of data and &amp;quot;.&amp;quot; to designate hierarchies within fields&lt;br /&gt;
&lt;br /&gt;
 Notation example:&lt;br /&gt;
 SimName.x.y.z~Main~Heading~Mainline~branch~channel&lt;br /&gt;
&lt;br /&gt;
 Live example:&lt;br /&gt;
 Tuliptree.30.42.30~Branch~Calleta Station~TulipTree Station~VRC Yard~133&lt;br /&gt;
&lt;br /&gt;
explanation of the live example:&lt;br /&gt;
* The switch is located in Tuliptree/30/42/30&lt;br /&gt;
* It is currently set to the branch&lt;br /&gt;
* The heading side goes to Calleta Station&lt;br /&gt;
* The main side goes to Tuliptree Station&lt;br /&gt;
* The branch side goes to VRC Yard&lt;br /&gt;
* It listens and talks on channel 133&lt;br /&gt;
&lt;br /&gt;
So in this example the switch is set to the branch line that links the VRC-Yard in Tuliptree to the Calleta Station.&lt;br /&gt;
&lt;br /&gt;
 If the switch was turned the other way (to mainline going straight ahead) it would read:&lt;br /&gt;
 Tuliptree.30.42.30~Main~Calleta Station~TulipTree Station~VRC Yard~133&lt;br /&gt;
&lt;br /&gt;
The data string changes only the Status field during normal operation. The &#039;Status&#039; field will display &amp;quot;Main&amp;quot; or &amp;quot;Branch&amp;quot; for train builders/scripters to sense and react.&lt;br /&gt;
&lt;br /&gt;
===System messaging===&lt;br /&gt;
&lt;br /&gt;
 *All switch systems message on a unique channel published in the Object Description of the switch stand linkset.&lt;br /&gt;
 *All switch systems listen for the message &amp;quot;main&amp;quot; OR(not and) &amp;quot;branch&amp;quot; on appropriate channel.&lt;br /&gt;
 *All switch systems [[llShout]] (100 meter) &amp;quot;main&amp;quot; or &amp;quot;branch&amp;quot; on the same channel once switch has completed changes. &lt;br /&gt;
&lt;br /&gt;
This allows signal changes up to 100 meters further up and down line. Including communication between LDPW construct and private installations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sensors and mainline resets===&lt;br /&gt;
&lt;br /&gt;
*Each switch installed on a mainline will reset to the mainline position 2.5 minutes after it is put in the branch position.&lt;br /&gt;
*On the merge side of each switch are two sensors. One for each side of the merge.  These effectively &amp;quot;Spring&amp;quot; the switch correctly for traffic heading into the merge.  When tripped they messages the switch and set it to the correct position.&lt;br /&gt;
*The [[llSensor]] scripts are placed in a prim 1.0x0.5x0.5 meter and positioned on/inside the guide rail.&lt;br /&gt;
*These sensors look straight up for 4 meters, sensing ACTIVE unflagged, with an arc as wide as the Loading Gauge. However, If you go too fast into a merge they may miss detecting the train, as the sensors fire only once per second.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scripts==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is the intention of the LDPW to publish scripts used in the switch setup here in the future.&lt;br /&gt;
 *I would like to publish the sensor code here, so everyone can verify that their trains are being sensed. Also i would like to post some code showing some examples of data wrangling from the Switch Stand Description.&lt;br /&gt;
 *Once approved, actual Switch code will be placed here as well.(Sylvan Mole)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Source==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
The above information was provided by LDPW {{User2|Sylvan Mole}} and edited for the wiki by {{User2|Stryker Jenkins}}.  Confirmed and minor edits added by {{User2|Sylvan Mole}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
* [[Second_Life_Railroad]] (main page)&lt;br /&gt;
* [[Second_Life_Railroad/SLRR_History|SLRR History]]&lt;br /&gt;
* [[Second_Life_Railroad/SLRR_standards|SLRR standards]]&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Rail_gauge Wikipedia: Rail gauge]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Second_Life_Railroad/SLRR_Switch&amp;diff=1019872</id>
		<title>Second Life Railroad/SLRR Switch</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Second_Life_Railroad/SLRR_Switch&amp;diff=1019872"/>
		<updated>2010-08-29T16:27:45Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Source */&lt;/p&gt;
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 |mode=note&lt;br /&gt;
 |desc=As with all wiki.secondlife pages that are not [[KB2Wiki#What_is_the_Linden_Lab_Official_namespace.3F | LL Official pages]], this article is open to edit as and when a resident feels it is appropriate (see [[Editing Guidelines]]). If however you simply wish to ask or make a suggestion about or discuss the railroad or the content of this article, please use the [[Talk:Second_Life_Railroad/SLRR_Switch|Talk page]]. The talk page is also where any disputes over proposed page content should be discussed. This Wiki (being a document of an ever changing world) is constantly in need of updating and improvement. If you are aware of information this article should have added/changed please go ahead and do so. If you do not feel confident about editing make the suggestion on the talk page and another contributor may be able to assist.&lt;br /&gt;
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&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
The following page describes the working and standards used on the LDPW switch. The SLRR switch is part of the greater SLRR rail network and will be implemented over the next months.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Background information==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
On the Northern Continent (Heterocera Atoll) there are a few sections of railway line (see [[Second_Life_Railroad|SLRR Map]] ). Some are under construction and other are in full operation. The [[LDPW]] has started work to get the &#039;Branch lines&#039; and &#039;Passing tracks&#039; connected to each other. In order to do this a rail switch was designed by {{User2|Sylvan Mole}}.&lt;br /&gt;
&lt;br /&gt;
The basis for the design of the switch was the concept; &amp;quot;&#039;&#039;The switch should work for the greatest number of existing rolling stock&#039;&#039;&amp;quot;. For that reason the switch is design without active scripts inside the guide rail prims. Most of the parts of the switch are mostly cosmetics. The actual switching is done by changing the (invisible) center guide rail. This is done in such a way that physical trains as well as sensor driven train can use the switch. (see below for more details).&lt;br /&gt;
&lt;br /&gt;
Some SL merchants already have made commercial version of a switch for the Guide rail available. Due to legal reasons the LDPW is not able to use these and therefor opted to make their own system.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drawing==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
====Diagram of Switch parts====&lt;br /&gt;
&lt;br /&gt;
[[File:Points_expl.png|600px|center|Drawing semi automated switch]]&lt;br /&gt;
* Guide rail (normally invisible but as example colored in)&lt;br /&gt;
*# white normal [[Second_Life_Railroad/SLRR_standards#Standards|Guide rail]]&lt;br /&gt;
*# green normal Guide rail on the switch named &amp;quot;&#039;&#039;&#039;Guide&#039;&#039;&#039;&amp;quot; made &#039;&#039;&#039;not phantom&#039;&#039;&#039;, in other words, made solid&lt;br /&gt;
*# red switched off Guide rail and renamed &amp;quot;&#039;&#039;&#039;Alternate Guide&#039;&#039;&#039;&amp;quot; and made &#039;&#039;&#039;phantom&#039;&#039;&#039;&lt;br /&gt;
* Switch stand&lt;br /&gt;
* Sensors&lt;br /&gt;
*# A for trains going down the main line, from the merge side toward the heading of the switch&lt;br /&gt;
*# B for trains going down the branch line, from the merge side toward the heading of the switch&lt;br /&gt;
* Touch start Prim to allow SL Residents to change the switch setting&lt;br /&gt;
* Dwarf Signal Lights&lt;br /&gt;
&lt;br /&gt;
====Switch stand signaling diagram====&lt;br /&gt;
&lt;br /&gt;
[[File:SLRR_Switch_Signaling_1024.png|600px|center|Drawing of Swtich stand signaling]]&lt;br /&gt;
*In an attempt to keep signaling consistent, all Switch Stand signals will be on the Mainline side of the Switch.  Resulting in a Red Switch Stand signal always meaning Mainline and a Yellow signal meaning branch line. This may need to be amended once switches are deployed. (Sylvan Mole)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==System description==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Basics===&lt;br /&gt;
&lt;br /&gt;
*A Guide rail in use (direction of travel, depicted in green)&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;Guide&#039;&lt;br /&gt;
 - NOT phantom&lt;br /&gt;
 - Material: Glass&lt;br /&gt;
 - Texture: Transparent &lt;br /&gt;
*A Guide rail not in use (switched off, depicted in red)&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;Alternate Guide&#039;&lt;br /&gt;
 - phantom&lt;br /&gt;
 - Material: Glass&lt;br /&gt;
 - Texture: Transparent &lt;br /&gt;
*Switch Stand Signal rotates 90deg. to reveal appropriate signal. It houses the main scripts that talk to the Guide rail sections as well as the train sensors A and B.&lt;br /&gt;
*Sensors look straight up for 4 meters, sensing ACTIVE unflagged, with an arc as wide as the [[Second_Life_Railroad/SLRR_standards#SLRR_track_standards|Loading Gauge]]. If a train is detected it will automatically switch to the appropriate setting. However, If you go too fast into a merge they may miss detecting the train. As sensors fire only once per second.&lt;br /&gt;
*Dwarf Signal Lights on the Merge side of the switch display a Green or Red light. A green Dwarf Signal on the side of the merge you are on, means the switch is set correctly. A red Dwarf Signal on the side of the merge you are on, mean switch set incorrectly. Going on past a red light may cause trains to derail.&lt;br /&gt;
&lt;br /&gt;
===Touch Start===&lt;br /&gt;
&lt;br /&gt;
To provide touch support to each switch, there is a larger invisible cube placed over each switch (see drawing: purple box over the switch).&amp;lt;BR&amp;gt;&lt;br /&gt;
Simply hover your mouse over the area and click. These are very large and not part of the linkset to avoid LOD and distance rendering issues.&lt;br /&gt;
&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;switch controler&#039;&lt;br /&gt;
 - prim description: &#039;say &amp;quot;main&amp;quot; or &amp;quot;branch&amp;quot; on 133&#039; (channel may vary)&lt;br /&gt;
 - phantom&lt;br /&gt;
 - size: larger enough to cover the tracks and the &#039;switch stand&#039;&lt;br /&gt;
 - Texture: Transparent&lt;br /&gt;
&lt;br /&gt;
===Switch stand Prim/linkset parameters and changes and data string===&lt;br /&gt;
&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;switch stand&#039;&lt;br /&gt;
 - prim description: (see details below)&lt;br /&gt;
 - phantom&lt;br /&gt;
 - linked set: includes switch stand and dwarf signals&lt;br /&gt;
 - Texture: multiple&lt;br /&gt;
 - Texture: full bright in parts&lt;br /&gt;
&lt;br /&gt;
Object Description of the Switch Stand root holds a data string. This data will make it possible for train builders to semi-automate trains / train routes, as well as get enough information to message switches appropriately. i.e. control switches by sending messages &#039;main&#039; or &#039;branch&#039; to it.&amp;lt;BR&amp;gt;&lt;br /&gt;
String format -Identifier~Status~Heading Name~Mainline Name~Branch Name~messaging channel&amp;lt;BR&amp;gt;&lt;br /&gt;
Format uses ~ to separate fields of data and &amp;quot;.&amp;quot; to designate hierarchies within fields&lt;br /&gt;
&lt;br /&gt;
 Notation example:&lt;br /&gt;
 SimName.x.y.z~Main~Heading~Mainline~branch~channel&lt;br /&gt;
&lt;br /&gt;
 Live example:&lt;br /&gt;
 Tuliptree.30.42.30~Branch~Calleta Station~TulipTree Station~VRC Yard~133&lt;br /&gt;
&lt;br /&gt;
explanation of the live example:&lt;br /&gt;
* The switch is located in Tuliptree/30/42/30&lt;br /&gt;
* It is currently set to the branch&lt;br /&gt;
* The heading side goes to Calleta Station&lt;br /&gt;
* The main side goes to Tuliptree Station&lt;br /&gt;
* The branch side goes to VRC Yard&lt;br /&gt;
* It listens and talks on channel 133&lt;br /&gt;
&lt;br /&gt;
So in this example the switch is set to the branch line that links the VRC-Yard in Tuliptree to the Calleta Station.&lt;br /&gt;
&lt;br /&gt;
 If the switch was turned the other way (to mainline going straight ahead) it would read:&lt;br /&gt;
 Tuliptree.30.42.30~Main~Calleta Station~TulipTree Station~VRC Yard~133&lt;br /&gt;
&lt;br /&gt;
The data string changes only the Status field during normal operation. The &#039;Status&#039; field will display &amp;quot;Main&amp;quot; or &amp;quot;Branch&amp;quot; for train builders/scripters to sense and react.&lt;br /&gt;
&lt;br /&gt;
===System messaging===&lt;br /&gt;
&lt;br /&gt;
 *All switch systems message on a unique channel published in the Object Description of the switch stand linkset.&lt;br /&gt;
 *All switch systems listen for the message &amp;quot;main&amp;quot; OR(not and) &amp;quot;branch&amp;quot; on appropriate channel.&lt;br /&gt;
 *All switch systems [[llShout]] (100 meter) &amp;quot;main&amp;quot; or &amp;quot;branch&amp;quot; on the same channel once switch has completed changes. &lt;br /&gt;
&lt;br /&gt;
This allows signal changes up to 100 meters further up and down line. Including communication between LDPW construct and private installations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sensors and mainline resets===&lt;br /&gt;
&lt;br /&gt;
*Each switch installed on a mainline will reset to the mainline position 2.5 minutes after it is put in the branch position.&lt;br /&gt;
*On the merge side of each switch are two sensors. One for each side of the merge.  These effectively &amp;quot;Spring&amp;quot; the switch correctly for traffic heading into the merge.  When tripped they messages the switch and set it to the correct position.&lt;br /&gt;
*The [[llSensor]] scripts are placed in a prim 1.0x0.5x0.5 meter and positioned on/inside the guide rail.&lt;br /&gt;
*These sensors look straight up for 4 meters, sensing ACTIVE unflagged, with an arc as wide as the Loading Gauge. However, If you go too fast into a merge they may miss detecting the train, as the sensors fire only once per second.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scripts==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is the intention of the LDPW to publish scripts used in the switch setup here in the future.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Source==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
The above information was provided by LDPW {{User2|Sylvan Mole}} and edited for the wiki by {{User2|Stryker Jenkins}}.  Confirmed and minor edits added by {{User2|Sylvan Mole}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
* [[Second_Life_Railroad]] (main page)&lt;br /&gt;
* [[Second_Life_Railroad/SLRR_History|SLRR History]]&lt;br /&gt;
* [[Second_Life_Railroad/SLRR_standards|SLRR standards]]&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Rail_gauge Wikipedia: Rail gauge]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Second_Life_Railroad/SLRR_Switch&amp;diff=1019862</id>
		<title>Second Life Railroad/SLRR Switch</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Second_Life_Railroad/SLRR_Switch&amp;diff=1019862"/>
		<updated>2010-08-29T16:25:12Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Sensors and mainline resets */&lt;/p&gt;
&lt;hr /&gt;
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 |desc=As with all wiki.secondlife pages that are not [[KB2Wiki#What_is_the_Linden_Lab_Official_namespace.3F | LL Official pages]], this article is open to edit as and when a resident feels it is appropriate (see [[Editing Guidelines]]). If however you simply wish to ask or make a suggestion about or discuss the railroad or the content of this article, please use the [[Talk:Second_Life_Railroad/SLRR_Switch|Talk page]]. The talk page is also where any disputes over proposed page content should be discussed. This Wiki (being a document of an ever changing world) is constantly in need of updating and improvement. If you are aware of information this article should have added/changed please go ahead and do so. If you do not feel confident about editing make the suggestion on the talk page and another contributor may be able to assist.&lt;br /&gt;
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{|style=&amp;quot;width: 100%; font-size: 100%; background: #ffffff; border:1px solid #c0c0c0;&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|__TOC__&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Points_ani.gif‎|500px|center]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
The following page describes the working and standards used on the LDPW switch. The SLRR switch is part of the greater SLRR rail network and will be implemented over the next months.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Background information==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
On the Northern Continent (Heterocera Atoll) there are a few sections of railway line (see [[Second_Life_Railroad|SLRR Map]] ). Some are under construction and other are in full operation. The [[LDPW]] has started work to get the &#039;Branch lines&#039; and &#039;Passing tracks&#039; connected to each other. In order to do this a rail switch was designed by {{User2|Sylvan Mole}}.&lt;br /&gt;
&lt;br /&gt;
The basis for the design of the switch was the concept; &amp;quot;&#039;&#039;The switch should work for the greatest number of existing rolling stock&#039;&#039;&amp;quot;. For that reason the switch is design without active scripts inside the guide rail prims. Most of the parts of the switch are mostly cosmetics. The actual switching is done by changing the (invisible) center guide rail. This is done in such a way that physical trains as well as sensor driven train can use the switch. (see below for more details).&lt;br /&gt;
&lt;br /&gt;
Some SL merchants already have made commercial version of a switch for the Guide rail available. Due to legal reasons the LDPW is not able to use these and therefor opted to make their own system.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drawing==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
====Diagram of Switch parts====&lt;br /&gt;
&lt;br /&gt;
[[File:Points_expl.png|600px|center|Drawing semi automated switch]]&lt;br /&gt;
* Guide rail (normally invisible but as example colored in)&lt;br /&gt;
*# white normal [[Second_Life_Railroad/SLRR_standards#Standards|Guide rail]]&lt;br /&gt;
*# green normal Guide rail on the switch named &amp;quot;&#039;&#039;&#039;Guide&#039;&#039;&#039;&amp;quot; made &#039;&#039;&#039;not phantom&#039;&#039;&#039;, in other words, made solid&lt;br /&gt;
*# red switched off Guide rail and renamed &amp;quot;&#039;&#039;&#039;Alternate Guide&#039;&#039;&#039;&amp;quot; and made &#039;&#039;&#039;phantom&#039;&#039;&#039;&lt;br /&gt;
* Switch stand&lt;br /&gt;
* Sensors&lt;br /&gt;
*# A for trains going down the main line, from the merge side toward the heading of the switch&lt;br /&gt;
*# B for trains going down the branch line, from the merge side toward the heading of the switch&lt;br /&gt;
* Touch start Prim to allow SL Residents to change the switch setting&lt;br /&gt;
* Dwarf Signal Lights&lt;br /&gt;
&lt;br /&gt;
====Switch stand signaling diagram====&lt;br /&gt;
&lt;br /&gt;
[[File:SLRR_Switch_Signaling_1024.png|600px|center|Drawing of Swtich stand signaling]]&lt;br /&gt;
*In an attempt to keep signaling consistent, all Switch Stand signals will be on the Mainline side of the Switch.  Resulting in a Red Switch Stand signal always meaning Mainline and a Yellow signal meaning branch line. This may need to be amended once switches are deployed. (Sylvan Mole)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==System description==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Basics===&lt;br /&gt;
&lt;br /&gt;
*A Guide rail in use (direction of travel, depicted in green)&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;Guide&#039;&lt;br /&gt;
 - NOT phantom&lt;br /&gt;
 - Material: Glass&lt;br /&gt;
 - Texture: Transparent &lt;br /&gt;
*A Guide rail not in use (switched off, depicted in red)&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;Alternate Guide&#039;&lt;br /&gt;
 - phantom&lt;br /&gt;
 - Material: Glass&lt;br /&gt;
 - Texture: Transparent &lt;br /&gt;
*Switch Stand Signal rotates 90deg. to reveal appropriate signal. It houses the main scripts that talk to the Guide rail sections as well as the train sensors A and B.&lt;br /&gt;
*Sensors look straight up for 4 meters, sensing ACTIVE unflagged, with an arc as wide as the [[Second_Life_Railroad/SLRR_standards#SLRR_track_standards|Loading Gauge]]. If a train is detected it will automatically switch to the appropriate setting. However, If you go too fast into a merge they may miss detecting the train. As sensors fire only once per second.&lt;br /&gt;
*Dwarf Signal Lights on the Merge side of the switch display a Green or Red light. A green Dwarf Signal on the side of the merge you are on, means the switch is set correctly. A red Dwarf Signal on the side of the merge you are on, mean switch set incorrectly. Going on past a red light may cause trains to derail.&lt;br /&gt;
&lt;br /&gt;
===Touch Start===&lt;br /&gt;
&lt;br /&gt;
To provide touch support to each switch, there is a larger invisible cube placed over each switch (see drawing: purple box over the switch).&amp;lt;BR&amp;gt;&lt;br /&gt;
Simply hover your mouse over the area and click. These are very large and not part of the linkset to avoid LOD and distance rendering issues.&lt;br /&gt;
&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;switch controler&#039;&lt;br /&gt;
 - prim description: &#039;say &amp;quot;main&amp;quot; or &amp;quot;branch&amp;quot; on 133&#039; (channel may vary)&lt;br /&gt;
 - phantom&lt;br /&gt;
 - size: larger enough to cover the tracks and the &#039;switch stand&#039;&lt;br /&gt;
 - Texture: Transparent&lt;br /&gt;
&lt;br /&gt;
===Switch stand Prim/linkset parameters and changes and data string===&lt;br /&gt;
&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;switch stand&#039;&lt;br /&gt;
 - prim description: (see details below)&lt;br /&gt;
 - phantom&lt;br /&gt;
 - linked set: includes switch stand and dwarf signals&lt;br /&gt;
 - Texture: multiple&lt;br /&gt;
 - Texture: full bright in parts&lt;br /&gt;
&lt;br /&gt;
Object Description of the Switch Stand root holds a data string. This data will make it possible for train builders to semi-automate trains / train routes, as well as get enough information to message switches appropriately. i.e. control switches by sending messages &#039;main&#039; or &#039;branch&#039; to it.&amp;lt;BR&amp;gt;&lt;br /&gt;
String format -Identifier~Status~Heading Name~Mainline Name~Branch Name~messaging channel&amp;lt;BR&amp;gt;&lt;br /&gt;
Format uses ~ to separate fields of data and &amp;quot;.&amp;quot; to designate hierarchies within fields&lt;br /&gt;
&lt;br /&gt;
 Notation example:&lt;br /&gt;
 SimName.x.y.z~Main~Heading~Mainline~branch~channel&lt;br /&gt;
&lt;br /&gt;
 Live example:&lt;br /&gt;
 Tuliptree.30.42.30~Branch~Calleta Station~TulipTree Station~VRC Yard~133&lt;br /&gt;
&lt;br /&gt;
explanation of the live example:&lt;br /&gt;
* The switch is located in Tuliptree/30/42/30&lt;br /&gt;
* It is currently set to the branch&lt;br /&gt;
* The heading side goes to Calleta Station&lt;br /&gt;
* The main side goes to Tuliptree Station&lt;br /&gt;
* The branch side goes to VRC Yard&lt;br /&gt;
* It listens and talks on channel 133&lt;br /&gt;
&lt;br /&gt;
So in this example the switch is set to the branch line that links the VRC-Yard in Tuliptree to the Calleta Station.&lt;br /&gt;
&lt;br /&gt;
 If the switch was turned the other way (to mainline going straight ahead) it would read:&lt;br /&gt;
 Tuliptree.30.42.30~Main~Calleta Station~TulipTree Station~VRC Yard~133&lt;br /&gt;
&lt;br /&gt;
The data string changes only the Status field during normal operation. The &#039;Status&#039; field will display &amp;quot;Main&amp;quot; or &amp;quot;Branch&amp;quot; for train builders/scripters to sense and react.&lt;br /&gt;
&lt;br /&gt;
===System messaging===&lt;br /&gt;
&lt;br /&gt;
 *All switch systems message on a unique channel published in the Object Description of the switch stand linkset.&lt;br /&gt;
 *All switch systems listen for the message &amp;quot;main&amp;quot; OR(not and) &amp;quot;branch&amp;quot; on appropriate channel.&lt;br /&gt;
 *All switch systems [[llShout]] (100 meter) &amp;quot;main&amp;quot; or &amp;quot;branch&amp;quot; on the same channel once switch has completed changes. &lt;br /&gt;
&lt;br /&gt;
This allows signal changes up to 100 meters further up and down line. Including communication between LDPW construct and private installations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sensors and mainline resets===&lt;br /&gt;
&lt;br /&gt;
*Each switch installed on a mainline will reset to the mainline position 2.5 minutes after it is put in the branch position.&lt;br /&gt;
*On the merge side of each switch are two sensors. One for each side of the merge.  These effectively &amp;quot;Spring&amp;quot; the switch correctly for traffic heading into the merge.  When tripped they messages the switch and set it to the correct position.&lt;br /&gt;
*The [[llSensor]] scripts are placed in a prim 1.0x0.5x0.5 meter and positioned on/inside the guide rail.&lt;br /&gt;
*These sensors look straight up for 4 meters, sensing ACTIVE unflagged, with an arc as wide as the Loading Gauge. However, If you go too fast into a merge they may miss detecting the train, as the sensors fire only once per second.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scripts==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is the intention of the LDPW to publish scripts used in the switch setup here in the future.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Source==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
The above information was provided by LDPW {{User2|Sylvan Mole}} and edited for the wiki by {{User2|Stryker Jenkins}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
* [[Second_Life_Railroad]] (main page)&lt;br /&gt;
* [[Second_Life_Railroad/SLRR_History|SLRR History]]&lt;br /&gt;
* [[Second_Life_Railroad/SLRR_standards|SLRR standards]]&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Rail_gauge Wikipedia: Rail gauge]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Second_Life_Railroad/SLRR_Switch&amp;diff=1019852</id>
		<title>Second Life Railroad/SLRR Switch</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Second_Life_Railroad/SLRR_Switch&amp;diff=1019852"/>
		<updated>2010-08-29T16:23:07Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Switch stand Prim/linkset parameters and changes and data string */&lt;/p&gt;
&lt;hr /&gt;
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}} &lt;br /&gt;
&lt;br /&gt;
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 |mode=note&lt;br /&gt;
 |desc=As with all wiki.secondlife pages that are not [[KB2Wiki#What_is_the_Linden_Lab_Official_namespace.3F | LL Official pages]], this article is open to edit as and when a resident feels it is appropriate (see [[Editing Guidelines]]). If however you simply wish to ask or make a suggestion about or discuss the railroad or the content of this article, please use the [[Talk:Second_Life_Railroad/SLRR_Switch|Talk page]]. The talk page is also where any disputes over proposed page content should be discussed. This Wiki (being a document of an ever changing world) is constantly in need of updating and improvement. If you are aware of information this article should have added/changed please go ahead and do so. If you do not feel confident about editing make the suggestion on the talk page and another contributor may be able to assist.&lt;br /&gt;
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{|style=&amp;quot;width: 100%; font-size: 100%; background: #ffffff; border:1px solid #c0c0c0;&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|__TOC__&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Points_ani.gif‎|500px|center]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
The following page describes the working and standards used on the LDPW switch. The SLRR switch is part of the greater SLRR rail network and will be implemented over the next months.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Background information==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
On the Northern Continent (Heterocera Atoll) there are a few sections of railway line (see [[Second_Life_Railroad|SLRR Map]] ). Some are under construction and other are in full operation. The [[LDPW]] has started work to get the &#039;Branch lines&#039; and &#039;Passing tracks&#039; connected to each other. In order to do this a rail switch was designed by {{User2|Sylvan Mole}}.&lt;br /&gt;
&lt;br /&gt;
The basis for the design of the switch was the concept; &amp;quot;&#039;&#039;The switch should work for the greatest number of existing rolling stock&#039;&#039;&amp;quot;. For that reason the switch is design without active scripts inside the guide rail prims. Most of the parts of the switch are mostly cosmetics. The actual switching is done by changing the (invisible) center guide rail. This is done in such a way that physical trains as well as sensor driven train can use the switch. (see below for more details).&lt;br /&gt;
&lt;br /&gt;
Some SL merchants already have made commercial version of a switch for the Guide rail available. Due to legal reasons the LDPW is not able to use these and therefor opted to make their own system.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drawing==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
====Diagram of Switch parts====&lt;br /&gt;
&lt;br /&gt;
[[File:Points_expl.png|600px|center|Drawing semi automated switch]]&lt;br /&gt;
* Guide rail (normally invisible but as example colored in)&lt;br /&gt;
*# white normal [[Second_Life_Railroad/SLRR_standards#Standards|Guide rail]]&lt;br /&gt;
*# green normal Guide rail on the switch named &amp;quot;&#039;&#039;&#039;Guide&#039;&#039;&#039;&amp;quot; made &#039;&#039;&#039;not phantom&#039;&#039;&#039;, in other words, made solid&lt;br /&gt;
*# red switched off Guide rail and renamed &amp;quot;&#039;&#039;&#039;Alternate Guide&#039;&#039;&#039;&amp;quot; and made &#039;&#039;&#039;phantom&#039;&#039;&#039;&lt;br /&gt;
* Switch stand&lt;br /&gt;
* Sensors&lt;br /&gt;
*# A for trains going down the main line, from the merge side toward the heading of the switch&lt;br /&gt;
*# B for trains going down the branch line, from the merge side toward the heading of the switch&lt;br /&gt;
* Touch start Prim to allow SL Residents to change the switch setting&lt;br /&gt;
* Dwarf Signal Lights&lt;br /&gt;
&lt;br /&gt;
====Switch stand signaling diagram====&lt;br /&gt;
&lt;br /&gt;
[[File:SLRR_Switch_Signaling_1024.png|600px|center|Drawing of Swtich stand signaling]]&lt;br /&gt;
*In an attempt to keep signaling consistent, all Switch Stand signals will be on the Mainline side of the Switch.  Resulting in a Red Switch Stand signal always meaning Mainline and a Yellow signal meaning branch line. This may need to be amended once switches are deployed. (Sylvan Mole)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==System description==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Basics===&lt;br /&gt;
&lt;br /&gt;
*A Guide rail in use (direction of travel, depicted in green)&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;Guide&#039;&lt;br /&gt;
 - NOT phantom&lt;br /&gt;
 - Material: Glass&lt;br /&gt;
 - Texture: Transparent &lt;br /&gt;
*A Guide rail not in use (switched off, depicted in red)&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;Alternate Guide&#039;&lt;br /&gt;
 - phantom&lt;br /&gt;
 - Material: Glass&lt;br /&gt;
 - Texture: Transparent &lt;br /&gt;
*Switch Stand Signal rotates 90deg. to reveal appropriate signal. It houses the main scripts that talk to the Guide rail sections as well as the train sensors A and B.&lt;br /&gt;
*Sensors look straight up for 4 meters, sensing ACTIVE unflagged, with an arc as wide as the [[Second_Life_Railroad/SLRR_standards#SLRR_track_standards|Loading Gauge]]. If a train is detected it will automatically switch to the appropriate setting. However, If you go too fast into a merge they may miss detecting the train. As sensors fire only once per second.&lt;br /&gt;
*Dwarf Signal Lights on the Merge side of the switch display a Green or Red light. A green Dwarf Signal on the side of the merge you are on, means the switch is set correctly. A red Dwarf Signal on the side of the merge you are on, mean switch set incorrectly. Going on past a red light may cause trains to derail.&lt;br /&gt;
&lt;br /&gt;
===Touch Start===&lt;br /&gt;
&lt;br /&gt;
To provide touch support to each switch, there is a larger invisible cube placed over each switch (see drawing: purple box over the switch).&amp;lt;BR&amp;gt;&lt;br /&gt;
Simply hover your mouse over the area and click. These are very large and not part of the linkset to avoid LOD and distance rendering issues.&lt;br /&gt;
&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;switch controler&#039;&lt;br /&gt;
 - prim description: &#039;say &amp;quot;main&amp;quot; or &amp;quot;branch&amp;quot; on 133&#039; (channel may vary)&lt;br /&gt;
 - phantom&lt;br /&gt;
 - size: larger enough to cover the tracks and the &#039;switch stand&#039;&lt;br /&gt;
 - Texture: Transparent&lt;br /&gt;
&lt;br /&gt;
===Switch stand Prim/linkset parameters and changes and data string===&lt;br /&gt;
&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;switch stand&#039;&lt;br /&gt;
 - prim description: (see details below)&lt;br /&gt;
 - phantom&lt;br /&gt;
 - linked set: includes switch stand and dwarf signals&lt;br /&gt;
 - Texture: multiple&lt;br /&gt;
 - Texture: full bright in parts&lt;br /&gt;
&lt;br /&gt;
Object Description of the Switch Stand root holds a data string. This data will make it possible for train builders to semi-automate trains / train routes, as well as get enough information to message switches appropriately. i.e. control switches by sending messages &#039;main&#039; or &#039;branch&#039; to it.&amp;lt;BR&amp;gt;&lt;br /&gt;
String format -Identifier~Status~Heading Name~Mainline Name~Branch Name~messaging channel&amp;lt;BR&amp;gt;&lt;br /&gt;
Format uses ~ to separate fields of data and &amp;quot;.&amp;quot; to designate hierarchies within fields&lt;br /&gt;
&lt;br /&gt;
 Notation example:&lt;br /&gt;
 SimName.x.y.z~Main~Heading~Mainline~branch~channel&lt;br /&gt;
&lt;br /&gt;
 Live example:&lt;br /&gt;
 Tuliptree.30.42.30~Branch~Calleta Station~TulipTree Station~VRC Yard~133&lt;br /&gt;
&lt;br /&gt;
explanation of the live example:&lt;br /&gt;
* The switch is located in Tuliptree/30/42/30&lt;br /&gt;
* It is currently set to the branch&lt;br /&gt;
* The heading side goes to Calleta Station&lt;br /&gt;
* The main side goes to Tuliptree Station&lt;br /&gt;
* The branch side goes to VRC Yard&lt;br /&gt;
* It listens and talks on channel 133&lt;br /&gt;
&lt;br /&gt;
So in this example the switch is set to the branch line that links the VRC-Yard in Tuliptree to the Calleta Station.&lt;br /&gt;
&lt;br /&gt;
 If the switch was turned the other way (to mainline going straight ahead) it would read:&lt;br /&gt;
 Tuliptree.30.42.30~Main~Calleta Station~TulipTree Station~VRC Yard~133&lt;br /&gt;
&lt;br /&gt;
The data string changes only the Status field during normal operation. The &#039;Status&#039; field will display &amp;quot;Main&amp;quot; or &amp;quot;Branch&amp;quot; for train builders/scripters to sense and react.&lt;br /&gt;
&lt;br /&gt;
===System messaging===&lt;br /&gt;
&lt;br /&gt;
 *All switch systems message on a unique channel published in the Object Description of the switch stand linkset.&lt;br /&gt;
 *All switch systems listen for the message &amp;quot;main&amp;quot; OR(not and) &amp;quot;branch&amp;quot; on appropriate channel.&lt;br /&gt;
 *All switch systems [[llShout]] (100 meter) &amp;quot;main&amp;quot; or &amp;quot;branch&amp;quot; on the same channel once switch has completed changes. &lt;br /&gt;
&lt;br /&gt;
This allows signal changes up to 100 meters further up and down line. Including communication between LDPW construct and private installations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sensors and mainline resets===&lt;br /&gt;
&lt;br /&gt;
*Each switch installed on a mainline will reset to the mainline position 2.5 minutes after it is put in the branch position.&lt;br /&gt;
*On the merge side of each switch are two sensors. One for each side of the merge.  These effectively &amp;quot;Spring&amp;quot; the switch correctly for traffic heading into the merge.  When tripped they messages the switch and set it to the correct position.&lt;br /&gt;
*The [[llSensor]] scripts are placed in a prim 1.0x0.5x0.5 meter and positioned on/inside the guide rail.&lt;br /&gt;
*These sensors look straight up for 4 meters, sensing ACTIVE unflagged, with an arc as wide as the Loading Gauge. However, If you go too fast into a merge they may miss detecting the train.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scripts==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is the intention of the LDPW to publish scripts used in the switch setup here in the future.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Source==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
The above information was provided by LDPW {{User2|Sylvan Mole}} and edited for the wiki by {{User2|Stryker Jenkins}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
* [[Second_Life_Railroad]] (main page)&lt;br /&gt;
* [[Second_Life_Railroad/SLRR_History|SLRR History]]&lt;br /&gt;
* [[Second_Life_Railroad/SLRR_standards|SLRR standards]]&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Rail_gauge Wikipedia: Rail gauge]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Second_Life_Railroad/SLRR_Switch&amp;diff=1019842</id>
		<title>Second Life Railroad/SLRR Switch</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Second_Life_Railroad/SLRR_Switch&amp;diff=1019842"/>
		<updated>2010-08-29T16:22:42Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Help&lt;br /&gt;
|Avatar=&lt;br /&gt;
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|Navigation=&lt;br /&gt;
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|Glossary=*&lt;br /&gt;
|Misc=*&lt;br /&gt;
|BugFixes=&lt;br /&gt;
|Disclaimer=&lt;br /&gt;
|OldInfo=&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
 {{hint&lt;br /&gt;
 |mode=note&lt;br /&gt;
 |desc=As with all wiki.secondlife pages that are not [[KB2Wiki#What_is_the_Linden_Lab_Official_namespace.3F | LL Official pages]], this article is open to edit as and when a resident feels it is appropriate (see [[Editing Guidelines]]). If however you simply wish to ask or make a suggestion about or discuss the railroad or the content of this article, please use the [[Talk:Second_Life_Railroad/SLRR_Switch|Talk page]]. The talk page is also where any disputes over proposed page content should be discussed. This Wiki (being a document of an ever changing world) is constantly in need of updating and improvement. If you are aware of information this article should have added/changed please go ahead and do so. If you do not feel confident about editing make the suggestion on the talk page and another contributor may be able to assist.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;width: 100%; font-size: 100%; background: #ffffff; border:1px solid #c0c0c0;&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;|__TOC__&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Points_ani.gif‎|500px|center]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
The following page describes the working and standards used on the LDPW switch. The SLRR switch is part of the greater SLRR rail network and will be implemented over the next months.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Background information==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
On the Northern Continent (Heterocera Atoll) there are a few sections of railway line (see [[Second_Life_Railroad|SLRR Map]] ). Some are under construction and other are in full operation. The [[LDPW]] has started work to get the &#039;Branch lines&#039; and &#039;Passing tracks&#039; connected to each other. In order to do this a rail switch was designed by {{User2|Sylvan Mole}}.&lt;br /&gt;
&lt;br /&gt;
The basis for the design of the switch was the concept; &amp;quot;&#039;&#039;The switch should work for the greatest number of existing rolling stock&#039;&#039;&amp;quot;. For that reason the switch is design without active scripts inside the guide rail prims. Most of the parts of the switch are mostly cosmetics. The actual switching is done by changing the (invisible) center guide rail. This is done in such a way that physical trains as well as sensor driven train can use the switch. (see below for more details).&lt;br /&gt;
&lt;br /&gt;
Some SL merchants already have made commercial version of a switch for the Guide rail available. Due to legal reasons the LDPW is not able to use these and therefor opted to make their own system.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drawing==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
====Diagram of Switch parts====&lt;br /&gt;
&lt;br /&gt;
[[File:Points_expl.png|600px|center|Drawing semi automated switch]]&lt;br /&gt;
* Guide rail (normally invisible but as example colored in)&lt;br /&gt;
*# white normal [[Second_Life_Railroad/SLRR_standards#Standards|Guide rail]]&lt;br /&gt;
*# green normal Guide rail on the switch named &amp;quot;&#039;&#039;&#039;Guide&#039;&#039;&#039;&amp;quot; made &#039;&#039;&#039;not phantom&#039;&#039;&#039;, in other words, made solid&lt;br /&gt;
*# red switched off Guide rail and renamed &amp;quot;&#039;&#039;&#039;Alternate Guide&#039;&#039;&#039;&amp;quot; and made &#039;&#039;&#039;phantom&#039;&#039;&#039;&lt;br /&gt;
* Switch stand&lt;br /&gt;
* Sensors&lt;br /&gt;
*# A for trains going down the main line, from the merge side toward the heading of the switch&lt;br /&gt;
*# B for trains going down the branch line, from the merge side toward the heading of the switch&lt;br /&gt;
* Touch start Prim to allow SL Residents to change the switch setting&lt;br /&gt;
* Dwarf Signal Lights&lt;br /&gt;
&lt;br /&gt;
====Switch stand signaling diagram====&lt;br /&gt;
&lt;br /&gt;
[[File:SLRR_Switch_Signaling_1024.png|600px|center|Drawing of Swtich stand signaling]]&lt;br /&gt;
*In an attempt to keep signaling consistent, all Switch Stand signals will be on the Mainline side of the Switch.  Resulting in a Red Switch Stand signal always meaning Mainline and a Yellow signal meaning branch line. This may need to be amended once switches are deployed. (Sylvan Mole)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==System description==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Basics===&lt;br /&gt;
&lt;br /&gt;
*A Guide rail in use (direction of travel, depicted in green)&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;Guide&#039;&lt;br /&gt;
 - NOT phantom&lt;br /&gt;
 - Material: Glass&lt;br /&gt;
 - Texture: Transparent &lt;br /&gt;
*A Guide rail not in use (switched off, depicted in red)&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;Alternate Guide&#039;&lt;br /&gt;
 - phantom&lt;br /&gt;
 - Material: Glass&lt;br /&gt;
 - Texture: Transparent &lt;br /&gt;
*Switch Stand Signal rotates 90deg. to reveal appropriate signal. It houses the main scripts that talk to the Guide rail sections as well as the train sensors A and B.&lt;br /&gt;
*Sensors look straight up for 4 meters, sensing ACTIVE unflagged, with an arc as wide as the [[Second_Life_Railroad/SLRR_standards#SLRR_track_standards|Loading Gauge]]. If a train is detected it will automatically switch to the appropriate setting. However, If you go too fast into a merge they may miss detecting the train. As sensors fire only once per second.&lt;br /&gt;
*Dwarf Signal Lights on the Merge side of the switch display a Green or Red light. A green Dwarf Signal on the side of the merge you are on, means the switch is set correctly. A red Dwarf Signal on the side of the merge you are on, mean switch set incorrectly. Going on past a red light may cause trains to derail.&lt;br /&gt;
&lt;br /&gt;
===Touch Start===&lt;br /&gt;
&lt;br /&gt;
To provide touch support to each switch, there is a larger invisible cube placed over each switch (see drawing: purple box over the switch).&amp;lt;BR&amp;gt;&lt;br /&gt;
Simply hover your mouse over the area and click. These are very large and not part of the linkset to avoid LOD and distance rendering issues.&lt;br /&gt;
&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;switch controler&#039;&lt;br /&gt;
 - prim description: &#039;say &amp;quot;main&amp;quot; or &amp;quot;branch&amp;quot; on 133&#039; (channel may vary)&lt;br /&gt;
 - phantom&lt;br /&gt;
 - size: larger enough to cover the tracks and the &#039;switch stand&#039;&lt;br /&gt;
 - Texture: Transparent&lt;br /&gt;
&lt;br /&gt;
===Switch stand Prim/linkset parameters and changes and data string===&lt;br /&gt;
&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;switch stand&#039;&lt;br /&gt;
 - prim description: (see details below)&lt;br /&gt;
 - phantom&lt;br /&gt;
 - linked set: includes switch stand and dwarf signals&lt;br /&gt;
 - Texture: multiple&lt;br /&gt;
 - Texture: full bright in parts&lt;br /&gt;
&lt;br /&gt;
Object Description of the switch stand root holds a data string. This data will make it possible for train builders to semi-automate trains / train routes, as well as get enough information to message switches appropriately. i.e. control switches by sending messages &#039;main&#039; or &#039;branch&#039; to it.&amp;lt;BR&amp;gt;&lt;br /&gt;
String format -Identifier~Status~Heading Name~Mainline Name~Branch Name~messaging channel&amp;lt;BR&amp;gt;&lt;br /&gt;
Format uses ~ to separate fields of data and &amp;quot;.&amp;quot; to designate hierarchies within fields&lt;br /&gt;
&lt;br /&gt;
 Notation example:&lt;br /&gt;
 SimName.x.y.z~Main~Heading~Mainline~branch~channel&lt;br /&gt;
&lt;br /&gt;
 Live example:&lt;br /&gt;
 Tuliptree.30.42.30~Branch~Calleta Station~TulipTree Station~VRC Yard~133&lt;br /&gt;
&lt;br /&gt;
explanation of the live example:&lt;br /&gt;
* The switch is located in Tuliptree/30/42/30&lt;br /&gt;
* It is currently set to the branch&lt;br /&gt;
* The heading side goes to Calleta Station&lt;br /&gt;
* The main side goes to Tuliptree Station&lt;br /&gt;
* The branch side goes to VRC Yard&lt;br /&gt;
* It listens and talks on channel 133&lt;br /&gt;
&lt;br /&gt;
So in this example the switch is set to the branch line that links the VRC-Yard in Tuliptree to the Calleta Station.&lt;br /&gt;
&lt;br /&gt;
 If the switch was turned the other way (to mainline going straight ahead) it would read:&lt;br /&gt;
 Tuliptree.30.42.30~Main~Calleta Station~TulipTree Station~VRC Yard~133&lt;br /&gt;
&lt;br /&gt;
The data string changes only the Status field during normal operation. The &#039;Status&#039; field will display &amp;quot;Main&amp;quot; or &amp;quot;Branch&amp;quot; for train builders/scripters to sense and react.&lt;br /&gt;
&lt;br /&gt;
===System messaging===&lt;br /&gt;
&lt;br /&gt;
 *All switch systems message on a unique channel published in the Object Description of the switch stand linkset.&lt;br /&gt;
 *All switch systems listen for the message &amp;quot;main&amp;quot; OR(not and) &amp;quot;branch&amp;quot; on appropriate channel.&lt;br /&gt;
 *All switch systems [[llShout]] (100 meter) &amp;quot;main&amp;quot; or &amp;quot;branch&amp;quot; on the same channel once switch has completed changes. &lt;br /&gt;
&lt;br /&gt;
This allows signal changes up to 100 meters further up and down line. Including communication between LDPW construct and private installations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sensors and mainline resets===&lt;br /&gt;
&lt;br /&gt;
*Each switch installed on a mainline will reset to the mainline position 2.5 minutes after it is put in the branch position.&lt;br /&gt;
*On the merge side of each switch are two sensors. One for each side of the merge.  These effectively &amp;quot;Spring&amp;quot; the switch correctly for traffic heading into the merge.  When tripped they messages the switch and set it to the correct position.&lt;br /&gt;
*The [[llSensor]] scripts are placed in a prim 1.0x0.5x0.5 meter and positioned on/inside the guide rail.&lt;br /&gt;
*These sensors look straight up for 4 meters, sensing ACTIVE unflagged, with an arc as wide as the Loading Gauge. However, If you go too fast into a merge they may miss detecting the train.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scripts==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is the intention of the LDPW to publish scripts used in the switch setup here in the future.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Source==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
The above information was provided by LDPW {{User2|Sylvan Mole}} and edited for the wiki by {{User2|Stryker Jenkins}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
* [[Second_Life_Railroad]] (main page)&lt;br /&gt;
* [[Second_Life_Railroad/SLRR_History|SLRR History]]&lt;br /&gt;
* [[Second_Life_Railroad/SLRR_standards|SLRR standards]]&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Rail_gauge Wikipedia: Rail gauge]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Second_Life_Railroad/SLRR_Switch&amp;diff=1019832</id>
		<title>Second Life Railroad/SLRR Switch</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Second_Life_Railroad/SLRR_Switch&amp;diff=1019832"/>
		<updated>2010-08-29T16:21:37Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
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 |mode=note&lt;br /&gt;
 |desc=As with all wiki.secondlife pages that are not [[KB2Wiki#What_is_the_Linden_Lab_Official_namespace.3F | LL Official pages]], this article is open to edit as and when a resident feels it is appropriate (see [[Editing Guidelines]]). If however you simply wish to ask or make a suggestion about or discuss the railroad or the content of this article, please use the [[Talk:Second_Life_Railroad/SLRR_Switch|Talk page]]. The talk page is also where any disputes over proposed page content should be discussed. This Wiki (being a document of an ever changing world) is constantly in need of updating and improvement. If you are aware of information this article should have added/changed please go ahead and do so. If you do not feel confident about editing make the suggestion on the talk page and another contributor may be able to assist.&lt;br /&gt;
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| align=&amp;quot;left&amp;quot;|__TOC__&lt;br /&gt;
| &amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Points_ani.gif‎|500px|center]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
The following page describes the working and standards used on the LDPW switch. The SLRR switch is part of the greater SLRR rail network and will be implemented over the next months.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Background information==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
On the Northern Continent (Heterocera Atoll) there are a few sections of railway line (see [[Second_Life_Railroad|SLRR Map]] ). Some are under construction and other are in full operation. The [[LDPW]] has started work to get the &#039;Branch lines&#039; and &#039;Passing tracks&#039; connected to each other. In order to do this a rail switch was designed by {{User2|Sylvan Mole}}.&lt;br /&gt;
&lt;br /&gt;
The basis for the design of the switch was the concept; &amp;quot;&#039;&#039;The switch should work for the greatest number of existing rolling stock&#039;&#039;&amp;quot;. For that reason the switch is design without active scripts inside the guide rail prims. Most of the parts of the switch are mostly cosmetics. The actual switching is done by changing the (invisible) center guide rail. This is done in such a way that physical trains as well as sensor driven train can use the switch. (see below for more details).&lt;br /&gt;
&lt;br /&gt;
Some SL merchants already have made commercial version of a switch for the Guide rail available. Due to legal reasons the LDPW is not able to use these and therefor opted to make their own system.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drawing==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
====Diagram of Switch parts====&lt;br /&gt;
&lt;br /&gt;
[[File:Points_expl.png|600px|center|Drawing semi automated switch]]&lt;br /&gt;
* Guide rail (normally invisible but as example colored in)&lt;br /&gt;
*# white normal [[Second_Life_Railroad/SLRR_standards#Standards|Guide rail]]&lt;br /&gt;
*# green normal Guide rail on the switch named &amp;quot;&#039;&#039;&#039;Guide&#039;&#039;&#039;&amp;quot; made &#039;&#039;&#039;not phantom&#039;&#039;&#039;, in other words, made solid&lt;br /&gt;
*# red switched off Guide rail and renamed &amp;quot;&#039;&#039;&#039;Alternate Guide&#039;&#039;&#039;&amp;quot; and made &#039;&#039;&#039;phantom&#039;&#039;&#039;&lt;br /&gt;
* Switch stand&lt;br /&gt;
* Sensors&lt;br /&gt;
*# A for trains going down the main line, from the merge side toward the heading of the switch&lt;br /&gt;
*# B for trains going down the branch line, from the merge side toward the heading of the switch&lt;br /&gt;
* Touch start Prim to allow SL Residents to change the switch setting&lt;br /&gt;
* Dwarf Signal Lights&lt;br /&gt;
&lt;br /&gt;
====Switch stand signaling diagram====&lt;br /&gt;
&lt;br /&gt;
[[File:SLRR_Switch_Signaling_1024.png|600px|center|Drawing of Swtich stand signaling]]&lt;br /&gt;
*In an attempt to keep signaling consistent, all Switch Stand signals will be on the Mainline side of the Switch.  Resulting in a Red Switch Stand signal always meaning Mainline and a Yellow signal meaning branch line. This may need to be amended once switches are deployed. (Sylvan Mole)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==System description==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Basics===&lt;br /&gt;
&lt;br /&gt;
*A Guide rail in use (direction of travel, depicted in green)&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;Guide&#039;&lt;br /&gt;
 - NOT phantom&lt;br /&gt;
 - Material: Glass&lt;br /&gt;
 - Texture: Transparent &lt;br /&gt;
*A Guide rail not in use (switched off, depicted in red)&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;Alternate Guide&#039;&lt;br /&gt;
 - phantom&lt;br /&gt;
 - Material: Glass&lt;br /&gt;
 - Texture: Transparent &lt;br /&gt;
*Switch Stand Signal rotates 90deg. to reveal appropriate signal. It houses the main scripts that talk to the Guide rail sections as well as the train sensors A and B.&lt;br /&gt;
*Sensors look straight up for 4 meters, sensing ACTIVE unflagged, with an arc as wide as the [[Second_Life_Railroad/SLRR_standards#SLRR_track_standards|Loading Gauge]]. If a train is detected it will automatically switch to the appropriate setting. However, If you go too fast into a merge they may miss detecting the train. As sensors fire only once a second.&lt;br /&gt;
*Dwarf Signal Lights on the Merge side of the switch display a Green or Red light. A green Dwarf Signal on the side of the merge you are on, means the switch is set correctly. A red Dwarf Signal on the side of the merge you are on, mean switch set incorrectly. Going on past a red light may cause trains to derail.&lt;br /&gt;
&lt;br /&gt;
===Touch Start===&lt;br /&gt;
&lt;br /&gt;
To provide touch support to each switch, there is a larger invisible cube placed over each switch (see drawing: purple box over the switch).&amp;lt;BR&amp;gt;&lt;br /&gt;
Simply hover your mouse over the area and click. These are very large and not part of the linkset to avoid LOD and distance rendering issues.&lt;br /&gt;
&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;switch controler&#039;&lt;br /&gt;
 - prim description: &#039;say &amp;quot;main&amp;quot; or &amp;quot;branch&amp;quot; on 133&#039; (channel may vary)&lt;br /&gt;
 - phantom&lt;br /&gt;
 - size: larger enough to cover the tracks and the &#039;switch stand&#039;&lt;br /&gt;
 - Texture: Transparent&lt;br /&gt;
&lt;br /&gt;
===Switch stand Prim/linkset parameters and changes and data string===&lt;br /&gt;
&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;switch stand&#039;&lt;br /&gt;
 - prim description: (see details below)&lt;br /&gt;
 - phantom&lt;br /&gt;
 - linked set: includes switch stand and dwarf signals&lt;br /&gt;
 - Texture: multiple&lt;br /&gt;
 - Texture: full bright in parts&lt;br /&gt;
&lt;br /&gt;
Object Description of the switch stand root holds a data string. This data will make it possible for train builders to semi-automate trains / train routes, as well as get enough information to message switches appropriately. i.e. control switches by sending messages &#039;main&#039; or &#039;branch&#039; to it.&amp;lt;BR&amp;gt;&lt;br /&gt;
String format -Identifier~Status~Heading Name~Mainline Name~Branch Name~messaging channel&amp;lt;BR&amp;gt;&lt;br /&gt;
Format uses ~ to separate fields of data and &amp;quot;.&amp;quot; to designate hierarchies within fields&lt;br /&gt;
&lt;br /&gt;
 Notation example:&lt;br /&gt;
 SimName.x.y.z~Main~Heading~Mainline~branch~channel&lt;br /&gt;
&lt;br /&gt;
 Live example:&lt;br /&gt;
 Tuliptree.30.42.30~Branch~Calleta Station~TulipTree Station~VRC Yard~133&lt;br /&gt;
&lt;br /&gt;
explanation of the live example:&lt;br /&gt;
* The switch is located in Tuliptree/30/42/30&lt;br /&gt;
* It is currently set to the branch&lt;br /&gt;
* The heading side goes to Calleta Station&lt;br /&gt;
* The main side goes to Tuliptree Station&lt;br /&gt;
* The branch side goes to VRC Yard&lt;br /&gt;
* It listens and talks on channel 133&lt;br /&gt;
&lt;br /&gt;
So in this example the switch is set to the branch line that links the VRC-Yard in Tuliptree to the Calleta Station.&lt;br /&gt;
&lt;br /&gt;
 If the switch was turned the other way (to mainline going straight ahead) it would read:&lt;br /&gt;
 Tuliptree.30.42.30~Main~Calleta Station~TulipTree Station~VRC Yard~133&lt;br /&gt;
&lt;br /&gt;
The data string changes only the Status field during normal operation. The &#039;Status&#039; field will display &amp;quot;Main&amp;quot; or &amp;quot;Branch&amp;quot; for train builders/scripters to sense and react.&lt;br /&gt;
&lt;br /&gt;
===System messaging===&lt;br /&gt;
&lt;br /&gt;
 *All switch systems message on a unique channel published in the Object Description of the switch stand linkset.&lt;br /&gt;
 *All switch systems listen for the message &amp;quot;main&amp;quot; OR(not and) &amp;quot;branch&amp;quot; on appropriate channel.&lt;br /&gt;
 *All switch systems [[llShout]] (100 meter) &amp;quot;main&amp;quot; or &amp;quot;branch&amp;quot; on the same channel once switch has completed changes. &lt;br /&gt;
&lt;br /&gt;
This allows signal changes up to 100 meters further up and down line. Including communication between LDPW construct and private installations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sensors and mainline resets===&lt;br /&gt;
&lt;br /&gt;
*Each switch installed on a mainline will reset to the mainline position 2.5 minutes after it is put in the branch position.&lt;br /&gt;
*On the merge side of each switch are two sensors. One for each side of the merge.  These effectively &amp;quot;Spring&amp;quot; the switch correctly for traffic heading into the merge.  When tripped they messages the switch and set it to the correct position.&lt;br /&gt;
*The [[llSensor]] scripts are placed in a prim 1.0x0.5x0.5 meter and positioned on/inside the guide rail.&lt;br /&gt;
*These sensors look straight up for 4 meters, sensing ACTIVE unflagged, with an arc as wide as the Loading Gauge. However, If you go too fast into a merge they may miss detecting the train.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scripts==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is the intention of the LDPW to publish scripts used in the switch setup here in the future.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Source==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
The above information was provided by LDPW {{User2|Sylvan Mole}} and edited for the wiki by {{User2|Stryker Jenkins}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
* [[Second_Life_Railroad]] (main page)&lt;br /&gt;
* [[Second_Life_Railroad/SLRR_History|SLRR History]]&lt;br /&gt;
* [[Second_Life_Railroad/SLRR_standards|SLRR standards]]&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Rail_gauge Wikipedia: Rail gauge]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Second_Life_Railroad/SLRR_Switch&amp;diff=1019822</id>
		<title>Second Life Railroad/SLRR Switch</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Second_Life_Railroad/SLRR_Switch&amp;diff=1019822"/>
		<updated>2010-08-29T16:19:28Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Switch stand signaling diagram */&lt;/p&gt;
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&lt;br /&gt;
 {{hint&lt;br /&gt;
 |mode=note&lt;br /&gt;
 |desc=As with all wiki.secondlife pages that are not [[KB2Wiki#What_is_the_Linden_Lab_Official_namespace.3F | LL Official pages]], this article is open to edit as and when a resident feels it is appropriate (see [[Editing Guidelines]]). If however you simply wish to ask or make a suggestion about or discuss the railroad or the content of this article, please use the [[Talk:Second_Life_Railroad/SLRR_Switch|Talk page]]. The talk page is also where any disputes over proposed page content should be discussed. This Wiki (being a document of an ever changing world) is constantly in need of updating and improvement. If you are aware of information this article should have added/changed please go ahead and do so. If you do not feel confident about editing make the suggestion on the talk page and another contributor may be able to assist.&lt;br /&gt;
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|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
The following page describes the working and standards used on the LDPW switch. The SLRR switch is part of the greater SLRR rail network and will be implemented over the next months.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Background information==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
On the Northern Continent (Heterocera Atoll) there are a few sections of railway line (see [[Second_Life_Railroad|SLRR Map]] ). Some are under construction and other are in full operation. The [[LDPW]] has started work to get the &#039;Branch lines&#039; and &#039;Passing tracks&#039; connected to each other. In order to do this a rail switch was designed by {{User2|Sylvan Mole}}.&lt;br /&gt;
&lt;br /&gt;
The basis for the design of the switch was the concept; &amp;quot;&#039;&#039;The switch should work for the greatest number of existing rolling stock&#039;&#039;&amp;quot;. For that reason the switch is design without active scripts inside the guide rail prims. Most of the parts of the switch are mostly cosmetics. The actual switching is done by changing the (invisible) center guide rail. This is done in such a way that physical trains as well as sensor driven train can use the switch. (see below for more details).&lt;br /&gt;
&lt;br /&gt;
Some SL merchants already have made commercial version of a switch for the Guide rail available. Due to legal reasons the LDPW is not able to use these and therefor opted to make their own system.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drawing==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
====Diagram of Switch parts====&lt;br /&gt;
&lt;br /&gt;
[[File:Points_expl.png|600px|center|Drawing semi automated switch]]&lt;br /&gt;
* Guide rail (normally invisible but as example colored in)&lt;br /&gt;
*# white normal [[Second_Life_Railroad/SLRR_standards#Standards|Guide rail]]&lt;br /&gt;
*# green normal Guide rail on the switch named &amp;quot;&#039;&#039;&#039;Guide&#039;&#039;&#039;&amp;quot; made &#039;&#039;&#039;not phantom&#039;&#039;&#039;, in other words, made solid&lt;br /&gt;
*# red switched off Guide rail and renamed &amp;quot;&#039;&#039;&#039;Alternate Guide&#039;&#039;&#039;&amp;quot; and made &#039;&#039;&#039;phantom&#039;&#039;&#039;&lt;br /&gt;
* Switch stand&lt;br /&gt;
* Sensors&lt;br /&gt;
*# A for trains going down the main line, from the merge side toward the heading of the switch&lt;br /&gt;
*# B for trains going down the branch line, from the merge side toward the heading of the switch&lt;br /&gt;
* Touch start Prim to allow SL Residents to change the switch setting&lt;br /&gt;
* Dwarf Signal Lights&lt;br /&gt;
&lt;br /&gt;
====Switch stand signaling diagram====&lt;br /&gt;
&lt;br /&gt;
[[File:SLRR_Switch_Signaling_1024.png|600px|center|Drawing of Swtich stand signaling]]&lt;br /&gt;
*In an attempt to keep signaling consistent, all Switch Stand signals will be on the Mainline side of the Switch.  Resulting in a Red Switch Stand signal always meaning Mainline and a Yellow signal meaning branch line. This may need to be amended once switches are deployed. (Sylvan Mole)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==System description==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Basics===&lt;br /&gt;
&lt;br /&gt;
*A Guide rail in use (direction of travel, depicted in green)&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;Guide&#039;&lt;br /&gt;
 - NOT phantom&lt;br /&gt;
 - Material: Glass&lt;br /&gt;
 - Texture: Transparent &lt;br /&gt;
*A Guide rail not in use (switched off, depicted in red)&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;Alternate Guide&#039;&lt;br /&gt;
 - phantom&lt;br /&gt;
 - Material: Glass&lt;br /&gt;
 - Texture: Transparent &lt;br /&gt;
*Switch Stand Signal rotates 90deg. to reveal appropriate signal. It houses the main scripts that talk to the Guide rail sections as well as the train sensors A and B.&lt;br /&gt;
*Sensors look straight up for 4 meters, sensing ACTIVE unflagged, with an arc as wide as the [[Second_Life_Railroad/SLRR_standards#SLRR_track_standards|Loading Gauge]]. If a train is detected it will automatically switch to the appropriate setting. However, If you go too fast into a merge they may miss detecting the train.&lt;br /&gt;
*Dwarf Signal Lights on the Merge side of the switch display a Green or Red light. A green Dwarf Signal on the side of the merge you are on, means the switch is set correctly. A red Dwarf Signal on the side of the merge you are on, mean switch set incorrectly. Going on past a red light may cause trains to derail.&lt;br /&gt;
&lt;br /&gt;
===Touch Start===&lt;br /&gt;
&lt;br /&gt;
To provide touch support to each switch, there is a larger invisible cube placed over each switch (see drawing: purple box over the switch).&amp;lt;BR&amp;gt;&lt;br /&gt;
Simply hover your mouse over the area and click. These are very large and not part of the linkset to avoid LOD and distance rendering issues.&lt;br /&gt;
&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;switch controler&#039;&lt;br /&gt;
 - prim description: &#039;say &amp;quot;main&amp;quot; or &amp;quot;branch&amp;quot; on 133&#039; (channel may vary)&lt;br /&gt;
 - phantom&lt;br /&gt;
 - size: larger enough to cover the tracks and the &#039;switch stand&#039;&lt;br /&gt;
 - Texture: Transparent&lt;br /&gt;
&lt;br /&gt;
===Switch stand Prim/linkset parameters and changes and data string===&lt;br /&gt;
&lt;br /&gt;
 prim attributes&lt;br /&gt;
 - prim name: &#039;switch stand&#039;&lt;br /&gt;
 - prim description: (see details below)&lt;br /&gt;
 - phantom&lt;br /&gt;
 - linked set: includes switch stand and dwarf signals&lt;br /&gt;
 - Texture: multiple&lt;br /&gt;
 - Texture: full bright in parts&lt;br /&gt;
&lt;br /&gt;
Object Description of the switch stand root holds a data string. This data will make it possible for train builders to semi-automate trains / train routes, as well as get enough information to message switches appropriately. i.e. control switches by sending messages &#039;main&#039; or &#039;branch&#039; to it.&amp;lt;BR&amp;gt;&lt;br /&gt;
String format -Identifier~Status~Heading Name~Mainline Name~Branch Name~messaging channel&amp;lt;BR&amp;gt;&lt;br /&gt;
Format uses ~ to separate fields of data and &amp;quot;.&amp;quot; to designate hierarchies within fields&lt;br /&gt;
&lt;br /&gt;
 Notation example:&lt;br /&gt;
 SimName.x.y.z~Main~Heading~Mainline~branch~channel&lt;br /&gt;
&lt;br /&gt;
 Live example:&lt;br /&gt;
 Tuliptree.30.42.30~Branch~Calleta Station~TulipTree Station~VRC Yard~133&lt;br /&gt;
&lt;br /&gt;
explanation of the live example:&lt;br /&gt;
* The switch is located in Tuliptree/30/42/30&lt;br /&gt;
* It is currently set to the branch&lt;br /&gt;
* The heading side goes to Calleta Station&lt;br /&gt;
* The main side goes to Tuliptree Station&lt;br /&gt;
* The branch side goes to VRC Yard&lt;br /&gt;
* It listens and talks on channel 133&lt;br /&gt;
&lt;br /&gt;
So in this example the switch is set to the branch line that links the VRC-Yard in Tuliptree to the Calleta Station.&lt;br /&gt;
&lt;br /&gt;
 If the switch was turned the other way (to mainline going straight ahead) it would read:&lt;br /&gt;
 Tuliptree.30.42.30~Main~Calleta Station~TulipTree Station~VRC Yard~133&lt;br /&gt;
&lt;br /&gt;
The data string changes only the Status field during normal operation. The &#039;Status&#039; field will display &amp;quot;Main&amp;quot; or &amp;quot;Branch&amp;quot; for train builders/scripters to sense and react.&lt;br /&gt;
&lt;br /&gt;
===System messaging===&lt;br /&gt;
&lt;br /&gt;
 *All switch systems message on a unique channel published in the Object Description of the switch stand linkset.&lt;br /&gt;
 *All switch systems listen for the message &amp;quot;main&amp;quot; OR(not and) &amp;quot;branch&amp;quot; on appropriate channel.&lt;br /&gt;
 *All switch systems [[llShout]] (100 meter) &amp;quot;main&amp;quot; or &amp;quot;branch&amp;quot; on the same channel once switch has completed changes. &lt;br /&gt;
&lt;br /&gt;
This allows signal changes up to 100 meters further up and down line. Including communication between LDPW construct and private installations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sensors and mainline resets===&lt;br /&gt;
&lt;br /&gt;
*Each switch installed on a mainline will reset to the mainline position 2.5 minutes after it is put in the branch position.&lt;br /&gt;
*On the merge side of each switch are two sensors. One for each side of the merge.  These effectively &amp;quot;Spring&amp;quot; the switch correctly for traffic heading into the merge.  When tripped they messages the switch and set it to the correct position.&lt;br /&gt;
*The [[llSensor]] scripts are placed in a prim 1.0x0.5x0.5 meter and positioned on/inside the guide rail.&lt;br /&gt;
*These sensors look straight up for 4 meters, sensing ACTIVE unflagged, with an arc as wide as the Loading Gauge. However, If you go too fast into a merge they may miss detecting the train.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scripts==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is the intention of the LDPW to publish scripts used in the switch setup here in the future.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Source==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
The above information was provided by LDPW {{User2|Sylvan Mole}} and edited for the wiki by {{User2|Stryker Jenkins}}.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;box&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Also See==&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
* [[Second_Life_Railroad]] (main page)&lt;br /&gt;
* [[Second_Life_Railroad/SLRR_History|SLRR History]]&lt;br /&gt;
* [[Second_Life_Railroad/SLRR_standards|SLRR standards]]&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Rail_gauge Wikipedia: Rail gauge]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Parks_and_Recreation_Directory&amp;diff=950992</id>
		<title>Parks and Recreation Directory</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Parks_and_Recreation_Directory&amp;diff=950992"/>
		<updated>2010-06-28T20:37:30Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bay City Sites : Urban hangouts for your must-see list! ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Bay_City_Industrial_Park.jpg|right|100px]]&lt;br /&gt;
=== Bay City Industrial Park ===&lt;br /&gt;
The heart of industry in Bay City for rail to boat traffic.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Inner%20Harbor/32/27/24}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Bay_City_Municipal_Airport.jpg|right|100px]]&lt;br /&gt;
=== Bay City Municipal Airport, Hau Koda ===&lt;br /&gt;
Hangar, terminal and a runway; the airship mooring tower is just to the south in the Bay City - Docklands Region.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Hau%20Koda/153/23/24}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:New_Port_Yacht_Club.jpg|right|100px]]&lt;br /&gt;
=== Bay City Yacht Harbor, New Port ===&lt;br /&gt;
Yacht club, seaplane ramp, and boat sales slips for lease. &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/New%20Port/127/236/24}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Bayjou_Theater.jpg|right|100px]]&lt;br /&gt;
=== Bayjou Theater, Bay City ===&lt;br /&gt;
A home for machinima movies in Bay City.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bay%20City%20-%20Rollers/55/25/24}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cafe_Deco.jpg|right|100px]]&lt;br /&gt;
=== Cafe Deco, Bay City === &lt;br /&gt;
Classy Art Deco Cafe. Cool place to relax, listen to music and have a free coffee!&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bay%20City%20-%20Molesworth/73/153/24}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Canal_Park_Municipal_Wading_Pool.jpg|right|100px]]&lt;br /&gt;
=== Canal Park and Municipal Wading Pool, Bay City === &lt;br /&gt;
Peaceful park and wading pool in Bay City - Morton&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bay%20City%20-%20 Morton/201/196/24}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Asylum.jpg|right|100px]]&lt;br /&gt;
=== Channel Island Asylum, Bay City ===&lt;br /&gt;
For all the mad people. Very Scary!! &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/South%20Channel/169/247/27}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:farpoint.jpg|right|100px]]&lt;br /&gt;
=== Far Point Park, Bay City Molesworth === &lt;br /&gt;
A geometric park of leafy tranquility, remotely situated for your pleasure and relaxation&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bay%20City%20-%20Molesworth/214/199/25}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Hot_Balls_Bowling_Alley.jpg|right|100px]]&lt;br /&gt;
=== Hot Balls, Bay City Handa === &lt;br /&gt;
Knock &#039;em down in Bay City&#039;s own bowling alley&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bay%20City%20-%20Handa/52/233/25}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:The_Lab_in_Bay_City_Moloch.jpg|right|100px]]&lt;br /&gt;
=== The Lab in Bay City Moloch ===&lt;br /&gt;
A mysterious, abandoned lab. what sort of foul experiments took place here?&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bay%20City%20-%20Moloch/133/67/25}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Molexandria.jpg|right|100px]]&lt;br /&gt;
=== Molexandria ===&lt;br /&gt;
Archeological site in Bay City - Imaginario featuring the Mole-azer, the labryinth, and other fun pursuits&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bay%20City%20-%20Imaginario/247/141/24}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Moose_Beach.jpg|right|100px]]&lt;br /&gt;
=== Moose Beach Infohub ===&lt;br /&gt;
Enjoy the local ambience at Squishybottoms Rock and Roadhouse or grab a table at Scales &#039;n&#039; Tails.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Moose%20Beach/57/57/24}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Route 1  (East-West Heterocera Link Road) : Unmissable items for your travelogue ! ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:leafminerdock.jpg|right|100px]]&lt;br /&gt;
=== Route 1 sea dock, Leafminer  ===  &lt;br /&gt;
&lt;br /&gt;
A small access point to the Route 1 highway and Mole Mart&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Leafminer/57/16/23}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mole Mart.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Route 1 Mole Mart, Leafminer  ===  &lt;br /&gt;
&lt;br /&gt;
Mole Mart ... for all your mole needs&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Leafminer/201/138/34}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:leafminerpicnic.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Route 1 picnic area  === &lt;br /&gt;
&lt;br /&gt;
A spur off the Route 1 highway near the Mole Mart for Munchies !&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Leafminer/246/129/37}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Apple Cart.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Route 1 Apple Cart  === &lt;br /&gt;
Try a bucket of apples from the apple cart&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Clearwing/136/180/33}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:butterfly.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Route 1 Butterfly and Tropical House  === &lt;br /&gt;
&lt;br /&gt;
A calming place to sit amongst the victorian ironwork, dripping with steam and condensation, and consider the exotic butterflies and flowers&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Clearwing/112/223/32}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:peach pit.jpg|right|100px]]&lt;br /&gt;
=== Route 1 Peach Pit  ===&lt;br /&gt;
&lt;br /&gt;
Visit the Diner in Peach&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Peach/206/164/33}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:reservoir.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Route 1 Reservoir, Spini  === &lt;br /&gt;
&lt;br /&gt;
The Molesford Municipal Water company really needs to spend some cash cleaning up this slightly toxic yet still impressive edifice - lots of litter and a few really worrying looking fish - if your keen on angling you&#039;d be advised to just throw them back !&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Spini/202/142/31}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:parvapicnic.jpg|right|100px]]&lt;br /&gt;
=== Route 1 Picnic by the Pond, Parva  === &lt;br /&gt;
&lt;br /&gt;
One of the many minor picnic spots along Route 1 however this one has a few points of interest to explore&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Parva/127/62/31}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mormopicnic.jpg|right|100px]]&lt;br /&gt;
=== Route 1 Picnic lay-by, Mormo  === &lt;br /&gt;
&lt;br /&gt;
Another example of places to break your journey along the East-West highway, you can park here too !&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Mormo/21/135/31}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewing.jpg|right|100px]]&lt;br /&gt;
=== Route 1 Viewing Platform, Sociaria  === &lt;br /&gt;
&lt;br /&gt;
A small platform to enjoy the views.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Sociaria/190/101/34}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:town square.jpg|right|100px]]&lt;br /&gt;
=== Route 1 Town Square, Menophra  === &lt;br /&gt;
&lt;br /&gt;
Enjoy space of the Town Square.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Menophra/102/103/38}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:park.jpg|right|100px]]&lt;br /&gt;
=== Route 1 Small roadside park, Menophra  === &lt;br /&gt;
&lt;br /&gt;
A quiet place to sit.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Menophra/245/22/35}}&lt;br /&gt;
&lt;br /&gt;
== Route 2  (North Heterocera Coast Road) : Unmissable items for your travelogue ! ==&lt;br /&gt;
Route 2 is just over 13km long. So get out there and explore it today!&lt;br /&gt;
&lt;br /&gt;
[[Image:snoutpoint.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Pier and Picnic area, Snout === &lt;br /&gt;
&lt;br /&gt;
A pier and dock linking the highway to the sea at remote Snout Point, a place to sit at your journey&#039;s end (or beginning) and gaze out across the wide ocean&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Snout/206/172/22}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:satellite-market.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Market Square, Satellite === &lt;br /&gt;
&lt;br /&gt;
A historic market area, currently under regeneration, several traders are trying their hand here already, with doubtless more to come as the highways converge upon this prime location, don&#039;t steal from the stalls, you may end up in the stocks !&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Satellite/155/13/31}}&lt;br /&gt;
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[[Image:sallowpicnic.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Junction and Picnic Glade, Sallow === &lt;br /&gt;
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An island of greenery delineated by a triangular road junction, have a romantic picnic here, screened by the trees&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Sallow/173/154/32}}&lt;br /&gt;
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[[Image:seaviewspur.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Seaview Spur, Sallow === &lt;br /&gt;
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A turning area and access point to the ocean at the end of  a tree-lined cul-de-sac, picnic facilities of course !&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Sallow/208/236/32}}&lt;br /&gt;
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[[Image:tawnybridge.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Bridge and pools, Tawny === &lt;br /&gt;
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The watercourse has been dammed here in the past, so for the moment the river stream trickles through choked pools and rusty culverts as it passes beneath the arching span of the old bridge&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Tawny/233/188/34}}&lt;br /&gt;
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[[Image:eggarviaduct.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Old Viaduct, Eggar === &lt;br /&gt;
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Development has raised the level of the land here, and the small valley spanned by the viaduct shows few clues as to it&#039;s original purpose, however the arches still provide shelter from the elements for flora and fauna, and it might appear, tramps too !&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Eggar/83/107/31}}&lt;br /&gt;
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[[Image:buffseafront.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Great Seawall, Buff === &lt;br /&gt;
&lt;br /&gt;
Just around the corner from a picnic parking lay-by with panoramic views across Buff Bay, stretches the long stone line of Buff sim&#039;s coastal defences. You can stroll onto the short pier and along the boardwalk promenade which offers a bracing ocean breeze on wilder days.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Buff/215/208/30}}&lt;br /&gt;
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[[Image:buffbridge.jpg|right|100px]]&lt;br /&gt;
=== Route 2 River Bridge, Buff === &lt;br /&gt;
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Spanning the estuary into Buff Bay, this bridge offers further views from it&#039;s relative elevation above the rushing waters&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Buff/125/211/32}}&lt;br /&gt;
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[[Image:arbor.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Arboreal Roundabout, Buff === &lt;br /&gt;
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Three roads converge here at an old tree of such character and antiquity that a roundabout was constructed around it to preserve it&#039;s majesty for all to admire, quite what species it represents has been open to much controversy !&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Buff/79/227/29}}&lt;br /&gt;
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[[Image:quakerironbridge.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Iron Bridge, Quaker === &lt;br /&gt;
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Although lost in modern development, this relic from the industrial revolution, now spanning little more than a dried up canal basin, has been fully restored and shined up to something of it&#039;s former glory, even passing a health and safety audit recently with flying colours !&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Quaker/127/20/33}}&lt;br /&gt;
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[[Image:Ginsberg-zebra.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Zebra Crossing, Ginsberg === &lt;br /&gt;
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Abbey Road anyone ? ... well, not many zebra crossings in SL but this one links the adjacent gallery and shopping areas either side of the road in Ginsberg, so that prospective visitors are safe from being mown down by cars, juggernauts, mole-tanks, whatever other powered object may be passing through on the busy highway !&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Ginsberg/172/181/33}}&lt;br /&gt;
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[[Image:Ran-boulevard.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Ocean Boulevard, Ranunculus === &lt;br /&gt;
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The Route 2 highway widens here into a wide boulevard through a large commercial area, close to the ocean, in the far north of the Atoll continent.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Ranunculus/254/32/32}}&lt;br /&gt;
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[[Image:fillip.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Reef Dive, Fillip === &lt;br /&gt;
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When you hit the traffic circle in Fillip, put on your swim gear and head north.  Explore the fish filled coral reef and a sunken ship, catch a ride with a friendly sea turtle, and possibly even find some treasure!&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Fillip/204/187/17}}&lt;br /&gt;
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[[Image:ROUNDABOUT FILLIP_001.png|right|100px]]&lt;br /&gt;
=== Route 2 Warning, Fillip ===&lt;br /&gt;
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Watch Your Step! As you aproach Fillip Roundabout there are multiple sim crossings! &lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Fillip/255/10/29/}}&lt;br /&gt;
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[[Image:AMBROSIA DRIVE_003.png|right|100px]] &lt;br /&gt;
=== Route 2 Rezz Zone, Ambrosia ===&lt;br /&gt;
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Enjoy the various dock areas along the road when you come to rezz your vehicle.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Ambrosia/190/81/30/}}&lt;br /&gt;
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[[Image:HYDRANGEA BRIDGE RD_006.png|right|100px]] &lt;br /&gt;
=== Route 2 Bridge Road, Hydrangea ===&lt;br /&gt;
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Take a shortcut on the fun bridge road.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Hydrangea/195/216/42/}}&lt;br /&gt;
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[[Image:HUMMINGBIRD REZZ_007.png|right|100px]]&lt;br /&gt;
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=== Route 2 Rezz zone, Hummingbird ===&lt;br /&gt;
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Rezz Zone.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Hummingbird/42/64/38/}} &lt;br /&gt;
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[[Image:DOCKS MOURNFUL-HUCKLEBERRY_008.png|right|100px]]&lt;br /&gt;
=== Route 2 Docks, Mournful ===&lt;br /&gt;
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Enjoy the Docks on the border of Mournful and Huckleberry.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Mournful/19/226/30/}} &lt;br /&gt;
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[[Image:TIMBER BRIDGE CONSULAR_009.png|right|100px]]&lt;br /&gt;
=== Route 2 Timber Bridge, Consular ===&lt;br /&gt;
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Drive the timber bridge, or enjoy the secret places beneath.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Consular/154/156/32/}} &lt;br /&gt;
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[[Image:WATER &amp;amp; LAND REZZ ZONES OAKWORM_010.png|right|100px]]&lt;br /&gt;
=== Route 2 Rezz Zone, Oakworm ===&lt;br /&gt;
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Rezz Zones available here for both land and water.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Oakworm/131/161/32/}} &lt;br /&gt;
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[[Image:PARK OAKWORM-SEDGE_011.png|right|100px]]&lt;br /&gt;
=== Route 2 Park, Oakworm ===&lt;br /&gt;
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Enjoy the park on the border or Oakworm and Sedge.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Oakworm/168/10/33/}} &lt;br /&gt;
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[[Image:ROCKY OUTCROP SCOOPWING.png|right|100px]]&lt;br /&gt;
===Route 2 Park, Scoopwing ===&lt;br /&gt;
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A rocky outcrop on the water.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Scoopwing/245/204/28/}}  &lt;br /&gt;
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[[Image:WATERFALL DAHANA.png|right|100px]] &lt;br /&gt;
=== Route 2 Waterfall, Dahana ===&lt;br /&gt;
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Quench your thirst along your journey.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Dahana/61/212/32/}}  &lt;br /&gt;
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 [[Image:DOCK ECHO.png|right|100px]] &lt;br /&gt;
=== Route 2 Dock, Echo ===&lt;br /&gt;
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A small dock with land and water Rezz Zone.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Echo/35/216/29/}}  &lt;br /&gt;
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[[Image:Girdler-bridge.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Coastal Falls Crossing, Girdler === &lt;br /&gt;
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The coast is broken and steep here, and a bridge takes the highway over a high falls tumbling down from above the road level.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Girdler/104/138/32}}&lt;br /&gt;
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[[Image:Girdler-view.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Ocean View, Girdler === &lt;br /&gt;
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The highway turns sharply round the coast here, forming a natural viewpoint over the ocean. A viewpoint and rez zone is here for your use.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Girdler/139/89/31}}&lt;br /&gt;
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[[Image:Tiger-tunnel.jpg|right|100px]]&lt;br /&gt;
[[Image:Tunnel.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Tiger - Togata Tunnel, Tiger/Moma/Togata === &lt;br /&gt;
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Difficult terrain here necessitated a deep bore through the hillside to link the regions, and a substantial stone lined tunnel exists here to allow free passage. Excavations also opened up a surprise in the hillside !&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Tiger/39/18/29}}&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Togata/229/239/29}}&lt;br /&gt;
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[[Image:Togata-view.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Ocean Panorama, Togata === &lt;br /&gt;
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Another sharp turn in the road to follow the coast opens up a wide vista across open ocean. Travellers may stop and tarry a while here at the viewpoint.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Togata/74/182/29}}&lt;br /&gt;
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[[Image:Togata-bridge.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Oriental Bridge, Togata === &lt;br /&gt;
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A wide ocean estuary ravine here requires a bridge to span the gap and an elegant span of vaguely oriental outline performs this task.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Togata/118/97/34}}&lt;br /&gt;
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[[Image:Emmelia-viaduct.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Stone Viaduct, Emmelia === &lt;br /&gt;
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A stone viaduct carries the road securely across the ravine into the ocean at Emmelia. A small decrepit dock lies in the waters below for those wishing to go boating.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Emmelia/32/82/31}}&lt;br /&gt;
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[[Image:R2-west.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Western End, Emmelia === &lt;br /&gt;
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The western end of the Route 2 link road lies here at a small picnic area, near junction of two roads coming up from the south in Brithys.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Emmelia/26/3/31}}&lt;br /&gt;
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 [[Image: REZZ ZONE MANDUCA.png|right|100px]] &lt;br /&gt;
=== Route 2 Rezz Zone, Manduca ===&lt;br /&gt;
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Rezz Zone.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Manduca/189/89/63/}}  &lt;br /&gt;
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 [[Image: WOOLYBEAR INTERSECTION.png|right|100px]] &lt;br /&gt;
=== Route 2 Intersections, Woolybear ===&lt;br /&gt;
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A lovely landscaped area in the midst of many intersections.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Woolybear/99/234/88/}}  &lt;br /&gt;
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 [[Image: REZZ ZONE AZALEA.png|right|100px]] &lt;br /&gt;
=== Route 2 Rezz Zone, Azalea ===&lt;br /&gt;
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Rezz Zone.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Azalea/93/189/79/}}  &lt;br /&gt;
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 [[Image: REZZ ZONE ELLO.png|right|100px]] &lt;br /&gt;
=== Route 2 Rezz Zone, Ello ===&lt;br /&gt;
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Rezz Zone.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Ello/28/227/65/ }}&lt;br /&gt;
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== Route 3  (North Heterocera Inland Link) : Unmissable items for your travelogue ! ==&lt;br /&gt;
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This road lies mainly incomplete at the time of writing, however some sections have so far been completed to provide additional transport links. An example of this is a section joining the major junction at Woolybear in the north to Emmelia on Route 2. This section required some considerable gradient engineering to overcome the differences in altitude between these regions.&lt;br /&gt;
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[[Image:Emmelia-junc.jpg|right|100px]]&lt;br /&gt;
=== Route 3/Route 2 Southern Junction, Emmelia === &lt;br /&gt;
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The two routes merge here in a T junction adjacent to the viaduct spanning the ravine.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Emmelia/35/123/32}}&lt;br /&gt;
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[[Image:Luna-rise.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Lower Bank, Lunaris === &lt;br /&gt;
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The road ascends a steep bank here rises with the terrain, excellent spot for sledging if it would only snow !&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Lunaris/86/12/41}}&lt;br /&gt;
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[[Image:Luna-bank.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Upper Bank, Lunaris === &lt;br /&gt;
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A second rise requires a large stone embankment in order to prevent subsidence of the hillside below the woodland above.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Lunaris/181/196/61}}&lt;br /&gt;
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[[Image:Moma-woods.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Hilltop Woodlands, Moma &amp;amp; Tridens === &lt;br /&gt;
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The high hill crest at Moma, as well as offering panoramic views of the surrounding area and not-so-distant coast, retains some natural woodland across its border with Tridens. The park also contains small lakes and a pagoda summerhouse in which weary travellers may take a breather. There is a rezzing area here too.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Moma/238/59/75}}&lt;br /&gt;
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[[Image:Tridens-bridge.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Oriental Bridge, Tridens === &lt;br /&gt;
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The red oriental bridge at Tridens gracefully mimics its surrounding oriental architecture as does its twin down the ravine in Togata. From the bridge, the road heads due north across undulating terrain towards Woolybear Junction.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Tridens/19/133/77}}&lt;br /&gt;
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[[Image:woolybear.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Main Road === &lt;br /&gt;
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The main road along Route 3 begins at the Woolybear intersection and continues to Tussock where the SLRR intersects. This Road is 4.3km long. Below is a list of features you can find along the way.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Woolybear/111/230/86}}&lt;br /&gt;
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[[Image:Polkadot.jpg|right|100px]]&lt;br /&gt;
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=== Route 3 Polkadot Park, Polkadot ===&lt;br /&gt;
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Small stone pathway leads to sunken garden beyond.  A place for rest and contemplation.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Polkadot/156/74/98}}&lt;br /&gt;
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[[Image:riddings_001.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Roundabout, Riddings === &lt;br /&gt;
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The Roundabout at Riddings provides access to the link road to the Southwest leading to Congrua or a continuation of the main road to Tussock to the East.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Riddings/80/199/101}}&lt;br /&gt;
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[[Image:riddings_002.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Intersection, Riddings === &lt;br /&gt;
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This intersection provides access to sims to the South ending at Nitida. This intersection is also a Rezz Zone.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Riddings/212/181/121}}&lt;br /&gt;
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[[Image:cisseps.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Intersection, Cisseps === &lt;br /&gt;
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This intersection provides access to sims to the North ending at Turnip. This intersection is also a Rezz Zone and has a small public square and fountain.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Cisseps/96/33/124}}&lt;br /&gt;
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[[Image:MUSLIN.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Factory, Muslin === &lt;br /&gt;
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This intersection includes the Coach and Carriage Company Factory and a Rezz Zone.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Muslin/180/45/121}}&lt;br /&gt;
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[[Image:herald.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Rezz Zone, Herald === &lt;br /&gt;
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Rezz Zone along the Road.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Herald/124/54/119}}&lt;br /&gt;
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[[Image:Pavonia.jpg|right|100px]]&lt;br /&gt;
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=== Route 3 Community Hall, Pavonia === &lt;br /&gt;
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There is a Community Hall in Pavonia with a Rezz Zone next Door.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Pavonia/182/235/118/}}&lt;br /&gt;
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[[Image:tussock.jpg|right|100px]]&lt;br /&gt;
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=== Route 3 Catch the train, Tussock === &lt;br /&gt;
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Park your vehicle and catch a train here.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Tussock/89/119/119/}}&lt;br /&gt;
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[[Image:morrison.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Riddings to Congrua connection, Morrison === &lt;br /&gt;
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This Road is 840m long with a Rezz Zone along the Road.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Morrison/226/134/99}}&lt;br /&gt;
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[[Image:astylus.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Riddings to Nitida connection, Astylus === &lt;br /&gt;
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This Road is 1.5km with a Rezz Zone along the Road at Astylus.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Astylus/62/43/121}}&lt;br /&gt;
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[[Image:muralis.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Riddings to Nitida connection, Muralis === &lt;br /&gt;
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Muralis contains a few little parks, the largest of these contains a creek for your enjoyment.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Muralis/86/120/125}}&lt;br /&gt;
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[[Image:Nitida.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Riddings to Nitida connection, Nitida === &lt;br /&gt;
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Nitida is currently the end of this road and hosts a Rezz Zone.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Nitida/86/20/122}}&lt;br /&gt;
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[[Image:orache.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Cisseps to Turnip connection, Orache === &lt;br /&gt;
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A Rezz Zone along the road.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Orache/61/242/100}}&lt;br /&gt;
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== Route 5 : Coastal Byway ==&lt;br /&gt;
[[Image:RT5_001.jpg|right|100px]]&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Xanthorhoe/120/254/31}}&lt;br /&gt;
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=== Route 5 Public Rez Zones ===&lt;br /&gt;
=== Xanthorhoe Train Station ===&lt;br /&gt;
[[Image:RT5Rez_001.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://maps.secondlife.com/secondlife/Xanthorhoe/136/241/32}}&lt;br /&gt;
&lt;br /&gt;
=== Denrolimus ===&lt;br /&gt;
[[Image:RT5Rez_002.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://maps.secondlife.com/secondlife/Denrolimus/61/155/31}}&lt;br /&gt;
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=== Lasiocampa ===&lt;br /&gt;
[[Image:RT5Rez_003.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://maps.secondlife.com/secondlife/Lasiocampa/93/154/31}}&lt;br /&gt;
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=== Myron ===&lt;br /&gt;
[[Image:RT5Rez_004.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://maps.secondlife.com/secondlife/Myron/158/68/32}}&lt;br /&gt;
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=== Cisthene ===&lt;br /&gt;
[[Image:RT5Rez_005.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://maps.secondlife.com/secondlife/Cisthene/23/138/33}}&lt;br /&gt;
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=== Ufeus ===&lt;br /&gt;
[[Image:RT5Rez_006.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://maps.secondlife.com/secondlife/Ufeus/64/110/32}}&lt;br /&gt;
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=== Mocis ===&lt;br /&gt;
[[Image:RT5Rez_007.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://maps.secondlife.com/secondlife/Mocis/91/137/31}}&lt;br /&gt;
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=== Route 5 Public Boating Areas ===&lt;br /&gt;
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=== Public Launch area in Xanthorhoe ===&lt;br /&gt;
[[Image:RT5_002.jpg|right|100px]]&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Xanthorhoe/201/164/31}}&lt;br /&gt;
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=== Sailing and Surfing Launch area, Scotopteryx ===&lt;br /&gt;
[[Image:RT5_05.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Scotopteryx/29/134/31}}&lt;br /&gt;
&lt;br /&gt;
== Route 7  (Ring Road around Gaeta) : Take a tour around the whole island ! ==&lt;br /&gt;
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[[Image:Libestus Pier.jpg|right|100px]]&lt;br /&gt;
=== Route 7 Libestus Pier, Libestus ===  &lt;br /&gt;
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Follow the road itself or put in a boat at the end of the pier and explore by sea!&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Libestus/236/18/26}}&lt;br /&gt;
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[[Image:Squall Beach.jpg|right|100px]]&lt;br /&gt;
=== Route 7 Squall Public Beach, Squall ===  &lt;br /&gt;
&lt;br /&gt;
Relax by the waves or head up the beach to explore Magellan Linden&#039;s campsite&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Squall/177/207/21}}&lt;br /&gt;
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[[Image:Hellfell.jpg|right|100px]]&lt;br /&gt;
=== Route 7 Helfell Infohub, Helfell ===  &lt;br /&gt;
&lt;br /&gt;
Mediterranean vistas abound around this new InfoHub &lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Helfell/187/123/76}}&lt;br /&gt;
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[[Image:Gaeta dock.jpg|right|100px]]&lt;br /&gt;
=== Route 7 Gaeta docks, (various) ===  &lt;br /&gt;
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These mark the transitions between improved roads and open water canals. Pick up a free LDPW boat here for easy sailing along the canals or other Linden seas.&lt;br /&gt;
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== Route 8/8A/8B/8C and the Old Wagon Road  (The &amp;quot;Japanese&amp;quot; Continent) : Konichiwa! ==&lt;br /&gt;
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Because of it&#039;s shape many call this the &amp;quot;Japanese&amp;quot; continent. With that in mind the roads and public buildings along these roads have an eastern stylistic flair. Originally the roads were supposed to connect, but due to mistakes when the land was divided as the regions were brought online many of the routes end in abrupt dead ends. A system of false tunnels and billboards at dead ends will offer teleports when touched to allow travelers to easily keep exploring the road network without having to backtrack or search the map for where the road picks up again.&lt;br /&gt;
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[[Image:Bagheera Shelter.jpg|right|100px]]&lt;br /&gt;
=== Route 8 Bagheera shelter, Bahheera ===  &lt;br /&gt;
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The Bagheera shelter at the end of the road is the perfect starting point for any exploration of the land. On the back wall is a large map of the continent showing the location of all the main routes; 8, 8A, 8B, 8C, and the Old Wagon Road. Smaller versions of this building exist all along the routes at various points to give explores an idea where they are on the overall map and to provide &amp;quot;rest stops&amp;quot;.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Bagheera/63/126/56}}&lt;br /&gt;
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[[Image:Davros RT8-8C Jct.jpg|right|100px]]&lt;br /&gt;
=== Route 8 RT8-8C Junction, Davros ===&lt;br /&gt;
Turnoff point for RT8C (still under construction)&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Davros/81/71/27}}&lt;br /&gt;
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[[Image:DavrosFenric bridge.jpg|right|100px]]&lt;br /&gt;
=== Route 8 Bridge Out!, Davros/Fenric ===&lt;br /&gt;
Look out! The bridge is out! Can you drive fast enough to make the jump? Go ahead and try! ;D&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Fenric/178/45/30}}&lt;br /&gt;
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[[Image:Richfield RT8-8A Jct.jpg|right|100px]]&lt;br /&gt;
=== Route 8 RT8-8A Junction, Richfield ===&lt;br /&gt;
Southern junction with RT8A. Small rest stop with a lighted lamppost, sitting area and map kiosk.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Richfield/153/186/69}}&lt;br /&gt;
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[[Image:Cipactli RT8-8B Jct.jpg|right|100px]]&lt;br /&gt;
=== Route 8 RT8-8B Junction, Cipactli ===&lt;br /&gt;
Connection with RT8B, just south of the Furki Rest Stop on RT8B/8A.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Cipactli/247/58/73}}&lt;br /&gt;
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[[Image:Toroge Kiosk.jpg|right|100px]]&lt;br /&gt;
=== Route 8 Toroge Kiosk, Toroge ===&lt;br /&gt;
Westernmost point on the roadmap. Tight curve with an example of one of the small map kiosks. &lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Toroge/43/85/54}}&lt;br /&gt;
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[[Image:Bletschorn Tunnel.jpg|right|100px]]&lt;br /&gt;
=== Route 8 Bletschorn Tunnel, Bletschorn ===&lt;br /&gt;
False tunnel used to bypass Damastock. Touching the lanterns at the tunnel entrance will take you to the other side in Finsteraarhorn.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Bietschhorn/33/47/55}}&lt;br /&gt;
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[[Image:Finsteraarhorn Tunnel.jpg|right|100px]]&lt;br /&gt;
=== Route 8 Finsteraarhorn Tunnel, Finsteraarhorn ===&lt;br /&gt;
Mate to the Bletschorn Tunnel. Touching the lanterns at the tunnel entrance will take you to the other side in Bletschorn.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Finsteraarhorn/223/114/29}}&lt;br /&gt;
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[[Image:Nadelhorn RT8-8A Jct.jpg|right|100px]]&lt;br /&gt;
=== Route 8 RT8-8A Junction, Nadelhorn ===&lt;br /&gt;
Northern end of RT8A. &lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Nadelhorn/250/65/50}}&lt;br /&gt;
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[[Image:Soulgiver Tunnel.jpg|right|100px]]&lt;br /&gt;
=== Route 8 Soulgiver Tunnel, Soulgiver ===&lt;br /&gt;
End of RT8. Touching the lanterns at the tunnel entrance will take you to RT8C in Ogilvie.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Soulgiver/175/91/65}}&lt;br /&gt;
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[[Image:Furki Rest Area.jpg|right|100px]]&lt;br /&gt;
=== Route 8A Furki Rest Area, Furki ===&lt;br /&gt;
Rest area along the junction between RT8A and RT8B in Furki. Plenty of places to sit, relax, and discuss which direction you want to go next! Even has a working traffic light in the intersection. &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Furki/47/3/100}}&lt;br /&gt;
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[[Image:Aragonese Tunnel.jpg|right|100px]]&lt;br /&gt;
=== Route 8A Aragonese Tunnel, Aragonese ===&lt;br /&gt;
Yep, another false tunnel. This one connects the broken halves of RT8A between Aragonese and Ellingson.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Aragonese/76/183/88}}&lt;br /&gt;
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[[Image:Horns of Hattin.jpg|right|100px]]&lt;br /&gt;
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=== Route 8A Falling Rocks, Horns of Hattin ===&lt;br /&gt;
One of the most difficult tasks in constructing roads is figuring out what to do in &amp;quot;four corner&amp;quot; areas where the road runs through a spot where 4 regions meet. The region crossings can be very tricky in these spots. It&#039;s best to go slow and take the crossings one at a time. In this spot, the fallen rocks divert travelers in a way to guide them through the crossing along the best and least likely to end up crashing the client fashion.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Horns%20of%20Hattin/5/3/68}}&lt;br /&gt;
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[[Image:Tawa.jpg|right|100px]]&lt;br /&gt;
=== Route 8A Tawa Rest Stop, Tawa ===&lt;br /&gt;
Small rest area with a couple of benches, a map kiosk and some trees. &lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Tawa/8/7/82}}&lt;br /&gt;
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[[Image:Camazotz.jpg|right|100px]]&lt;br /&gt;
=== Route 8B Dead end, Camazotz ===&lt;br /&gt;
RT8B dead ends in Camazotz with a billboard sign that acts as a teleport link to the Old Wagon Road in Rethymno&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Camazotz/12/94/91}}&lt;br /&gt;
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[[Image:Rethymno.jpg|right|100px]]&lt;br /&gt;
=== Old Wagon Road, Rethymno ===&lt;br /&gt;
The Old Wagon Road is a two-track unimproved roadway that only spans two regions. At either end are Billboard teleporters to take you other parts of RT8. &lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Rethymno/18/179/92}}&lt;br /&gt;
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[[Image:Ellingson.jpg|right|100px]]&lt;br /&gt;
=== Route 8A dead end, Ellingson ===&lt;br /&gt;
The southern half of Route 8A ends in Eliingson where you will find two teleport billboards offering to let you continue on Route 8A in Aragonese or you can choose to go to Sababurg and take the Old Wagon Road.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Ellingson/193/245/85}}&lt;br /&gt;
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[[Image:Ogilvie.jpg|right|100px]]&lt;br /&gt;
=== Route 8C Ogilvie, Valeyard/Davros ===&lt;br /&gt;
False tunnel that allows travelers to connect to RT8 in Soulgiver (if they touch the lantern on the left) or the Old Wagon Road in Sababurg (if they touch the lantern on the right). &lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Valeyard/83/151/26}}&lt;br /&gt;
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[[Image:Valeyard.jpg|right|100px]]&lt;br /&gt;
=== Route 8C Valeyard/Davros Waterway, Valeyard/Davros ===&lt;br /&gt;
Rez a boat and you can travel between Valeyard and Davros just before RT8C meets RT8.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Valeyard/83/151/26}}&lt;br /&gt;
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== Route 9:   Miles of Motoring Fun ==&lt;br /&gt;
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Still under construction, but already with many interesting sights!&lt;br /&gt;
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=== Route 9 Lordshore Lookout Point ===&lt;br /&gt;
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The picnic platform gives a stunning view of the new Lordshore suspension bridge. Built with the latest materials, the bridge is over 400 meters long, with 40 meters of clearance below the main span.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Lordshore/60/61/55}}&lt;br /&gt;
&lt;br /&gt;
== Wellington Road ==&lt;br /&gt;
[[Image:WR1_004_001.png|center|thumb]][[Image:WR1_004_002.png|center|thumb]]&lt;br /&gt;
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Wellington Road begins in Chongno, travels through some lovely mainland areas, and ends in Hangflame Ridge.  &lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Chongno/241/254/77}}&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Hangflame%20Ridge/128/70/82}}&lt;br /&gt;
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=== The Great Hill ===&lt;br /&gt;
Come try your skateboarding skills!&lt;br /&gt;
[[Image:WR1_002.jpg|right|100px]]&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Noguri/237/196/76}}&lt;br /&gt;
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Rez zone: {{SLURL2|http://slurl.com/secondlife/Noguri/5/77/99}}&lt;br /&gt;
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=== Contemplation Bridge ===&lt;br /&gt;
Relax and visit with friends.&lt;br /&gt;
[[Image:WR1_003.jpg|right|100px]]&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Pongsonhwa/98/120/105}}&lt;br /&gt;
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=== Wellington Road Public Rez Zones ===&lt;br /&gt;
Lupoff&lt;br /&gt;
[[Image:WR1_004_003.png|right|100px]]&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Lupoff/200/154/79}}&lt;br /&gt;
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Molesworth&lt;br /&gt;
[[Image:WR1_004_004.png|right|100px]]&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Molesworth/65/121/73}}&lt;br /&gt;
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Quoll&lt;br /&gt;
[[Image:WR1_004_005.png|right|100px]]&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Quoll/105/80/93}}&lt;br /&gt;
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Cairnlow&lt;br /&gt;
[[Image:WR1_004_006.png|right|100px]]&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Cairnlow/233/66/104}}&lt;br /&gt;
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Chebi&lt;br /&gt;
[[Image:WR1_004_007.png|right|100px]]&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Chebi/189/37/102}}&lt;br /&gt;
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Noguri&lt;br /&gt;
[[Image:WR1_004_008.png|right|100px]]&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Noguri/12/79/98}}&lt;br /&gt;
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== Old Route 11 ==&lt;br /&gt;
[[Image:Route_11,_Vaktarin_(179,_227,_61).png|right|100px]]&lt;br /&gt;
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A small section of Old Route 11 was discovered in late `09.  Wander this raised wooden walkway from Valtarin to Kwaito for a neat surprise.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Vaktarin/15/131/56}} &lt;br /&gt;
to&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Kwaito/243/239/42}}&lt;br /&gt;
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== Route 11 == &lt;br /&gt;
A wonky wooden and rough cobble stone tree lined road meandering though the continent.  Rising from water level to over 100 meters high, Route 11 gives a variety of interesting views. From coastal to high mountains, from bridges to boat ramps, Route 11 has it all!&lt;br /&gt;
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== Route 11 rez zone and boat ramp ==&lt;br /&gt;
[[Image:Route_11_(rez_zone),_Passendale.png|right|100px]]&lt;br /&gt;
Though Route 11 does start a bit further South West, it has long been flooded.  Here is the first rez zone and boat ramp.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Passendale/85/138/41}}&lt;br /&gt;
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== Route 11 Amphibious Vehicle dunking zone ==&lt;br /&gt;
[[Image:Route_11_Gorgonzola_001.png|right|100px]]&lt;br /&gt;
Bring your amphibious vehicle, due to wildlife and oceanfront living, the road gets a bit wet here =D   &lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Gorgonzola/73/53/19}}&lt;br /&gt;
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== Route 11 Down Hill Race Start ==&lt;br /&gt;
[[Image:Route_11_Blacksticks.png|right|100px]]&lt;br /&gt;
Top of the first rise. Ready to be raced down in either direction. =)&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Blacksticks/159/106/113}}&lt;br /&gt;
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== Route 11 Rez Zone ==&lt;br /&gt;
[[Image:Route_11_Castlederg.png|right|100px]]&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Castlederg/11/101/110}}&lt;br /&gt;
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== Route 11 Rez Zone in Ironstorm ==&lt;br /&gt;
[[Image:Route_11_Ironstorm.png|right|100px]]&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Ironstorm/13/19/70}}&lt;br /&gt;
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== Route 11 Intersection to Magellan Pass ==&lt;br /&gt;
[[Image:Route_11_Muskeg.png|right|100px]]&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Muskeg/153/126/53}}&lt;br /&gt;
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== Route 11 Magellan Pass ==&lt;br /&gt;
[[Image:Route_11_Magellan_Pass.png|right|100px]]&lt;br /&gt;
A fast shortcut over the top of the mountains, discovered by our intrepid explorer himself.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Sweet%20Morass/172/115/74}}&lt;br /&gt;
&lt;br /&gt;
== Route 11 Moley&#039;s Fruit Stand and Nature Walk==&lt;br /&gt;
[[Image:Route_11_Fruit_Stand.png|right|100px]]&lt;br /&gt;
Moley says, Eat your fruit! While relaxing in the nature area.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Westerlay/230/192/34}}&lt;br /&gt;
&lt;br /&gt;
== Route 11 Floating Road and Drawbridge ==&lt;br /&gt;
[[Image:Route_11_Bogatanta.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bogatanta/180/219/21}}&lt;br /&gt;
&lt;br /&gt;
== Route 11 Magellan Pass (other end) ==&lt;br /&gt;
[[Image:Route_11_Mordus_Hall.png|right|100px]]&lt;br /&gt;
The Western end of Magellan Pass&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Mordus%20Hall/206/89/62}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Route 11 Downhill Race Start Two ==&lt;br /&gt;
[[Image:Route_11_Roclaren.png|right|100px]]&lt;br /&gt;
Yet another fun hill to race down =D &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Claremorris/194/140/116}}&lt;br /&gt;
&lt;br /&gt;
== Route 11 Boat Ramp and End ==&lt;br /&gt;
[[Image:Route_11_Paneer.png|right|100px]]&lt;br /&gt;
Though Route 11 does continue to the South, it has long been flooded and re-purposed into waterways. Launch your boat here to continue the adventure!&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Paneer/184/47/22}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Route 12 ==&lt;br /&gt;
[[Image:RT12 Overview Map.png|right|100px]]&lt;br /&gt;
Route 12 is made for exploring from sea to shining sea, from the sandy beaches of the shore to the grassy hills of the interior to the rough mountain trails of the northern penninsula. This road is calling out for adventurous avatars looking to explore a continent. Along that way you will find billboards like the one here. These maps give a topographical overview of the continent and the road itself. A red star indicates your current location. The gold stars indicate points to which you can teleport. Touching the gold star will open the map. This give explorers the ability to easily navigate to parts of the route not yet explored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Beatrice RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Beatrice Rest Stop, Beatrice ===  &lt;br /&gt;
&lt;br /&gt;
Close to the shores of the southwestern penninsula the rest stop in Beatrice is spartan. Little more than a few trees and a bench it is a turn around point and place to sit and contemplate which part of the continent you want to visit next.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Beatrice/134/184/34}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Dreyfus RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Dreyfus Crossroads, Dreyfus ===  &lt;br /&gt;
&lt;br /&gt;
The interesection in Dreyfus is nestled in the green hills of the continent. West is the road along the western shore to Beatrice. North is the climb over the hills toward the hairpin curve in Jaxipun and on to the off road trail on the northern point.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Dreyfus/29/171/50}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Clinker RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Clinker END OF PAVED ROAD, Clinker ===  &lt;br /&gt;
&lt;br /&gt;
Just over the bridge in Elsa is the end of paved road. The rest of RT12 to the north is an unimproved dirt trail with steep hills, rocks, and undergrowth blocking the way. A pleasant walking or horseback riding trail the route is not recommended for large vehicles with a wide track or low clearance. 4x4 trucks and off road vehicles should do fine. Test your offroading skill on this one!&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Clinker/166/121/68}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Pouncival RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Pouncival Roundabout, Pouncival ===  &lt;br /&gt;
&lt;br /&gt;
In Pouncival RT12 double backs on itself as the trail from Clinker snakes around the hilly terrain that makes up the northwest penninsula. To the north is a hill that will give even the best SL 4x4 a run for its money as you try to navigate around the switchback of boulders strewn in your path. Crest the hill and you&#039;re on your way through around the circuit of shear drops and undulating hills and back around to where you started. &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Pouncival/165/63/44}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Donalbain RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Donalbain Crossroads, Donalbain ===  &lt;br /&gt;
&lt;br /&gt;
The only other crossroads on RT12 Donalbain is rougly the halfway point. To the south is the short route leading to the endpoint at Camorro.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Donalbain/27/209/47}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Camorro RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Camorro End, Camorro ===  &lt;br /&gt;
&lt;br /&gt;
Endpoint of the southern branch of RT12 from Donalbain.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Camorro/250/12/50}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Fenstriano RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Fenstriano Curve, Fenstriano ===  &lt;br /&gt;
&lt;br /&gt;
Rest point between the western half of RT12 and the east, Fenstriano is a good place to take stock in your transcontinental journey.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Fenstriano/157/7/38}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Rannveig RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Rannveig End, Rannveig ===  &lt;br /&gt;
&lt;br /&gt;
Final endpoint of RT12 in the east. Now to decide if you telport to another part RT12 or do you once more navigate the hills and curves backtoward the west. &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Rannveig/205/12/36}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Mainland Points of Interest for Intrepid Explorers ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Playground Ship on DaBoom ===&lt;br /&gt;
&lt;br /&gt;
big maritime playground with freebies&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Da%20Boom/165/134/35}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Playground on Rivula ===&lt;br /&gt;
&lt;br /&gt;
cute little playground&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Rivula/195/56/34}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Juice Bar, Brownlee === &lt;br /&gt;
&lt;br /&gt;
Keeping residents healthy with a Contemporary Juice Bar. Free Smoothies!&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Brownlee/209/150/105}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Volcano Island, Ichelus === &lt;br /&gt;
&lt;br /&gt;
A tropical Tiki village and exploding Volcano!!&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Ichelus/142/192/23}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== LDPW Showcase Conference Center, Boardroom ===&lt;br /&gt;
&lt;br /&gt;
For the business types of the grid.  Two modern style buildings ready to accomodate medium to large meetings/conferences.  &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Boardroom/113/113/25/}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Castle Valeria ===&lt;br /&gt;
&lt;br /&gt;
A romantic interpretation of a medieval German castle; also, a pirate lair!&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Castle%20Valeria/175/196/68}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mos Ainsley === &lt;br /&gt;
&lt;br /&gt;
In space, no one can hear you type ... experience the far future at the base on Mos Ainsley. Spacesuits available for all!&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Mos%20Ainsley/134/131/48}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Pruni.jpg|right|100px]]&lt;br /&gt;
=== Pruni Park ===&lt;br /&gt;
&lt;br /&gt;
Small wild and overgrown area with pool, treehouse and campfire areas.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Pruni/73/217/62}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Bhima.jpg|right|100px]]&lt;br /&gt;
=== Bhima Lido Hall ===&lt;br /&gt;
&lt;br /&gt;
Lido Hall with music, and patio with conversational areas.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bhima/143/97/39}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Ahab&#039;s_Haunt.jpg|right|100px]]&lt;br /&gt;
=== Ahab&#039;s Haunt ===&lt;br /&gt;
&lt;br /&gt;
This is a tropical beach crowned by the skeleton of a giant beast. Hammocks and inner tubes, undersea treasure and lots to explore for divers, places to rezz your boats, and more!&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Ahab&#039;s%20Haunt/116/143/22}}&lt;br /&gt;
&lt;br /&gt;
== Nautilus ==&lt;br /&gt;
&lt;br /&gt;
This ancient city has recently been discovered. Mysterious crystals, a temple, assembly hall, and palace surround a large pool.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Malchus/9/29/72}}&lt;br /&gt;
&lt;br /&gt;
... and a large park:&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Baal/72/140/23}}&lt;br /&gt;
&lt;br /&gt;
... and a harbor, with a nearby market:&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Yamm/114/205/22}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Highlights around the Great City of Nautilus ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Pharos.jpg|right|100px]]&lt;br /&gt;
[[Image:Pharos1.jpg|right|100px]]&lt;br /&gt;
[[Image:Pharos2.jpg|right|100px]]&lt;br /&gt;
[[Image:Pharos3.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== The Pharos, Nautilus-Byth === &lt;br /&gt;
&lt;br /&gt;
As intrepid seafarers approach the great water channel leading to the ancient city; strange flickering beams in the sky, followed by a sighting of a lofty tower, alert them to the presence of the treacherous Nautilean coast. This large beam-house is The Pharos, and was constructed as a navigational aid replacing a much smaller crystal beacon, the ruins of which may still be seen on a nearby outcrop. Statues of sea creatures festoon the terraces of the Pharos, whilst a large idol of Hydraea, Goddess of the Sea, faces out to the Western Sea, both embracing friend and threatening foe with upraised hands. At the top of the tower rests the main lamp house where crystal energy passes through deflection grids to be streamed out to the cardinal points of the compass, clearly visible for many miles. Halfway up the tower, within a small open chamber at the top of the great stairway, is a focussing relay crystal which controls the nature of the Pharos&#039; beam to suit the prevailing weather conditions. &lt;br /&gt;
&lt;br /&gt;
Inside the great hall at the foot of the structure lies the main crystal reactor, within a deep containment pit surrounded by an energy screen. On one side of the barriers stands the console containing the control array and spectral coolant rods. As a protection against power overload, the reactor is gated to the sea via an internal pool and underwater tunnel, so that in the event of such an emergency, it may be flooded with seawater and extinguished. This pool should be empty and serene, however the Pharos has gained an &#039;unofficial&#039; resident during some phase of it&#039;s existence. A rogue scientist fell from favour with the council of Nautilean elders due to his somewhat aggressive and more than a little xenophobic attitudes toward foreign trade, building crystal powered mechanical sea boats to disrupt passing trade and seize wealth for himself. Exiled from the main citadel he barricaded himself inside the Pharos, settling inside the main chamber where he constructed a new vessel within the confines of the coolant pool, periodically venturing forth from his lair via the sea tunnel to harry vulnerable shipping and steal supplies. This undoubtedly resourceful individual was apparently not immune to the mysterious cataclysm which afflicted Nautilus in the distant past, indeed some enigmatic writings discovered within the chamber suggest he may actually have been instrumental in hastening its effects, and all that may now be seen to mark his occupancy are his last and greatest undersea vessel, a variety of somewhat incongruously added docking structures, and a scatter of books dealing with a variety of arcane and eclectic topics. Judging by the compact size of his vessel, the physical stature of the Professor did not in any way match that of his mind !&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Byth/3/191/23}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Baal.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Baal Public Park, Nautilus-Baal === &lt;br /&gt;
&lt;br /&gt;
Nautilus sports a pair of public parks adjacent to the canal bank. Furthest east lies Baal Park, which contains a small seating area where one may sit and watch crystal particle beam displays, and also a small secluded pool for relaxation and contemplation known as &#039;The Eye of Baal&#039;, the reason for which may be clearly seem when viewing the feature from the air.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Baal/69/176/22}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Kothar.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Kothar Public Park, Nautilus-Kothar === &lt;br /&gt;
&lt;br /&gt;
The second park is located immediately adjacent within the Kothar district and contains a large outdoor public pool and thermal spa area alongside stone walkways. This location, in addition to the wild vegetation and arboreta common to both parks, also features a large outdoor mechanical chess set, the workings of which have yet to be precisely discovered, and a natural pool within which sits a small island upon which is sited a monument of unknown assignation.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Kothar/3/186/22}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Nautilus-gate.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== City Sea Gate, Nautilus-Melqart === &lt;br /&gt;
&lt;br /&gt;
Two enormous bronze gates close the sea channel against hazards where it enters the great citadel wall. These may be swung open and shut, forming a bright star in the centre which acts as a night beacon when they are closed against entry.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Melqart/83/228/25}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Nautilus-canal.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== The Canal, Nautilus === &lt;br /&gt;
&lt;br /&gt;
The deep channel of The Great Canal extends from the Citadel due east, and straight as a die, to the ocean, which it meets at the turbulent waters surrounding the Pharos. The channel has become home to various flora and fauna over the years.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Elissa/129/6/10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Magellan Linden&#039;s Mole Tank, Nautilus-Mysehi ===&lt;br /&gt;
&lt;br /&gt;
Technically his &amp;quot;atomic boring machine&amp;quot;. This 4000 ton vehicle was constructed by the LDPW moles to Magellan&#039;s specifications; powered by a 500 megawatt fission reactor, it can slowly burrow below the terrain surface. Magellan used it only once, to cross under the strange dome or shield which hid and protected the city of Nautilus.  &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Mysehi/110/40/23}}&lt;br /&gt;
&lt;br /&gt;
== The Blake Sea ==&lt;br /&gt;
&lt;br /&gt;
Connecting the Mainland to the United Sailing Sims is the Blake Sea, venue for exciting boat races and other nautical activity! A few islands exist in the Blake Sea; some of them are:&lt;br /&gt;
&lt;br /&gt;
=== Half Hitch ===&lt;br /&gt;
&lt;br /&gt;
A picturesque fishing village. &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Blake%20Sea%20-%20Half%20Hitch/120/136/22}}&lt;br /&gt;
&lt;br /&gt;
=== Windlass === &lt;br /&gt;
&lt;br /&gt;
Tropical resort.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Blake%20Sea%20-%20Windlass/176/42/25}}&lt;br /&gt;
&lt;br /&gt;
Other islands in the Blake Sea harbor smugglers, castaways, and sea creatures galore!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Wikitipi.gif|Save to wikiTiPi]] &lt;br /&gt;
[http://www.wikitipi.com/cgi-bin/wp.cgi?http://wiki.secondlife.com/wiki/Parks_and_Recreation_Directory Copy all locations to my wikiTiPi HUD]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:LDPW]]&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Parks_and_Recreation_Directory&amp;diff=950982</id>
		<title>Parks and Recreation Directory</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Parks_and_Recreation_Directory&amp;diff=950982"/>
		<updated>2010-06-28T20:34:38Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Route 11 Downhill Race Start Two */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bay City Sites : Urban hangouts for your must-see list! ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Bay_City_Industrial_Park.jpg|right|100px]]&lt;br /&gt;
=== Bay City Industrial Park ===&lt;br /&gt;
The heart of industry in Bay City for rail to boat traffic.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Inner%20Harbor/32/27/24}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Bay_City_Municipal_Airport.jpg|right|100px]]&lt;br /&gt;
=== Bay City Municipal Airport, Hau Koda ===&lt;br /&gt;
Hangar, terminal and a runway; the airship mooring tower is just to the south in the Bay City - Docklands Region.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Hau%20Koda/153/23/24}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:New_Port_Yacht_Club.jpg|right|100px]]&lt;br /&gt;
=== Bay City Yacht Harbor, New Port ===&lt;br /&gt;
Yacht club, seaplane ramp, and boat sales slips for lease. &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/New%20Port/127/236/24}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Bayjou_Theater.jpg|right|100px]]&lt;br /&gt;
=== Bayjou Theater, Bay City ===&lt;br /&gt;
A home for machinima movies in Bay City.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bay%20City%20-%20Rollers/55/25/24}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cafe_Deco.jpg|right|100px]]&lt;br /&gt;
=== Cafe Deco, Bay City === &lt;br /&gt;
Classy Art Deco Cafe. Cool place to relax, listen to music and have a free coffee!&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bay%20City%20-%20Molesworth/73/153/24}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Canal_Park_Municipal_Wading_Pool.jpg|right|100px]]&lt;br /&gt;
=== Canal Park and Municipal Wading Pool, Bay City === &lt;br /&gt;
Peaceful park and wading pool in Bay City - Morton&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bay%20City%20-%20 Morton/201/196/24}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Asylum.jpg|right|100px]]&lt;br /&gt;
=== Channel Island Asylum, Bay City ===&lt;br /&gt;
For all the mad people. Very Scary!! &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/South%20Channel/169/247/27}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:farpoint.jpg|right|100px]]&lt;br /&gt;
=== Far Point Park, Bay City Molesworth === &lt;br /&gt;
A geometric park of leafy tranquility, remotely situated for your pleasure and relaxation&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bay%20City%20-%20Molesworth/214/199/25}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Hot_Balls_Bowling_Alley.jpg|right|100px]]&lt;br /&gt;
=== Hot Balls, Bay City Handa === &lt;br /&gt;
Knock &#039;em down in Bay City&#039;s own bowling alley&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bay%20City%20-%20Handa/52/233/25}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:The_Lab_in_Bay_City_Moloch.jpg|right|100px]]&lt;br /&gt;
=== The Lab in Bay City Moloch ===&lt;br /&gt;
A mysterious, abandoned lab. what sort of foul experiments took place here?&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bay%20City%20-%20Moloch/133/67/25}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Molexandria.jpg|right|100px]]&lt;br /&gt;
=== Molexandria ===&lt;br /&gt;
Archeological site in Bay City - Imaginario featuring the Mole-azer, the labryinth, and other fun pursuits&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bay%20City%20-%20Imaginario/247/141/24}}&lt;br /&gt;
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[[Image:Moose_Beach.jpg|right|100px]]&lt;br /&gt;
=== Moose Beach Infohub ===&lt;br /&gt;
Enjoy the local ambience at Squishybottoms Rock and Roadhouse or grab a table at Scales &#039;n&#039; Tails.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Moose%20Beach/57/57/24}}&lt;br /&gt;
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== Route 1  (East-West Heterocera Link Road) : Unmissable items for your travelogue ! ==&lt;br /&gt;
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[[Image:leafminerdock.jpg|right|100px]]&lt;br /&gt;
=== Route 1 sea dock, Leafminer  ===  &lt;br /&gt;
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A small access point to the Route 1 highway and Mole Mart&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Leafminer/57/16/23}}&lt;br /&gt;
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[[Image:Mole Mart.jpg|right|100px]]&lt;br /&gt;
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=== Route 1 Mole Mart, Leafminer  ===  &lt;br /&gt;
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Mole Mart ... for all your mole needs&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Leafminer/201/138/34}}&lt;br /&gt;
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[[Image:leafminerpicnic.jpg|right|100px]]&lt;br /&gt;
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=== Route 1 picnic area  === &lt;br /&gt;
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A spur off the Route 1 highway near the Mole Mart for Munchies !&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Leafminer/246/129/37}}&lt;br /&gt;
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[[Image:Apple Cart.jpg|right|100px]]&lt;br /&gt;
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=== Route 1 Apple Cart  === &lt;br /&gt;
Try a bucket of apples from the apple cart&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Clearwing/136/180/33}}&lt;br /&gt;
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[[Image:butterfly.jpg|right|100px]]&lt;br /&gt;
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=== Route 1 Butterfly and Tropical House  === &lt;br /&gt;
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A calming place to sit amongst the victorian ironwork, dripping with steam and condensation, and consider the exotic butterflies and flowers&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Clearwing/112/223/32}}&lt;br /&gt;
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[[Image:peach pit.jpg|right|100px]]&lt;br /&gt;
=== Route 1 Peach Pit  ===&lt;br /&gt;
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Visit the Diner in Peach&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Peach/206/164/33}}&lt;br /&gt;
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[[Image:reservoir.jpg|right|100px]]&lt;br /&gt;
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=== Route 1 Reservoir, Spini  === &lt;br /&gt;
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The Molesford Municipal Water company really needs to spend some cash cleaning up this slightly toxic yet still impressive edifice - lots of litter and a few really worrying looking fish - if your keen on angling you&#039;d be advised to just throw them back !&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Spini/202/142/31}}&lt;br /&gt;
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[[Image:parvapicnic.jpg|right|100px]]&lt;br /&gt;
=== Route 1 Picnic by the Pond, Parva  === &lt;br /&gt;
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One of the many minor picnic spots along Route 1 however this one has a few points of interest to explore&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Parva/127/62/31}}&lt;br /&gt;
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[[Image:mormopicnic.jpg|right|100px]]&lt;br /&gt;
=== Route 1 Picnic lay-by, Mormo  === &lt;br /&gt;
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Another example of places to break your journey along the East-West highway, you can park here too !&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Mormo/21/135/31}}&lt;br /&gt;
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[[Image:viewing.jpg|right|100px]]&lt;br /&gt;
=== Route 1 Viewing Platform, Sociaria  === &lt;br /&gt;
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A small platform to enjoy the views.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Sociaria/190/101/34}}&lt;br /&gt;
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[[Image:town square.jpg|right|100px]]&lt;br /&gt;
=== Route 1 Town Square, Menophra  === &lt;br /&gt;
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Enjoy space of the Town Square.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Menophra/102/103/38}}&lt;br /&gt;
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[[Image:park.jpg|right|100px]]&lt;br /&gt;
=== Route 1 Small roadside park, Menophra  === &lt;br /&gt;
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A quiet place to sit.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Menophra/245/22/35}}&lt;br /&gt;
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== Route 2  (North Heterocera Coast Road) : Unmissable items for your travelogue ! ==&lt;br /&gt;
Route 2 is just over 13km long. So get out there and explore it today!&lt;br /&gt;
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[[Image:snoutpoint.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Pier and Picnic area, Snout === &lt;br /&gt;
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A pier and dock linking the highway to the sea at remote Snout Point, a place to sit at your journey&#039;s end (or beginning) and gaze out across the wide ocean&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Snout/206/172/22}}&lt;br /&gt;
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[[Image:satellite-market.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Market Square, Satellite === &lt;br /&gt;
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A historic market area, currently under regeneration, several traders are trying their hand here already, with doubtless more to come as the highways converge upon this prime location, don&#039;t steal from the stalls, you may end up in the stocks !&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Satellite/155/13/31}}&lt;br /&gt;
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[[Image:sallowpicnic.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Junction and Picnic Glade, Sallow === &lt;br /&gt;
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An island of greenery delineated by a triangular road junction, have a romantic picnic here, screened by the trees&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Sallow/173/154/32}}&lt;br /&gt;
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[[Image:seaviewspur.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Seaview Spur, Sallow === &lt;br /&gt;
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A turning area and access point to the ocean at the end of  a tree-lined cul-de-sac, picnic facilities of course !&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Sallow/208/236/32}}&lt;br /&gt;
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[[Image:tawnybridge.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Bridge and pools, Tawny === &lt;br /&gt;
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The watercourse has been dammed here in the past, so for the moment the river stream trickles through choked pools and rusty culverts as it passes beneath the arching span of the old bridge&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Tawny/233/188/34}}&lt;br /&gt;
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[[Image:eggarviaduct.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Old Viaduct, Eggar === &lt;br /&gt;
&lt;br /&gt;
Development has raised the level of the land here, and the small valley spanned by the viaduct shows few clues as to it&#039;s original purpose, however the arches still provide shelter from the elements for flora and fauna, and it might appear, tramps too !&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Eggar/83/107/31}}&lt;br /&gt;
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[[Image:buffseafront.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Great Seawall, Buff === &lt;br /&gt;
&lt;br /&gt;
Just around the corner from a picnic parking lay-by with panoramic views across Buff Bay, stretches the long stone line of Buff sim&#039;s coastal defences. You can stroll onto the short pier and along the boardwalk promenade which offers a bracing ocean breeze on wilder days.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Buff/215/208/30}}&lt;br /&gt;
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[[Image:buffbridge.jpg|right|100px]]&lt;br /&gt;
=== Route 2 River Bridge, Buff === &lt;br /&gt;
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Spanning the estuary into Buff Bay, this bridge offers further views from it&#039;s relative elevation above the rushing waters&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Buff/125/211/32}}&lt;br /&gt;
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[[Image:arbor.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Arboreal Roundabout, Buff === &lt;br /&gt;
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Three roads converge here at an old tree of such character and antiquity that a roundabout was constructed around it to preserve it&#039;s majesty for all to admire, quite what species it represents has been open to much controversy !&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Buff/79/227/29}}&lt;br /&gt;
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[[Image:quakerironbridge.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Iron Bridge, Quaker === &lt;br /&gt;
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Although lost in modern development, this relic from the industrial revolution, now spanning little more than a dried up canal basin, has been fully restored and shined up to something of it&#039;s former glory, even passing a health and safety audit recently with flying colours !&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Quaker/127/20/33}}&lt;br /&gt;
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[[Image:Ginsberg-zebra.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Zebra Crossing, Ginsberg === &lt;br /&gt;
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Abbey Road anyone ? ... well, not many zebra crossings in SL but this one links the adjacent gallery and shopping areas either side of the road in Ginsberg, so that prospective visitors are safe from being mown down by cars, juggernauts, mole-tanks, whatever other powered object may be passing through on the busy highway !&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Ginsberg/172/181/33}}&lt;br /&gt;
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[[Image:Ran-boulevard.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Ocean Boulevard, Ranunculus === &lt;br /&gt;
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The Route 2 highway widens here into a wide boulevard through a large commercial area, close to the ocean, in the far north of the Atoll continent.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Ranunculus/254/32/32}}&lt;br /&gt;
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[[Image:fillip.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Reef Dive, Fillip === &lt;br /&gt;
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When you hit the traffic circle in Fillip, put on your swim gear and head north.  Explore the fish filled coral reef and a sunken ship, catch a ride with a friendly sea turtle, and possibly even find some treasure!&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Fillip/204/187/17}}&lt;br /&gt;
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[[Image:ROUNDABOUT FILLIP_001.png|right|100px]]&lt;br /&gt;
=== Route 2 Warning, Fillip ===&lt;br /&gt;
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Watch Your Step! As you aproach Fillip Roundabout there are multiple sim crossings! &lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Fillip/255/10/29/}}&lt;br /&gt;
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[[Image:AMBROSIA DRIVE_003.png|right|100px]] &lt;br /&gt;
=== Route 2 Rezz Zone, Ambrosia ===&lt;br /&gt;
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Enjoy the various dock areas along the road when you come to rezz your vehicle.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Ambrosia/190/81/30/}}&lt;br /&gt;
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[[Image:HYDRANGEA BRIDGE RD_006.png|right|100px]] &lt;br /&gt;
=== Route 2 Bridge Road, Hydrangea ===&lt;br /&gt;
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Take a shortcut on the fun bridge road.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Hydrangea/195/216/42/}}&lt;br /&gt;
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[[Image:HUMMINGBIRD REZZ_007.png|right|100px]]&lt;br /&gt;
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=== Route 2 Rezz zone, Hummingbird ===&lt;br /&gt;
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Rezz Zone.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Hummingbird/42/64/38/}} &lt;br /&gt;
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[[Image:DOCKS MOURNFUL-HUCKLEBERRY_008.png|right|100px]]&lt;br /&gt;
=== Route 2 Docks, Mournful ===&lt;br /&gt;
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Enjoy the Docks on the border of Mournful and Huckleberry.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Mournful/19/226/30/}} &lt;br /&gt;
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[[Image:TIMBER BRIDGE CONSULAR_009.png|right|100px]]&lt;br /&gt;
=== Route 2 Timber Bridge, Consular ===&lt;br /&gt;
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Drive the timber bridge, or enjoy the secret places beneath.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Consular/154/156/32/}} &lt;br /&gt;
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[[Image:WATER &amp;amp; LAND REZZ ZONES OAKWORM_010.png|right|100px]]&lt;br /&gt;
=== Route 2 Rezz Zone, Oakworm ===&lt;br /&gt;
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Rezz Zones available here for both land and water.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Oakworm/131/161/32/}} &lt;br /&gt;
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[[Image:PARK OAKWORM-SEDGE_011.png|right|100px]]&lt;br /&gt;
=== Route 2 Park, Oakworm ===&lt;br /&gt;
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Enjoy the park on the border or Oakworm and Sedge.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Oakworm/168/10/33/}} &lt;br /&gt;
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[[Image:ROCKY OUTCROP SCOOPWING.png|right|100px]]&lt;br /&gt;
===Route 2 Park, Scoopwing ===&lt;br /&gt;
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A rocky outcrop on the water.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Scoopwing/245/204/28/}}  &lt;br /&gt;
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[[Image:WATERFALL DAHANA.png|right|100px]] &lt;br /&gt;
=== Route 2 Waterfall, Dahana ===&lt;br /&gt;
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Quench your thirst along your journey.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Dahana/61/212/32/}}  &lt;br /&gt;
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 [[Image:DOCK ECHO.png|right|100px]] &lt;br /&gt;
=== Route 2 Dock, Echo ===&lt;br /&gt;
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A small dock with land and water Rezz Zone.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Echo/35/216/29/}}  &lt;br /&gt;
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[[Image:Girdler-bridge.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Coastal Falls Crossing, Girdler === &lt;br /&gt;
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The coast is broken and steep here, and a bridge takes the highway over a high falls tumbling down from above the road level.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Girdler/104/138/32}}&lt;br /&gt;
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[[Image:Girdler-view.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Ocean View, Girdler === &lt;br /&gt;
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The highway turns sharply round the coast here, forming a natural viewpoint over the ocean. A viewpoint and rez zone is here for your use.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Girdler/139/89/31}}&lt;br /&gt;
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[[Image:Tiger-tunnel.jpg|right|100px]]&lt;br /&gt;
[[Image:Tunnel.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Tiger - Togata Tunnel, Tiger/Moma/Togata === &lt;br /&gt;
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Difficult terrain here necessitated a deep bore through the hillside to link the regions, and a substantial stone lined tunnel exists here to allow free passage. Excavations also opened up a surprise in the hillside !&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Tiger/39/18/29}}&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Togata/229/239/29}}&lt;br /&gt;
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[[Image:Togata-view.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Ocean Panorama, Togata === &lt;br /&gt;
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Another sharp turn in the road to follow the coast opens up a wide vista across open ocean. Travellers may stop and tarry a while here at the viewpoint.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Togata/74/182/29}}&lt;br /&gt;
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[[Image:Togata-bridge.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Oriental Bridge, Togata === &lt;br /&gt;
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A wide ocean estuary ravine here requires a bridge to span the gap and an elegant span of vaguely oriental outline performs this task.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Togata/118/97/34}}&lt;br /&gt;
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[[Image:Emmelia-viaduct.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Stone Viaduct, Emmelia === &lt;br /&gt;
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A stone viaduct carries the road securely across the ravine into the ocean at Emmelia. A small decrepit dock lies in the waters below for those wishing to go boating.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Emmelia/32/82/31}}&lt;br /&gt;
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[[Image:R2-west.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Western End, Emmelia === &lt;br /&gt;
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The western end of the Route 2 link road lies here at a small picnic area, near junction of two roads coming up from the south in Brithys.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Emmelia/26/3/31}}&lt;br /&gt;
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 [[Image: REZZ ZONE MANDUCA.png|right|100px]] &lt;br /&gt;
=== Route 2 Rezz Zone, Manduca ===&lt;br /&gt;
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Rezz Zone.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Manduca/189/89/63/}}  &lt;br /&gt;
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 [[Image: WOOLYBEAR INTERSECTION.png|right|100px]] &lt;br /&gt;
=== Route 2 Intersections, Woolybear ===&lt;br /&gt;
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A lovely landscaped area in the midst of many intersections.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Woolybear/99/234/88/}}  &lt;br /&gt;
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 [[Image: REZZ ZONE AZALEA.png|right|100px]] &lt;br /&gt;
=== Route 2 Rezz Zone, Azalea ===&lt;br /&gt;
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Rezz Zone.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Azalea/93/189/79/}}  &lt;br /&gt;
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 [[Image: REZZ ZONE ELLO.png|right|100px]] &lt;br /&gt;
=== Route 2 Rezz Zone, Ello ===&lt;br /&gt;
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Rezz Zone.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Ello/28/227/65/ }}&lt;br /&gt;
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== Route 3  (North Heterocera Inland Link) : Unmissable items for your travelogue ! ==&lt;br /&gt;
&lt;br /&gt;
This road lies mainly incomplete at the time of writing, however some sections have so far been completed to provide additional transport links. An example of this is a section joining the major junction at Woolybear in the north to Emmelia on Route 2. This section required some considerable gradient engineering to overcome the differences in altitude between these regions.&lt;br /&gt;
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[[Image:Emmelia-junc.jpg|right|100px]]&lt;br /&gt;
=== Route 3/Route 2 Southern Junction, Emmelia === &lt;br /&gt;
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The two routes merge here in a T junction adjacent to the viaduct spanning the ravine.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Emmelia/35/123/32}}&lt;br /&gt;
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[[Image:Luna-rise.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Lower Bank, Lunaris === &lt;br /&gt;
&lt;br /&gt;
The road ascends a steep bank here rises with the terrain, excellent spot for sledging if it would only snow !&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Lunaris/86/12/41}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Luna-bank.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Upper Bank, Lunaris === &lt;br /&gt;
&lt;br /&gt;
A second rise requires a large stone embankment in order to prevent subsidence of the hillside below the woodland above.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Lunaris/181/196/61}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Moma-woods.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Hilltop Woodlands, Moma &amp;amp; Tridens === &lt;br /&gt;
&lt;br /&gt;
The high hill crest at Moma, as well as offering panoramic views of the surrounding area and not-so-distant coast, retains some natural woodland across its border with Tridens. The park also contains small lakes and a pagoda summerhouse in which weary travellers may take a breather. There is a rezzing area here too.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Moma/238/59/75}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Tridens-bridge.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Oriental Bridge, Tridens === &lt;br /&gt;
&lt;br /&gt;
The red oriental bridge at Tridens gracefully mimics its surrounding oriental architecture as does its twin down the ravine in Togata. From the bridge, the road heads due north across undulating terrain towards Woolybear Junction.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Tridens/19/133/77}}&lt;br /&gt;
&lt;br /&gt;
[[Image:woolybear.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Main Road === &lt;br /&gt;
&lt;br /&gt;
The main road along Route 3 begins at the Woolybear intersection and continues to Tussock where the SLRR intersects. This Road is 4.3km long. Below is a list of features you can find along the way.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Woolybear/111/230/86}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Polkadot.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Route 3 Polkadot Park, Polkadot ===&lt;br /&gt;
&lt;br /&gt;
Small stone pathway leads to sunken garden beyond.  A place for rest and contemplation.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Polkadot/156/74/98}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:riddings_001.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Roundabout, Riddings === &lt;br /&gt;
&lt;br /&gt;
The Roundabout at Riddings provides access to the link road to the Southwest leading to Congrua or a continuation of the main road to Tussock to the East.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Riddings/80/199/101}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:riddings_002.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Intersection, Riddings === &lt;br /&gt;
&lt;br /&gt;
This intersection provides access to sims to the South ending at Nitida. This intersection is also a Rezz Zone.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Riddings/212/181/121}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:cisseps.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Intersection, Cisseps === &lt;br /&gt;
&lt;br /&gt;
This intersection provides access to sims to the North ending at Turnip. This intersection is also a Rezz Zone and has a small public square and fountain.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Cisseps/96/33/124}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:MUSLIN.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Factory, Muslin === &lt;br /&gt;
&lt;br /&gt;
This intersection includes the Coach and Carriage Company Factory and a Rezz Zone.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Muslin/180/45/121}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:herald.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Rezz Zone, Herald === &lt;br /&gt;
&lt;br /&gt;
Rezz Zone along the Road.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Herald/124/54/119}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Pavonia.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Route 3 Community Hall, Pavonia === &lt;br /&gt;
&lt;br /&gt;
There is a Community Hall in Pavonia with a Rezz Zone next Door.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Pavonia/182/235/118/}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:tussock.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Route 3 Catch the train, Tussock === &lt;br /&gt;
&lt;br /&gt;
Park your vehicle and catch a train here.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Tussock/89/119/119/}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:morrison.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Riddings to Congrua connection, Morrison === &lt;br /&gt;
&lt;br /&gt;
This Road is 840m long with a Rezz Zone along the Road.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Morrison/226/134/99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:astylus.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Riddings to Nitida connection, Astylus === &lt;br /&gt;
&lt;br /&gt;
This Road is 1.5km with a Rezz Zone along the Road at Astylus.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Astylus/62/43/121}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:muralis.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Riddings to Nitida connection, Muralis === &lt;br /&gt;
&lt;br /&gt;
Muralis contains a few little parks, the largest of these contains a creek for your enjoyment.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Muralis/86/120/125}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Nitida.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Riddings to Nitida connection, Nitida === &lt;br /&gt;
&lt;br /&gt;
Nitida is currently the end of this road and hosts a Rezz Zone.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Nitida/86/20/122}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:orache.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Cisseps to Turnip connection, Orache === &lt;br /&gt;
&lt;br /&gt;
A Rezz Zone along the road.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Orache/61/242/100}}&lt;br /&gt;
&lt;br /&gt;
== Route 5 : Coastal Byway ==&lt;br /&gt;
[[Image:RT5_001.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Xanthorhoe/120/254/31}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Route 5 Public Rez Zones ===&lt;br /&gt;
=== Xanthorhoe Train Station ===&lt;br /&gt;
[[Image:RT5Rez_001.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://maps.secondlife.com/secondlife/Xanthorhoe/136/241/32}}&lt;br /&gt;
&lt;br /&gt;
=== Denrolimus ===&lt;br /&gt;
[[Image:RT5Rez_002.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://maps.secondlife.com/secondlife/Denrolimus/61/155/31}}&lt;br /&gt;
&lt;br /&gt;
=== Lasiocampa ===&lt;br /&gt;
[[Image:RT5Rez_003.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://maps.secondlife.com/secondlife/Lasiocampa/93/154/31}}&lt;br /&gt;
&lt;br /&gt;
=== Myron ===&lt;br /&gt;
[[Image:RT5Rez_004.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://maps.secondlife.com/secondlife/Myron/158/68/32}}&lt;br /&gt;
&lt;br /&gt;
=== Cisthene ===&lt;br /&gt;
[[Image:RT5Rez_005.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://maps.secondlife.com/secondlife/Cisthene/23/138/33}}&lt;br /&gt;
&lt;br /&gt;
=== Ufeus ===&lt;br /&gt;
[[Image:RT5Rez_006.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://maps.secondlife.com/secondlife/Ufeus/64/110/32}}&lt;br /&gt;
&lt;br /&gt;
=== Mocis ===&lt;br /&gt;
[[Image:RT5Rez_007.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://maps.secondlife.com/secondlife/Mocis/91/137/31}}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Route 5 Public Boating Areas ===&lt;br /&gt;
&lt;br /&gt;
=== Public Launch area in Xanthorhoe ===&lt;br /&gt;
[[Image:RT5_002.jpg|right|100px]]&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Xanthorhoe/201/164/31}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sailing and Surfing Launch area, Scotopteryx ===&lt;br /&gt;
[[Image:RT5_05.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Scotopteryx/29/134/31}}&lt;br /&gt;
&lt;br /&gt;
== Route 7  (Ring Road around Gaeta) : Take a tour around the whole island ! ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Libestus Pier.jpg|right|100px]]&lt;br /&gt;
=== Route 7 Libestus Pier, Libestus ===  &lt;br /&gt;
&lt;br /&gt;
Follow the road itself or put in a boat at the end of the pier and explore by sea!&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Libestus/236/18/26}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Squall Beach.jpg|right|100px]]&lt;br /&gt;
=== Route 7 Squall Public Beach, Squall ===  &lt;br /&gt;
&lt;br /&gt;
Relax by the waves or head up the beach to explore Magellan Linden&#039;s campsite&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Squall/177/207/21}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Hellfell.jpg|right|100px]]&lt;br /&gt;
=== Route 7 Helfell Infohub, Helfell ===  &lt;br /&gt;
&lt;br /&gt;
Mediterranean vistas abound around this new InfoHub &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Helfell/187/123/76}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Gaeta dock.jpg|right|100px]]&lt;br /&gt;
=== Route 7 Gaeta docks, (various) ===  &lt;br /&gt;
&lt;br /&gt;
These mark the transitions between improved roads and open water canals. Pick up a free LDPW boat here for easy sailing along the canals or other Linden seas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Route 8/8A/8B/8C and the Old Wagon Road  (The &amp;quot;Japanese&amp;quot; Continent) : Konichiwa! ==&lt;br /&gt;
&lt;br /&gt;
Because of it&#039;s shape many call this the &amp;quot;Japanese&amp;quot; continent. With that in mind the roads and public buildings along these roads have an eastern stylistic flair. Originally the roads were supposed to connect, but due to mistakes when the land was divided as the regions were brought online many of the routes end in abrupt dead ends. A system of false tunnels and billboards at dead ends will offer teleports when touched to allow travelers to easily keep exploring the road network without having to backtrack or search the map for where the road picks up again.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bagheera Shelter.jpg|right|100px]]&lt;br /&gt;
=== Route 8 Bagheera shelter, Bahheera ===  &lt;br /&gt;
&lt;br /&gt;
The Bagheera shelter at the end of the road is the perfect starting point for any exploration of the land. On the back wall is a large map of the continent showing the location of all the main routes; 8, 8A, 8B, 8C, and the Old Wagon Road. Smaller versions of this building exist all along the routes at various points to give explores an idea where they are on the overall map and to provide &amp;quot;rest stops&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bagheera/63/126/56}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Davros RT8-8C Jct.jpg|right|100px]]&lt;br /&gt;
=== Route 8 RT8-8C Junction, Davros ===&lt;br /&gt;
Turnoff point for RT8C (still under construction)&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Davros/81/71/27}}&lt;br /&gt;
&lt;br /&gt;
[[Image:DavrosFenric bridge.jpg|right|100px]]&lt;br /&gt;
=== Route 8 Bridge Out!, Davros/Fenric ===&lt;br /&gt;
Look out! The bridge is out! Can you drive fast enough to make the jump? Go ahead and try! ;D&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Fenric/178/45/30}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Richfield RT8-8A Jct.jpg|right|100px]]&lt;br /&gt;
=== Route 8 RT8-8A Junction, Richfield ===&lt;br /&gt;
Southern junction with RT8A. Small rest stop with a lighted lamppost, sitting area and map kiosk.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Richfield/153/186/69}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Cipactli RT8-8B Jct.jpg|right|100px]]&lt;br /&gt;
=== Route 8 RT8-8B Junction, Cipactli ===&lt;br /&gt;
Connection with RT8B, just south of the Furki Rest Stop on RT8B/8A.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Cipactli/247/58/73}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Toroge Kiosk.jpg|right|100px]]&lt;br /&gt;
=== Route 8 Toroge Kiosk, Toroge ===&lt;br /&gt;
Westernmost point on the roadmap. Tight curve with an example of one of the small map kiosks. &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Toroge/43/85/54}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bletschorn Tunnel.jpg|right|100px]]&lt;br /&gt;
=== Route 8 Bletschorn Tunnel, Bletschorn ===&lt;br /&gt;
False tunnel used to bypass Damastock. Touching the lanterns at the tunnel entrance will take you to the other side in Finsteraarhorn.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bietschhorn/33/47/55}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Finsteraarhorn Tunnel.jpg|right|100px]]&lt;br /&gt;
=== Route 8 Finsteraarhorn Tunnel, Finsteraarhorn ===&lt;br /&gt;
Mate to the Bletschorn Tunnel. Touching the lanterns at the tunnel entrance will take you to the other side in Bletschorn.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Finsteraarhorn/223/114/29}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nadelhorn RT8-8A Jct.jpg|right|100px]]&lt;br /&gt;
=== Route 8 RT8-8A Junction, Nadelhorn ===&lt;br /&gt;
Northern end of RT8A. &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Nadelhorn/250/65/50}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Soulgiver Tunnel.jpg|right|100px]]&lt;br /&gt;
=== Route 8 Soulgiver Tunnel, Soulgiver ===&lt;br /&gt;
End of RT8. Touching the lanterns at the tunnel entrance will take you to RT8C in Ogilvie.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Soulgiver/175/91/65}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Furki Rest Area.jpg|right|100px]]&lt;br /&gt;
=== Route 8A Furki Rest Area, Furki ===&lt;br /&gt;
Rest area along the junction between RT8A and RT8B in Furki. Plenty of places to sit, relax, and discuss which direction you want to go next! Even has a working traffic light in the intersection. &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Furki/47/3/100}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Aragonese Tunnel.jpg|right|100px]]&lt;br /&gt;
=== Route 8A Aragonese Tunnel, Aragonese ===&lt;br /&gt;
Yep, another false tunnel. This one connects the broken halves of RT8A between Aragonese and Ellingson.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Aragonese/76/183/88}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Horns of Hattin.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Route 8A Falling Rocks, Horns of Hattin ===&lt;br /&gt;
One of the most difficult tasks in constructing roads is figuring out what to do in &amp;quot;four corner&amp;quot; areas where the road runs through a spot where 4 regions meet. The region crossings can be very tricky in these spots. It&#039;s best to go slow and take the crossings one at a time. In this spot, the fallen rocks divert travelers in a way to guide them through the crossing along the best and least likely to end up crashing the client fashion.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Horns%20of%20Hattin/5/3/68}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Tawa.jpg|right|100px]]&lt;br /&gt;
=== Route 8A Tawa Rest Stop, Tawa ===&lt;br /&gt;
Small rest area with a couple of benches, a map kiosk and some trees. &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Tawa/8/7/82}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Camazotz.jpg|right|100px]]&lt;br /&gt;
=== Route 8B Dead end, Camazotz ===&lt;br /&gt;
RT8B dead ends in Camazotz with a billboard sign that acts as a teleport link to the Old Wagon Road in Rethymno&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Camazotz/12/94/91}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Rethymno.jpg|right|100px]]&lt;br /&gt;
=== Old Wagon Road, Rethymno ===&lt;br /&gt;
The Old Wagon Road is a two-track unimproved roadway that only spans two regions. At either end are Billboard teleporters to take you other parts of RT8. &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Rethymno/18/179/92}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Ellingson.jpg|right|100px]]&lt;br /&gt;
=== Route 8A dead end, Ellingson ===&lt;br /&gt;
The southern half of Route 8A ends in Eliingson where you will find two teleport billboards offering to let you continue on Route 8A in Aragonese or you can choose to go to Sababurg and take the Old Wagon Road.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Ellingson/193/245/85}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Ogilvie.jpg|right|100px]]&lt;br /&gt;
=== Route 8C Ogilvie, Valeyard/Davros ===&lt;br /&gt;
False tunnel that allows travelers to connect to RT8 in Soulgiver (if they touch the lantern on the left) or the Old Wagon Road in Sababurg (if they touch the lantern on the right). &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Valeyard/83/151/26}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Valeyard.jpg|right|100px]]&lt;br /&gt;
=== Route 8C Valeyard/Davros Waterway, Valeyard/Davros ===&lt;br /&gt;
Rez a boat and you can travel between Valeyard and Davros just before RT8C meets RT8.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Valeyard/83/151/26}}&lt;br /&gt;
&lt;br /&gt;
== Route 9:   Miles of Motoring Fun ==&lt;br /&gt;
&lt;br /&gt;
Still under construction, but already with many interesting sights!&lt;br /&gt;
&lt;br /&gt;
=== Route 9 Lordshore Lookout Point ===&lt;br /&gt;
&lt;br /&gt;
The picnic platform gives a stunning view of the new Lordshore suspension bridge. Built with the latest materials, the bridge is over 400 meters long, with 40 meters of clearance below the main span.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Lordshore/60/61/55}}&lt;br /&gt;
&lt;br /&gt;
== Wellington Road ==&lt;br /&gt;
[[Image:WR1_004_001.png|center|thumb]][[Image:WR1_004_002.png|center|thumb]]&lt;br /&gt;
&lt;br /&gt;
Wellington Road begins in Chongno, travels through some lovely mainland areas, and ends in Hangflame Ridge.  &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Chongno/241/254/77}}&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Hangflame%20Ridge/128/70/82}}&lt;br /&gt;
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&lt;br /&gt;
=== The Great Hill ===&lt;br /&gt;
Come try your skateboarding skills!&lt;br /&gt;
[[Image:WR1_002.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Noguri/237/196/76}}&lt;br /&gt;
&lt;br /&gt;
Rez zone: {{SLURL2|http://slurl.com/secondlife/Noguri/5/77/99}}&lt;br /&gt;
&lt;br /&gt;
=== Contemplation Bridge ===&lt;br /&gt;
Relax and visit with friends.&lt;br /&gt;
[[Image:WR1_003.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Pongsonhwa/98/120/105}}&lt;br /&gt;
&lt;br /&gt;
=== Wellington Road Public Rez Zones ===&lt;br /&gt;
Lupoff&lt;br /&gt;
[[Image:WR1_004_003.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Lupoff/200/154/79}}&lt;br /&gt;
&lt;br /&gt;
Molesworth&lt;br /&gt;
[[Image:WR1_004_004.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Molesworth/65/121/73}}&lt;br /&gt;
&lt;br /&gt;
Quoll&lt;br /&gt;
[[Image:WR1_004_005.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Quoll/105/80/93}}&lt;br /&gt;
&lt;br /&gt;
Cairnlow&lt;br /&gt;
[[Image:WR1_004_006.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Cairnlow/233/66/104}}&lt;br /&gt;
&lt;br /&gt;
Chebi&lt;br /&gt;
[[Image:WR1_004_007.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Chebi/189/37/102}}&lt;br /&gt;
&lt;br /&gt;
Noguri&lt;br /&gt;
[[Image:WR1_004_008.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Noguri/12/79/98}}&lt;br /&gt;
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== Old Route 11 ==&lt;br /&gt;
[[Image:Route_11,_Vaktarin_(179,_227,_61).png|right|100px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
A small section of Old Route 11 was discovered in late `09.  Wander this raised wooden walkway from Valtarin to Kwaito for a neat surprise.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Vaktarin/15/131/56}} &lt;br /&gt;
to&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Kwaito/243/239/42}}&lt;br /&gt;
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&lt;br /&gt;
== Route 11 == &lt;br /&gt;
A wonky wooden and rough cobble stone tree lined road meandering though the continent.  Rising from water level to over 100 meters high, Route 11 gives a variety of interesting views. From coastal to high mountains, from bridges to boat ramps, Route 11 has it all!&lt;br /&gt;
&lt;br /&gt;
== Route 11 rez zone and boat ramp ==&lt;br /&gt;
[[Image:Route_11_(rez_zone),_Passendale.png|right|100px]]&lt;br /&gt;
Though Route 11 does start a bit further South West, it has long been flooded.  Here is the first rez zone and boat ramp.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Passendale/85/138/41}}&lt;br /&gt;
&lt;br /&gt;
== Route 11 Amphibious Vehicle dunking zone ==&lt;br /&gt;
[[Image:Route_11_Gorgonzola_001.png|right|100px]]&lt;br /&gt;
Bring your amphibious vehicle, due to wildlife and oceanfront living, the road gets a bit wet here =D   &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Gorgonzola/73/53/19}}&lt;br /&gt;
&lt;br /&gt;
== Route 11 Down Hill Race Start ==&lt;br /&gt;
[[Image:Route_11_Blacksticks.png|right|100px]]&lt;br /&gt;
Top of the first rise. Ready to be raced down in either direction. =)&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Blacksticks/159/106/113}}&lt;br /&gt;
&lt;br /&gt;
== Route 11 Rez Zone ==&lt;br /&gt;
[[Image:Route_11_Castlederg.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Castlederg/11/101/110}}&lt;br /&gt;
&lt;br /&gt;
== Route 11 Rez Zone in Ironstorm ==&lt;br /&gt;
[[Image:Route_11_Ironstorm.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Ironstorm/13/19/70}}&lt;br /&gt;
&lt;br /&gt;
== Route 11 Intersection to Magellan Pass ==&lt;br /&gt;
[[Image:Route_11_Muskeg.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Muskeg/153/126/53}}&lt;br /&gt;
&lt;br /&gt;
== Route 11 Magellan Pass ==&lt;br /&gt;
[[Image:Route_11_Magellan_Pass.png|right|100px]]&lt;br /&gt;
A fast shortcut over the top of the mountains, discovered by our intrepid explorer himself.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Sweet%20Morass/172/115/74}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Route 11 Moley&#039;s Fruit Stand and Nature Walk==&lt;br /&gt;
[[Image:Route_11_Fruit_Stand.png|right|100px]]&lt;br /&gt;
Moley says, Eat your fruit! While relaxing in the nature area.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Westerlay/230/192/34}}&lt;br /&gt;
&lt;br /&gt;
== Route 11 Floating Road and Drawbridge ==&lt;br /&gt;
[[Image:Route_11_Bogatanta.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bogatanta/180/219/21}}&lt;br /&gt;
&lt;br /&gt;
== Route 11 Magellan Pass (other end) ==&lt;br /&gt;
[[Image:Route_11_Mordus_Hall.png|right|100px]]&lt;br /&gt;
The Western end of Magellan Pass&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Mordus%20Hall/206/89/62}}&lt;br /&gt;
&lt;br /&gt;
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== Route 11 Downhill Race Start Two ==&lt;br /&gt;
[[Image:Route_11_Roclaren.png|right|100px]]&lt;br /&gt;
Yet another fun hill to race down =D &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Claremorris/194/140/116}}&lt;br /&gt;
&lt;br /&gt;
== Route 11 Boat Ramp and End ==&lt;br /&gt;
[[Image:Route_11_Paneer.png|right|100px]]&lt;br /&gt;
Though Route 11 does continue to the South, it has long been flooded and re-purposed into waterways. Launch your boat here to continue the adventure!&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Paneer/184/47/22}}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Route 12 ==&lt;br /&gt;
[[Image:RT12 Overview Map.png|right|100px]]&lt;br /&gt;
Route 12 is made for exploring from sea to shining sea, from the sandy beaches of the shore to the grassy hills of the interior to the rough mountain trails of the northern penninsula. This road is calling out for adventurous avatars looking to explore a continent. Along that way you will find billboards like the one here. These maps give a topographical overview of the continent and the road itself. A red star indicates your current location. The gold stars indicate points to which you can teleport. Touching the gold star will open the map. This give explorers the ability to easily navigate to parts of the route not yet explored.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Beatrice RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Beatrice Rest Stop, Beatrice ===  &lt;br /&gt;
&lt;br /&gt;
Close to the shores of the southwestern penninsula the rest stop in Beatrice is spartan. Little more than a few trees and a bench it is a turn around point and place to sit and contemplate which part of the continent you want to visit next.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Beatrice/134/184/34}}&lt;br /&gt;
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[[Image:Dreyfus RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Dreyfus Crossroads, Dreyfus ===  &lt;br /&gt;
&lt;br /&gt;
The interesection in Dreyfus is nestled in the green hills of the continent. West is the road along the western shore to Beatrice. North is the climb over the hills toward the hairpin curve in Jaxipun and on to the off road trail on the northern point.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Dreyfus/29/171/50}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Clinker RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Clinker END OF PAVED ROAD, Clinker ===  &lt;br /&gt;
&lt;br /&gt;
Just over the bridge in Elsa is the end of paved road. The rest of RT12 to the north is an unimproved dirt trail with steep hills, rocks, and undergrowth blocking the way. A pleasant walking or horseback riding trail the route is not recommended for large vehicles with a wide track or low clearance. 4x4 trucks and off road vehicles should do fine. Test your offroading skill on this one!&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Clinker/166/121/68}}&lt;br /&gt;
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[[Image:Pouncival RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Pouncival Roundabout, Pouncival ===  &lt;br /&gt;
&lt;br /&gt;
In Pouncival RT12 double backs on itself as the trail from Clinker snakes around the hilly terrain that makes up the northwest penninsula. To the north is a hill that will give even the best SL 4x4 a run for its money as you try to navigate around the switchback of boulders strewn in your path. Crest the hill and you&#039;re on your way through around the circuit of shear drops and undulating hills and back around to where you started. &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Pouncival/165/63/44}}&lt;br /&gt;
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[[Image:Donalbain RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Donalbain Crossroads, Donalbain ===  &lt;br /&gt;
&lt;br /&gt;
The only other crossroads on RT12 Donalbain is rougly the halfway point. To the south is the short route leading to the endpoint at Camorro.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Donalbain/27/209/47}}&lt;br /&gt;
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[[Image:Camorro RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Camorro End, Camorro ===  &lt;br /&gt;
&lt;br /&gt;
Endpoint of the southern branch of RT12 from Donalbain.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Camorro/250/12/50}}&lt;br /&gt;
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[[Image:Fenstriano RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Fenstriano Curve, Fenstriano ===  &lt;br /&gt;
&lt;br /&gt;
Rest point between the western half of RT12 and the east, Fenstriano is a good place to take stock in your transcontinental journey.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Fenstriano/157/7/38}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Rannveig RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Rannveig End, Rannveig ===  &lt;br /&gt;
&lt;br /&gt;
Final endpoint of RT12 in the east. Now to decide if you telport to another part RT12 or do you once more navigate the hills and curves backtoward the west. &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Rannveig/205/12/36}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Mainland Points of Interest for Intrepid Explorers ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Playground Ship on DaBoom ===&lt;br /&gt;
&lt;br /&gt;
big maritime playground with freebies&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Da%20Boom/165/134/35}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Playground on Rivula ===&lt;br /&gt;
&lt;br /&gt;
cute little playground&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Rivula/195/56/34}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Juice Bar, Brownlee === &lt;br /&gt;
&lt;br /&gt;
Keeping residents healthy with a Contemporary Juice Bar. Free Smoothies!&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Brownlee/209/150/105}}&lt;br /&gt;
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&lt;br /&gt;
=== The Volcano Island, Ichelus === &lt;br /&gt;
&lt;br /&gt;
A tropical Tiki village and exploding Volcano!!&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Ichelus/142/192/23}}&lt;br /&gt;
&lt;br /&gt;
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=== LDPW Showcase Conference Center, Boardroom ===&lt;br /&gt;
&lt;br /&gt;
For the business types of the grid.  Two modern style buildings ready to accomodate medium to large meetings/conferences.  &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Boardroom/113/113/25/}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Castle Valeria ===&lt;br /&gt;
&lt;br /&gt;
A romantic interpretation of a medieval German castle; also, a pirate lair!&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Castle%20Valeria/175/196/68}}&lt;br /&gt;
&lt;br /&gt;
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=== Mos Ainsley === &lt;br /&gt;
&lt;br /&gt;
In space, no one can hear you type ... experience the far future at the base on Mos Ainsley. Spacesuits available for all!&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Mos%20Ainsley/134/131/48}}&lt;br /&gt;
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&lt;br /&gt;
[[Image:Pruni.jpg|right|100px]]&lt;br /&gt;
=== Pruni Park ===&lt;br /&gt;
&lt;br /&gt;
Small wild and overgrown area with pool, treehouse and campfire areas.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Pruni/73/217/62}}&lt;br /&gt;
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[[Image:Bhima.jpg|right|100px]]&lt;br /&gt;
=== Bhima Lido Hall ===&lt;br /&gt;
&lt;br /&gt;
Lido Hall with music, and patio with conversational areas.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bhima/143/97/39}}&lt;br /&gt;
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[[Image:Ahab&#039;s_Haunt.jpg|right|100px]]&lt;br /&gt;
=== Ahab&#039;s Haunt ===&lt;br /&gt;
&lt;br /&gt;
This is a tropical beach crowned by the skeleton of a giant beast. Hammocks and inner tubes, undersea treasure and lots to explore for divers, places to rezz your boats, and more!&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Ahab&#039;s%20Haunt/116/143/22}}&lt;br /&gt;
&lt;br /&gt;
== Nautilus ==&lt;br /&gt;
&lt;br /&gt;
This ancient city has recently been discovered. Mysterious crystals, a temple, assembly hall, and palace surround a large pool.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Malchus/9/29/72}}&lt;br /&gt;
&lt;br /&gt;
... and a large park:&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Baal/72/140/23}}&lt;br /&gt;
&lt;br /&gt;
... and a harbor, with a nearby market:&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Yamm/114/205/22}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Highlights around the Great City of Nautilus ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Pharos.jpg|right|100px]]&lt;br /&gt;
[[Image:Pharos1.jpg|right|100px]]&lt;br /&gt;
[[Image:Pharos2.jpg|right|100px]]&lt;br /&gt;
[[Image:Pharos3.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== The Pharos, Nautilus-Byth === &lt;br /&gt;
&lt;br /&gt;
As intrepid seafarers approach the great water channel leading to the ancient city; strange flickering beams in the sky, followed by a sighting of a lofty tower, alert them to the presence of the treacherous Nautilean coast. This large beam-house is The Pharos, and was constructed as a navigational aid replacing a much smaller crystal beacon, the ruins of which may still be seen on a nearby outcrop. Statues of sea creatures festoon the terraces of the Pharos, whilst a large idol of Hydraea, Goddess of the Sea, faces out to the Western Sea, both embracing friend and threatening foe with upraised hands. At the top of the tower rests the main lamp house where crystal energy passes through deflection grids to be streamed out to the cardinal points of the compass, clearly visible for many miles. Halfway up the tower, within a small open chamber at the top of the great stairway, is a focussing relay crystal which controls the nature of the Pharos&#039; beam to suit the prevailing weather conditions. &lt;br /&gt;
&lt;br /&gt;
Inside the great hall at the foot of the structure lies the main crystal reactor, within a deep containment pit surrounded by an energy screen. On one side of the barriers stands the console containing the control array and spectral coolant rods. As a protection against power overload, the reactor is gated to the sea via an internal pool and underwater tunnel, so that in the event of such an emergency, it may be flooded with seawater and extinguished. This pool should be empty and serene, however the Pharos has gained an &#039;unofficial&#039; resident during some phase of it&#039;s existence. A rogue scientist fell from favour with the council of Nautilean elders due to his somewhat aggressive and more than a little xenophobic attitudes toward foreign trade, building crystal powered mechanical sea boats to disrupt passing trade and seize wealth for himself. Exiled from the main citadel he barricaded himself inside the Pharos, settling inside the main chamber where he constructed a new vessel within the confines of the coolant pool, periodically venturing forth from his lair via the sea tunnel to harry vulnerable shipping and steal supplies. This undoubtedly resourceful individual was apparently not immune to the mysterious cataclysm which afflicted Nautilus in the distant past, indeed some enigmatic writings discovered within the chamber suggest he may actually have been instrumental in hastening its effects, and all that may now be seen to mark his occupancy are his last and greatest undersea vessel, a variety of somewhat incongruously added docking structures, and a scatter of books dealing with a variety of arcane and eclectic topics. Judging by the compact size of his vessel, the physical stature of the Professor did not in any way match that of his mind !&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Byth/3/191/23}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Baal.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Baal Public Park, Nautilus-Baal === &lt;br /&gt;
&lt;br /&gt;
Nautilus sports a pair of public parks adjacent to the canal bank. Furthest east lies Baal Park, which contains a small seating area where one may sit and watch crystal particle beam displays, and also a small secluded pool for relaxation and contemplation known as &#039;The Eye of Baal&#039;, the reason for which may be clearly seem when viewing the feature from the air.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Baal/69/176/22}}&lt;br /&gt;
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&lt;br /&gt;
[[Image:Kothar.jpg|right|100px]]&lt;br /&gt;
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=== Kothar Public Park, Nautilus-Kothar === &lt;br /&gt;
&lt;br /&gt;
The second park is located immediately adjacent within the Kothar district and contains a large outdoor public pool and thermal spa area alongside stone walkways. This location, in addition to the wild vegetation and arboreta common to both parks, also features a large outdoor mechanical chess set, the workings of which have yet to be precisely discovered, and a natural pool within which sits a small island upon which is sited a monument of unknown assignation.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Kothar/3/186/22}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Nautilus-gate.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== City Sea Gate, Nautilus-Melqart === &lt;br /&gt;
&lt;br /&gt;
Two enormous bronze gates close the sea channel against hazards where it enters the great citadel wall. These may be swung open and shut, forming a bright star in the centre which acts as a night beacon when they are closed against entry.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Melqart/83/228/25}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Nautilus-canal.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== The Canal, Nautilus === &lt;br /&gt;
&lt;br /&gt;
The deep channel of The Great Canal extends from the Citadel due east, and straight as a die, to the ocean, which it meets at the turbulent waters surrounding the Pharos. The channel has become home to various flora and fauna over the years.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Elissa/129/6/10}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Magellan Linden&#039;s Mole Tank, Nautilus-Mysehi ===&lt;br /&gt;
&lt;br /&gt;
Technically his &amp;quot;atomic boring machine&amp;quot;. This 4000 ton vehicle was constructed by the LDPW moles to Magellan&#039;s specifications; powered by a 500 megawatt fission reactor, it can slowly burrow below the terrain surface. Magellan used it only once, to cross under the strange dome or shield which hid and protected the city of Nautilus.  &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Mysehi/110/40/23}}&lt;br /&gt;
&lt;br /&gt;
== The Blake Sea ==&lt;br /&gt;
&lt;br /&gt;
Connecting the Mainland to the United Sailing Sims is the Blake Sea, venue for exciting boat races and other nautical activity! A few islands exist in the Blake Sea; some of them are:&lt;br /&gt;
&lt;br /&gt;
=== Half Hitch ===&lt;br /&gt;
&lt;br /&gt;
A picturesque fishing village. &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Blake%20Sea%20-%20Half%20Hitch/120/136/22}}&lt;br /&gt;
&lt;br /&gt;
=== Windlass === &lt;br /&gt;
&lt;br /&gt;
Tropical resort.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Blake%20Sea%20-%20Windlass/176/42/25}}&lt;br /&gt;
&lt;br /&gt;
Other islands in the Blake Sea harbor smugglers, castaways, and sea creatures galore!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Wikitipi.gif|Save to wikiTiPi]] &lt;br /&gt;
[http://www.wikitipi.com/cgi-bin/wp.cgi?http://wiki.secondlife.com/wiki/Parks_and_Recreation_Directory Copy all locations to my wikiTiPi HUD]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:LDPW]]&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=File:Route_11_Paneer.png&amp;diff=950972</id>
		<title>File:Route 11 Paneer.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=File:Route_11_Paneer.png&amp;diff=950972"/>
		<updated>2010-06-28T20:33:43Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Parks_and_Recreation_Directory&amp;diff=950962</id>
		<title>Parks and Recreation Directory</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Parks_and_Recreation_Directory&amp;diff=950962"/>
		<updated>2010-06-28T20:28:15Z</updated>

		<summary type="html">&lt;p&gt;Sylvan Mole: /* Route 11 Downhill Race Start Two */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bay City Sites : Urban hangouts for your must-see list! ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Bay_City_Industrial_Park.jpg|right|100px]]&lt;br /&gt;
=== Bay City Industrial Park ===&lt;br /&gt;
The heart of industry in Bay City for rail to boat traffic.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Inner%20Harbor/32/27/24}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Bay_City_Municipal_Airport.jpg|right|100px]]&lt;br /&gt;
=== Bay City Municipal Airport, Hau Koda ===&lt;br /&gt;
Hangar, terminal and a runway; the airship mooring tower is just to the south in the Bay City - Docklands Region.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Hau%20Koda/153/23/24}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:New_Port_Yacht_Club.jpg|right|100px]]&lt;br /&gt;
=== Bay City Yacht Harbor, New Port ===&lt;br /&gt;
Yacht club, seaplane ramp, and boat sales slips for lease. &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/New%20Port/127/236/24}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Bayjou_Theater.jpg|right|100px]]&lt;br /&gt;
=== Bayjou Theater, Bay City ===&lt;br /&gt;
A home for machinima movies in Bay City.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bay%20City%20-%20Rollers/55/25/24}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cafe_Deco.jpg|right|100px]]&lt;br /&gt;
=== Cafe Deco, Bay City === &lt;br /&gt;
Classy Art Deco Cafe. Cool place to relax, listen to music and have a free coffee!&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bay%20City%20-%20Molesworth/73/153/24}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Canal_Park_Municipal_Wading_Pool.jpg|right|100px]]&lt;br /&gt;
=== Canal Park and Municipal Wading Pool, Bay City === &lt;br /&gt;
Peaceful park and wading pool in Bay City - Morton&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bay%20City%20-%20 Morton/201/196/24}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Asylum.jpg|right|100px]]&lt;br /&gt;
=== Channel Island Asylum, Bay City ===&lt;br /&gt;
For all the mad people. Very Scary!! &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/South%20Channel/169/247/27}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:farpoint.jpg|right|100px]]&lt;br /&gt;
=== Far Point Park, Bay City Molesworth === &lt;br /&gt;
A geometric park of leafy tranquility, remotely situated for your pleasure and relaxation&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bay%20City%20-%20Molesworth/214/199/25}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Hot_Balls_Bowling_Alley.jpg|right|100px]]&lt;br /&gt;
=== Hot Balls, Bay City Handa === &lt;br /&gt;
Knock &#039;em down in Bay City&#039;s own bowling alley&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bay%20City%20-%20Handa/52/233/25}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:The_Lab_in_Bay_City_Moloch.jpg|right|100px]]&lt;br /&gt;
=== The Lab in Bay City Moloch ===&lt;br /&gt;
A mysterious, abandoned lab. what sort of foul experiments took place here?&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bay%20City%20-%20Moloch/133/67/25}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Molexandria.jpg|right|100px]]&lt;br /&gt;
=== Molexandria ===&lt;br /&gt;
Archeological site in Bay City - Imaginario featuring the Mole-azer, the labryinth, and other fun pursuits&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bay%20City%20-%20Imaginario/247/141/24}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Moose_Beach.jpg|right|100px]]&lt;br /&gt;
=== Moose Beach Infohub ===&lt;br /&gt;
Enjoy the local ambience at Squishybottoms Rock and Roadhouse or grab a table at Scales &#039;n&#039; Tails.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Moose%20Beach/57/57/24}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Route 1  (East-West Heterocera Link Road) : Unmissable items for your travelogue ! ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:leafminerdock.jpg|right|100px]]&lt;br /&gt;
=== Route 1 sea dock, Leafminer  ===  &lt;br /&gt;
&lt;br /&gt;
A small access point to the Route 1 highway and Mole Mart&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Leafminer/57/16/23}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Mole Mart.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Route 1 Mole Mart, Leafminer  ===  &lt;br /&gt;
&lt;br /&gt;
Mole Mart ... for all your mole needs&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Leafminer/201/138/34}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:leafminerpicnic.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Route 1 picnic area  === &lt;br /&gt;
&lt;br /&gt;
A spur off the Route 1 highway near the Mole Mart for Munchies !&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Leafminer/246/129/37}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Apple Cart.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Route 1 Apple Cart  === &lt;br /&gt;
Try a bucket of apples from the apple cart&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Clearwing/136/180/33}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:butterfly.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Route 1 Butterfly and Tropical House  === &lt;br /&gt;
&lt;br /&gt;
A calming place to sit amongst the victorian ironwork, dripping with steam and condensation, and consider the exotic butterflies and flowers&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Clearwing/112/223/32}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:peach pit.jpg|right|100px]]&lt;br /&gt;
=== Route 1 Peach Pit  ===&lt;br /&gt;
&lt;br /&gt;
Visit the Diner in Peach&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Peach/206/164/33}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:reservoir.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Route 1 Reservoir, Spini  === &lt;br /&gt;
&lt;br /&gt;
The Molesford Municipal Water company really needs to spend some cash cleaning up this slightly toxic yet still impressive edifice - lots of litter and a few really worrying looking fish - if your keen on angling you&#039;d be advised to just throw them back !&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Spini/202/142/31}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:parvapicnic.jpg|right|100px]]&lt;br /&gt;
=== Route 1 Picnic by the Pond, Parva  === &lt;br /&gt;
&lt;br /&gt;
One of the many minor picnic spots along Route 1 however this one has a few points of interest to explore&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Parva/127/62/31}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:mormopicnic.jpg|right|100px]]&lt;br /&gt;
=== Route 1 Picnic lay-by, Mormo  === &lt;br /&gt;
&lt;br /&gt;
Another example of places to break your journey along the East-West highway, you can park here too !&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Mormo/21/135/31}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:viewing.jpg|right|100px]]&lt;br /&gt;
=== Route 1 Viewing Platform, Sociaria  === &lt;br /&gt;
&lt;br /&gt;
A small platform to enjoy the views.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Sociaria/190/101/34}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:town square.jpg|right|100px]]&lt;br /&gt;
=== Route 1 Town Square, Menophra  === &lt;br /&gt;
&lt;br /&gt;
Enjoy space of the Town Square.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Menophra/102/103/38}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:park.jpg|right|100px]]&lt;br /&gt;
=== Route 1 Small roadside park, Menophra  === &lt;br /&gt;
&lt;br /&gt;
A quiet place to sit.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Menophra/245/22/35}}&lt;br /&gt;
&lt;br /&gt;
== Route 2  (North Heterocera Coast Road) : Unmissable items for your travelogue ! ==&lt;br /&gt;
Route 2 is just over 13km long. So get out there and explore it today!&lt;br /&gt;
&lt;br /&gt;
[[Image:snoutpoint.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Pier and Picnic area, Snout === &lt;br /&gt;
&lt;br /&gt;
A pier and dock linking the highway to the sea at remote Snout Point, a place to sit at your journey&#039;s end (or beginning) and gaze out across the wide ocean&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Snout/206/172/22}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:satellite-market.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Market Square, Satellite === &lt;br /&gt;
&lt;br /&gt;
A historic market area, currently under regeneration, several traders are trying their hand here already, with doubtless more to come as the highways converge upon this prime location, don&#039;t steal from the stalls, you may end up in the stocks !&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Satellite/155/13/31}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:sallowpicnic.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Junction and Picnic Glade, Sallow === &lt;br /&gt;
&lt;br /&gt;
An island of greenery delineated by a triangular road junction, have a romantic picnic here, screened by the trees&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Sallow/173/154/32}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:seaviewspur.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Seaview Spur, Sallow === &lt;br /&gt;
&lt;br /&gt;
A turning area and access point to the ocean at the end of  a tree-lined cul-de-sac, picnic facilities of course !&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Sallow/208/236/32}}&lt;br /&gt;
&lt;br /&gt;
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[[Image:tawnybridge.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Bridge and pools, Tawny === &lt;br /&gt;
&lt;br /&gt;
The watercourse has been dammed here in the past, so for the moment the river stream trickles through choked pools and rusty culverts as it passes beneath the arching span of the old bridge&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Tawny/233/188/34}}&lt;br /&gt;
&lt;br /&gt;
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[[Image:eggarviaduct.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Old Viaduct, Eggar === &lt;br /&gt;
&lt;br /&gt;
Development has raised the level of the land here, and the small valley spanned by the viaduct shows few clues as to it&#039;s original purpose, however the arches still provide shelter from the elements for flora and fauna, and it might appear, tramps too !&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Eggar/83/107/31}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:buffseafront.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Great Seawall, Buff === &lt;br /&gt;
&lt;br /&gt;
Just around the corner from a picnic parking lay-by with panoramic views across Buff Bay, stretches the long stone line of Buff sim&#039;s coastal defences. You can stroll onto the short pier and along the boardwalk promenade which offers a bracing ocean breeze on wilder days.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Buff/215/208/30}}&lt;br /&gt;
&lt;br /&gt;
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[[Image:buffbridge.jpg|right|100px]]&lt;br /&gt;
=== Route 2 River Bridge, Buff === &lt;br /&gt;
&lt;br /&gt;
Spanning the estuary into Buff Bay, this bridge offers further views from it&#039;s relative elevation above the rushing waters&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Buff/125/211/32}}&lt;br /&gt;
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[[Image:arbor.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Arboreal Roundabout, Buff === &lt;br /&gt;
&lt;br /&gt;
Three roads converge here at an old tree of such character and antiquity that a roundabout was constructed around it to preserve it&#039;s majesty for all to admire, quite what species it represents has been open to much controversy !&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Buff/79/227/29}}&lt;br /&gt;
&lt;br /&gt;
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[[Image:quakerironbridge.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Iron Bridge, Quaker === &lt;br /&gt;
&lt;br /&gt;
Although lost in modern development, this relic from the industrial revolution, now spanning little more than a dried up canal basin, has been fully restored and shined up to something of it&#039;s former glory, even passing a health and safety audit recently with flying colours !&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Quaker/127/20/33}}&lt;br /&gt;
&lt;br /&gt;
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[[Image:Ginsberg-zebra.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Zebra Crossing, Ginsberg === &lt;br /&gt;
&lt;br /&gt;
Abbey Road anyone ? ... well, not many zebra crossings in SL but this one links the adjacent gallery and shopping areas either side of the road in Ginsberg, so that prospective visitors are safe from being mown down by cars, juggernauts, mole-tanks, whatever other powered object may be passing through on the busy highway !&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Ginsberg/172/181/33}}&lt;br /&gt;
&lt;br /&gt;
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[[Image:Ran-boulevard.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Ocean Boulevard, Ranunculus === &lt;br /&gt;
&lt;br /&gt;
The Route 2 highway widens here into a wide boulevard through a large commercial area, close to the ocean, in the far north of the Atoll continent.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Ranunculus/254/32/32}}&lt;br /&gt;
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&lt;br /&gt;
[[Image:fillip.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Reef Dive, Fillip === &lt;br /&gt;
&lt;br /&gt;
When you hit the traffic circle in Fillip, put on your swim gear and head north.  Explore the fish filled coral reef and a sunken ship, catch a ride with a friendly sea turtle, and possibly even find some treasure!&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Fillip/204/187/17}}&lt;br /&gt;
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[[Image:ROUNDABOUT FILLIP_001.png|right|100px]]&lt;br /&gt;
=== Route 2 Warning, Fillip ===&lt;br /&gt;
&lt;br /&gt;
Watch Your Step! As you aproach Fillip Roundabout there are multiple sim crossings! &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Fillip/255/10/29/}}&lt;br /&gt;
     &lt;br /&gt;
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[[Image:AMBROSIA DRIVE_003.png|right|100px]] &lt;br /&gt;
=== Route 2 Rezz Zone, Ambrosia ===&lt;br /&gt;
&lt;br /&gt;
Enjoy the various dock areas along the road when you come to rezz your vehicle.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Ambrosia/190/81/30/}}&lt;br /&gt;
     &lt;br /&gt;
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[[Image:HYDRANGEA BRIDGE RD_006.png|right|100px]] &lt;br /&gt;
=== Route 2 Bridge Road, Hydrangea ===&lt;br /&gt;
&lt;br /&gt;
Take a shortcut on the fun bridge road.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Hydrangea/195/216/42/}}&lt;br /&gt;
   &lt;br /&gt;
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[[Image:HUMMINGBIRD REZZ_007.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Route 2 Rezz zone, Hummingbird ===&lt;br /&gt;
&lt;br /&gt;
Rezz Zone.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Hummingbird/42/64/38/}} &lt;br /&gt;
&lt;br /&gt;
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[[Image:DOCKS MOURNFUL-HUCKLEBERRY_008.png|right|100px]]&lt;br /&gt;
=== Route 2 Docks, Mournful ===&lt;br /&gt;
&lt;br /&gt;
Enjoy the Docks on the border of Mournful and Huckleberry.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Mournful/19/226/30/}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:TIMBER BRIDGE CONSULAR_009.png|right|100px]]&lt;br /&gt;
=== Route 2 Timber Bridge, Consular ===&lt;br /&gt;
&lt;br /&gt;
Drive the timber bridge, or enjoy the secret places beneath.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Consular/154/156/32/}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:WATER &amp;amp; LAND REZZ ZONES OAKWORM_010.png|right|100px]]&lt;br /&gt;
=== Route 2 Rezz Zone, Oakworm ===&lt;br /&gt;
&lt;br /&gt;
Rezz Zones available here for both land and water.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Oakworm/131/161/32/}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:PARK OAKWORM-SEDGE_011.png|right|100px]]&lt;br /&gt;
=== Route 2 Park, Oakworm ===&lt;br /&gt;
&lt;br /&gt;
Enjoy the park on the border or Oakworm and Sedge.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Oakworm/168/10/33/}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:ROCKY OUTCROP SCOOPWING.png|right|100px]]&lt;br /&gt;
===Route 2 Park, Scoopwing ===&lt;br /&gt;
&lt;br /&gt;
A rocky outcrop on the water.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Scoopwing/245/204/28/}}  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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[[Image:WATERFALL DAHANA.png|right|100px]] &lt;br /&gt;
=== Route 2 Waterfall, Dahana ===&lt;br /&gt;
&lt;br /&gt;
Quench your thirst along your journey.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Dahana/61/212/32/}}  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [[Image:DOCK ECHO.png|right|100px]] &lt;br /&gt;
=== Route 2 Dock, Echo ===&lt;br /&gt;
&lt;br /&gt;
A small dock with land and water Rezz Zone.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Echo/35/216/29/}}  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Girdler-bridge.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Coastal Falls Crossing, Girdler === &lt;br /&gt;
&lt;br /&gt;
The coast is broken and steep here, and a bridge takes the highway over a high falls tumbling down from above the road level.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Girdler/104/138/32}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Girdler-view.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Ocean View, Girdler === &lt;br /&gt;
&lt;br /&gt;
The highway turns sharply round the coast here, forming a natural viewpoint over the ocean. A viewpoint and rez zone is here for your use.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Girdler/139/89/31}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Tiger-tunnel.jpg|right|100px]]&lt;br /&gt;
[[Image:Tunnel.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Tiger - Togata Tunnel, Tiger/Moma/Togata === &lt;br /&gt;
&lt;br /&gt;
Difficult terrain here necessitated a deep bore through the hillside to link the regions, and a substantial stone lined tunnel exists here to allow free passage. Excavations also opened up a surprise in the hillside !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Tiger/39/18/29}}&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Togata/229/239/29}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Togata-view.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Ocean Panorama, Togata === &lt;br /&gt;
&lt;br /&gt;
Another sharp turn in the road to follow the coast opens up a wide vista across open ocean. Travellers may stop and tarry a while here at the viewpoint.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Togata/74/182/29}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Togata-bridge.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Oriental Bridge, Togata === &lt;br /&gt;
&lt;br /&gt;
A wide ocean estuary ravine here requires a bridge to span the gap and an elegant span of vaguely oriental outline performs this task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Togata/118/97/34}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Emmelia-viaduct.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Stone Viaduct, Emmelia === &lt;br /&gt;
&lt;br /&gt;
A stone viaduct carries the road securely across the ravine into the ocean at Emmelia. A small decrepit dock lies in the waters below for those wishing to go boating.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Emmelia/32/82/31}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:R2-west.jpg|right|100px]]&lt;br /&gt;
=== Route 2 Western End, Emmelia === &lt;br /&gt;
&lt;br /&gt;
The western end of the Route 2 link road lies here at a small picnic area, near junction of two roads coming up from the south in Brithys.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Emmelia/26/3/31}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [[Image: REZZ ZONE MANDUCA.png|right|100px]] &lt;br /&gt;
=== Route 2 Rezz Zone, Manduca ===&lt;br /&gt;
&lt;br /&gt;
Rezz Zone.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Manduca/189/89/63/}}  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [[Image: WOOLYBEAR INTERSECTION.png|right|100px]] &lt;br /&gt;
=== Route 2 Intersections, Woolybear ===&lt;br /&gt;
&lt;br /&gt;
A lovely landscaped area in the midst of many intersections.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Woolybear/99/234/88/}}  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [[Image: REZZ ZONE AZALEA.png|right|100px]] &lt;br /&gt;
=== Route 2 Rezz Zone, Azalea ===&lt;br /&gt;
&lt;br /&gt;
Rezz Zone.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Azalea/93/189/79/}}  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [[Image: REZZ ZONE ELLO.png|right|100px]] &lt;br /&gt;
=== Route 2 Rezz Zone, Ello ===&lt;br /&gt;
&lt;br /&gt;
Rezz Zone.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Ello/28/227/65/ }}&lt;br /&gt;
&lt;br /&gt;
== Route 3  (North Heterocera Inland Link) : Unmissable items for your travelogue ! ==&lt;br /&gt;
&lt;br /&gt;
This road lies mainly incomplete at the time of writing, however some sections have so far been completed to provide additional transport links. An example of this is a section joining the major junction at Woolybear in the north to Emmelia on Route 2. This section required some considerable gradient engineering to overcome the differences in altitude between these regions.&lt;br /&gt;
&lt;br /&gt;
[[Image:Emmelia-junc.jpg|right|100px]]&lt;br /&gt;
=== Route 3/Route 2 Southern Junction, Emmelia === &lt;br /&gt;
&lt;br /&gt;
The two routes merge here in a T junction adjacent to the viaduct spanning the ravine.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Emmelia/35/123/32}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Luna-rise.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Lower Bank, Lunaris === &lt;br /&gt;
&lt;br /&gt;
The road ascends a steep bank here rises with the terrain, excellent spot for sledging if it would only snow !&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Lunaris/86/12/41}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Luna-bank.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Upper Bank, Lunaris === &lt;br /&gt;
&lt;br /&gt;
A second rise requires a large stone embankment in order to prevent subsidence of the hillside below the woodland above.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Lunaris/181/196/61}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Moma-woods.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Hilltop Woodlands, Moma &amp;amp; Tridens === &lt;br /&gt;
&lt;br /&gt;
The high hill crest at Moma, as well as offering panoramic views of the surrounding area and not-so-distant coast, retains some natural woodland across its border with Tridens. The park also contains small lakes and a pagoda summerhouse in which weary travellers may take a breather. There is a rezzing area here too.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Moma/238/59/75}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Tridens-bridge.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Oriental Bridge, Tridens === &lt;br /&gt;
&lt;br /&gt;
The red oriental bridge at Tridens gracefully mimics its surrounding oriental architecture as does its twin down the ravine in Togata. From the bridge, the road heads due north across undulating terrain towards Woolybear Junction.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Tridens/19/133/77}}&lt;br /&gt;
&lt;br /&gt;
[[Image:woolybear.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Main Road === &lt;br /&gt;
&lt;br /&gt;
The main road along Route 3 begins at the Woolybear intersection and continues to Tussock where the SLRR intersects. This Road is 4.3km long. Below is a list of features you can find along the way.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Woolybear/111/230/86}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Polkadot.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Route 3 Polkadot Park, Polkadot ===&lt;br /&gt;
&lt;br /&gt;
Small stone pathway leads to sunken garden beyond.  A place for rest and contemplation.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Polkadot/156/74/98}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:riddings_001.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Roundabout, Riddings === &lt;br /&gt;
&lt;br /&gt;
The Roundabout at Riddings provides access to the link road to the Southwest leading to Congrua or a continuation of the main road to Tussock to the East.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Riddings/80/199/101}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:riddings_002.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Intersection, Riddings === &lt;br /&gt;
&lt;br /&gt;
This intersection provides access to sims to the South ending at Nitida. This intersection is also a Rezz Zone.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Riddings/212/181/121}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:cisseps.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Intersection, Cisseps === &lt;br /&gt;
&lt;br /&gt;
This intersection provides access to sims to the North ending at Turnip. This intersection is also a Rezz Zone and has a small public square and fountain.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Cisseps/96/33/124}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:MUSLIN.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Factory, Muslin === &lt;br /&gt;
&lt;br /&gt;
This intersection includes the Coach and Carriage Company Factory and a Rezz Zone.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Muslin/180/45/121}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:herald.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Rezz Zone, Herald === &lt;br /&gt;
&lt;br /&gt;
Rezz Zone along the Road.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Herald/124/54/119}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Pavonia.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Route 3 Community Hall, Pavonia === &lt;br /&gt;
&lt;br /&gt;
There is a Community Hall in Pavonia with a Rezz Zone next Door.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Pavonia/182/235/118/}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:tussock.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Route 3 Catch the train, Tussock === &lt;br /&gt;
&lt;br /&gt;
Park your vehicle and catch a train here.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Tussock/89/119/119/}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:morrison.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Riddings to Congrua connection, Morrison === &lt;br /&gt;
&lt;br /&gt;
This Road is 840m long with a Rezz Zone along the Road.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Morrison/226/134/99}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:astylus.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Riddings to Nitida connection, Astylus === &lt;br /&gt;
&lt;br /&gt;
This Road is 1.5km with a Rezz Zone along the Road at Astylus.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Astylus/62/43/121}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:muralis.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Riddings to Nitida connection, Muralis === &lt;br /&gt;
&lt;br /&gt;
Muralis contains a few little parks, the largest of these contains a creek for your enjoyment.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Muralis/86/120/125}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Nitida.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Riddings to Nitida connection, Nitida === &lt;br /&gt;
&lt;br /&gt;
Nitida is currently the end of this road and hosts a Rezz Zone.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Nitida/86/20/122}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:orache.jpg|right|100px]]&lt;br /&gt;
=== Route 3 Cisseps to Turnip connection, Orache === &lt;br /&gt;
&lt;br /&gt;
A Rezz Zone along the road.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Orache/61/242/100}}&lt;br /&gt;
&lt;br /&gt;
== Route 5 : Coastal Byway ==&lt;br /&gt;
[[Image:RT5_001.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Xanthorhoe/120/254/31}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Route 5 Public Rez Zones ===&lt;br /&gt;
=== Xanthorhoe Train Station ===&lt;br /&gt;
[[Image:RT5Rez_001.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://maps.secondlife.com/secondlife/Xanthorhoe/136/241/32}}&lt;br /&gt;
&lt;br /&gt;
=== Denrolimus ===&lt;br /&gt;
[[Image:RT5Rez_002.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://maps.secondlife.com/secondlife/Denrolimus/61/155/31}}&lt;br /&gt;
&lt;br /&gt;
=== Lasiocampa ===&lt;br /&gt;
[[Image:RT5Rez_003.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://maps.secondlife.com/secondlife/Lasiocampa/93/154/31}}&lt;br /&gt;
&lt;br /&gt;
=== Myron ===&lt;br /&gt;
[[Image:RT5Rez_004.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://maps.secondlife.com/secondlife/Myron/158/68/32}}&lt;br /&gt;
&lt;br /&gt;
=== Cisthene ===&lt;br /&gt;
[[Image:RT5Rez_005.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://maps.secondlife.com/secondlife/Cisthene/23/138/33}}&lt;br /&gt;
&lt;br /&gt;
=== Ufeus ===&lt;br /&gt;
[[Image:RT5Rez_006.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://maps.secondlife.com/secondlife/Ufeus/64/110/32}}&lt;br /&gt;
&lt;br /&gt;
=== Mocis ===&lt;br /&gt;
[[Image:RT5Rez_007.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://maps.secondlife.com/secondlife/Mocis/91/137/31}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Route 5 Public Boating Areas ===&lt;br /&gt;
&lt;br /&gt;
=== Public Launch area in Xanthorhoe ===&lt;br /&gt;
[[Image:RT5_002.jpg|right|100px]]&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Xanthorhoe/201/164/31}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sailing and Surfing Launch area, Scotopteryx ===&lt;br /&gt;
[[Image:RT5_05.png|right|100px]]&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Scotopteryx/29/134/31}}&lt;br /&gt;
&lt;br /&gt;
== Route 7  (Ring Road around Gaeta) : Take a tour around the whole island ! ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Libestus Pier.jpg|right|100px]]&lt;br /&gt;
=== Route 7 Libestus Pier, Libestus ===  &lt;br /&gt;
&lt;br /&gt;
Follow the road itself or put in a boat at the end of the pier and explore by sea!&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Libestus/236/18/26}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Squall Beach.jpg|right|100px]]&lt;br /&gt;
=== Route 7 Squall Public Beach, Squall ===  &lt;br /&gt;
&lt;br /&gt;
Relax by the waves or head up the beach to explore Magellan Linden&#039;s campsite&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Squall/177/207/21}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Hellfell.jpg|right|100px]]&lt;br /&gt;
=== Route 7 Helfell Infohub, Helfell ===  &lt;br /&gt;
&lt;br /&gt;
Mediterranean vistas abound around this new InfoHub &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Helfell/187/123/76}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Gaeta dock.jpg|right|100px]]&lt;br /&gt;
=== Route 7 Gaeta docks, (various) ===  &lt;br /&gt;
&lt;br /&gt;
These mark the transitions between improved roads and open water canals. Pick up a free LDPW boat here for easy sailing along the canals or other Linden seas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Route 8/8A/8B/8C and the Old Wagon Road  (The &amp;quot;Japanese&amp;quot; Continent) : Konichiwa! ==&lt;br /&gt;
&lt;br /&gt;
Because of it&#039;s shape many call this the &amp;quot;Japanese&amp;quot; continent. With that in mind the roads and public buildings along these roads have an eastern stylistic flair. Originally the roads were supposed to connect, but due to mistakes when the land was divided as the regions were brought online many of the routes end in abrupt dead ends. A system of false tunnels and billboards at dead ends will offer teleports when touched to allow travelers to easily keep exploring the road network without having to backtrack or search the map for where the road picks up again.&lt;br /&gt;
&lt;br /&gt;
[[Image:Bagheera Shelter.jpg|right|100px]]&lt;br /&gt;
=== Route 8 Bagheera shelter, Bahheera ===  &lt;br /&gt;
&lt;br /&gt;
The Bagheera shelter at the end of the road is the perfect starting point for any exploration of the land. On the back wall is a large map of the continent showing the location of all the main routes; 8, 8A, 8B, 8C, and the Old Wagon Road. Smaller versions of this building exist all along the routes at various points to give explores an idea where they are on the overall map and to provide &amp;quot;rest stops&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bagheera/63/126/56}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Davros RT8-8C Jct.jpg|right|100px]]&lt;br /&gt;
=== Route 8 RT8-8C Junction, Davros ===&lt;br /&gt;
Turnoff point for RT8C (still under construction)&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Davros/81/71/27}}&lt;br /&gt;
&lt;br /&gt;
[[Image:DavrosFenric bridge.jpg|right|100px]]&lt;br /&gt;
=== Route 8 Bridge Out!, Davros/Fenric ===&lt;br /&gt;
Look out! The bridge is out! Can you drive fast enough to make the jump? Go ahead and try! ;D&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Fenric/178/45/30}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Richfield RT8-8A Jct.jpg|right|100px]]&lt;br /&gt;
=== Route 8 RT8-8A Junction, Richfield ===&lt;br /&gt;
Southern junction with RT8A. Small rest stop with a lighted lamppost, sitting area and map kiosk.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Richfield/153/186/69}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Cipactli RT8-8B Jct.jpg|right|100px]]&lt;br /&gt;
=== Route 8 RT8-8B Junction, Cipactli ===&lt;br /&gt;
Connection with RT8B, just south of the Furki Rest Stop on RT8B/8A.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Cipactli/247/58/73}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Toroge Kiosk.jpg|right|100px]]&lt;br /&gt;
=== Route 8 Toroge Kiosk, Toroge ===&lt;br /&gt;
Westernmost point on the roadmap. Tight curve with an example of one of the small map kiosks. &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Toroge/43/85/54}}&lt;br /&gt;
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[[Image:Bletschorn Tunnel.jpg|right|100px]]&lt;br /&gt;
=== Route 8 Bletschorn Tunnel, Bletschorn ===&lt;br /&gt;
False tunnel used to bypass Damastock. Touching the lanterns at the tunnel entrance will take you to the other side in Finsteraarhorn.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bietschhorn/33/47/55}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Finsteraarhorn Tunnel.jpg|right|100px]]&lt;br /&gt;
=== Route 8 Finsteraarhorn Tunnel, Finsteraarhorn ===&lt;br /&gt;
Mate to the Bletschorn Tunnel. Touching the lanterns at the tunnel entrance will take you to the other side in Bletschorn.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Finsteraarhorn/223/114/29}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nadelhorn RT8-8A Jct.jpg|right|100px]]&lt;br /&gt;
=== Route 8 RT8-8A Junction, Nadelhorn ===&lt;br /&gt;
Northern end of RT8A. &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Nadelhorn/250/65/50}}&lt;br /&gt;
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[[Image:Soulgiver Tunnel.jpg|right|100px]]&lt;br /&gt;
=== Route 8 Soulgiver Tunnel, Soulgiver ===&lt;br /&gt;
End of RT8. Touching the lanterns at the tunnel entrance will take you to RT8C in Ogilvie.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Soulgiver/175/91/65}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Furki Rest Area.jpg|right|100px]]&lt;br /&gt;
=== Route 8A Furki Rest Area, Furki ===&lt;br /&gt;
Rest area along the junction between RT8A and RT8B in Furki. Plenty of places to sit, relax, and discuss which direction you want to go next! Even has a working traffic light in the intersection. &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Furki/47/3/100}}&lt;br /&gt;
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[[Image:Aragonese Tunnel.jpg|right|100px]]&lt;br /&gt;
=== Route 8A Aragonese Tunnel, Aragonese ===&lt;br /&gt;
Yep, another false tunnel. This one connects the broken halves of RT8A between Aragonese and Ellingson.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Aragonese/76/183/88}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Horns of Hattin.jpg|right|100px]]&lt;br /&gt;
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=== Route 8A Falling Rocks, Horns of Hattin ===&lt;br /&gt;
One of the most difficult tasks in constructing roads is figuring out what to do in &amp;quot;four corner&amp;quot; areas where the road runs through a spot where 4 regions meet. The region crossings can be very tricky in these spots. It&#039;s best to go slow and take the crossings one at a time. In this spot, the fallen rocks divert travelers in a way to guide them through the crossing along the best and least likely to end up crashing the client fashion.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Horns%20of%20Hattin/5/3/68}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Tawa.jpg|right|100px]]&lt;br /&gt;
=== Route 8A Tawa Rest Stop, Tawa ===&lt;br /&gt;
Small rest area with a couple of benches, a map kiosk and some trees. &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Tawa/8/7/82}}&lt;br /&gt;
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[[Image:Camazotz.jpg|right|100px]]&lt;br /&gt;
=== Route 8B Dead end, Camazotz ===&lt;br /&gt;
RT8B dead ends in Camazotz with a billboard sign that acts as a teleport link to the Old Wagon Road in Rethymno&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Camazotz/12/94/91}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Rethymno.jpg|right|100px]]&lt;br /&gt;
=== Old Wagon Road, Rethymno ===&lt;br /&gt;
The Old Wagon Road is a two-track unimproved roadway that only spans two regions. At either end are Billboard teleporters to take you other parts of RT8. &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Rethymno/18/179/92}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Ellingson.jpg|right|100px]]&lt;br /&gt;
=== Route 8A dead end, Ellingson ===&lt;br /&gt;
The southern half of Route 8A ends in Eliingson where you will find two teleport billboards offering to let you continue on Route 8A in Aragonese or you can choose to go to Sababurg and take the Old Wagon Road.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Ellingson/193/245/85}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Ogilvie.jpg|right|100px]]&lt;br /&gt;
=== Route 8C Ogilvie, Valeyard/Davros ===&lt;br /&gt;
False tunnel that allows travelers to connect to RT8 in Soulgiver (if they touch the lantern on the left) or the Old Wagon Road in Sababurg (if they touch the lantern on the right). &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Valeyard/83/151/26}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Valeyard.jpg|right|100px]]&lt;br /&gt;
=== Route 8C Valeyard/Davros Waterway, Valeyard/Davros ===&lt;br /&gt;
Rez a boat and you can travel between Valeyard and Davros just before RT8C meets RT8.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Valeyard/83/151/26}}&lt;br /&gt;
&lt;br /&gt;
== Route 9:   Miles of Motoring Fun ==&lt;br /&gt;
&lt;br /&gt;
Still under construction, but already with many interesting sights!&lt;br /&gt;
&lt;br /&gt;
=== Route 9 Lordshore Lookout Point ===&lt;br /&gt;
&lt;br /&gt;
The picnic platform gives a stunning view of the new Lordshore suspension bridge. Built with the latest materials, the bridge is over 400 meters long, with 40 meters of clearance below the main span.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Lordshore/60/61/55}}&lt;br /&gt;
&lt;br /&gt;
== Wellington Road ==&lt;br /&gt;
[[Image:WR1_004_001.png|center|thumb]][[Image:WR1_004_002.png|center|thumb]]&lt;br /&gt;
&lt;br /&gt;
Wellington Road begins in Chongno, travels through some lovely mainland areas, and ends in Hangflame Ridge.  &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Chongno/241/254/77}}&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Hangflame%20Ridge/128/70/82}}&lt;br /&gt;
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=== The Great Hill ===&lt;br /&gt;
Come try your skateboarding skills!&lt;br /&gt;
[[Image:WR1_002.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Noguri/237/196/76}}&lt;br /&gt;
&lt;br /&gt;
Rez zone: {{SLURL2|http://slurl.com/secondlife/Noguri/5/77/99}}&lt;br /&gt;
&lt;br /&gt;
=== Contemplation Bridge ===&lt;br /&gt;
Relax and visit with friends.&lt;br /&gt;
[[Image:WR1_003.jpg|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Pongsonhwa/98/120/105}}&lt;br /&gt;
&lt;br /&gt;
=== Wellington Road Public Rez Zones ===&lt;br /&gt;
Lupoff&lt;br /&gt;
[[Image:WR1_004_003.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Lupoff/200/154/79}}&lt;br /&gt;
&lt;br /&gt;
Molesworth&lt;br /&gt;
[[Image:WR1_004_004.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Molesworth/65/121/73}}&lt;br /&gt;
&lt;br /&gt;
Quoll&lt;br /&gt;
[[Image:WR1_004_005.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Quoll/105/80/93}}&lt;br /&gt;
&lt;br /&gt;
Cairnlow&lt;br /&gt;
[[Image:WR1_004_006.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Cairnlow/233/66/104}}&lt;br /&gt;
&lt;br /&gt;
Chebi&lt;br /&gt;
[[Image:WR1_004_007.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Chebi/189/37/102}}&lt;br /&gt;
&lt;br /&gt;
Noguri&lt;br /&gt;
[[Image:WR1_004_008.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Noguri/12/79/98}}&lt;br /&gt;
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== Old Route 11 ==&lt;br /&gt;
[[Image:Route_11,_Vaktarin_(179,_227,_61).png|right|100px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
A small section of Old Route 11 was discovered in late `09.  Wander this raised wooden walkway from Valtarin to Kwaito for a neat surprise.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Vaktarin/15/131/56}} &lt;br /&gt;
to&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Kwaito/243/239/42}}&lt;br /&gt;
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&lt;br /&gt;
== Route 11 == &lt;br /&gt;
A wonky wooden and rough cobble stone tree lined road meandering though the continent.  Rising from water level to over 100 meters high, Route 11 gives a variety of interesting views. From coastal to high mountains, from bridges to boat ramps, Route 11 has it all!&lt;br /&gt;
&lt;br /&gt;
== Route 11 rez zone and boat ramp ==&lt;br /&gt;
[[Image:Route_11_(rez_zone),_Passendale.png|right|100px]]&lt;br /&gt;
Though Route 11 does start a bit further South West, it has long been flooded.  Here is the first rez zone and boat ramp.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Passendale/85/138/41}}&lt;br /&gt;
&lt;br /&gt;
== Route 11 Amphibious Vehicle dunking zone ==&lt;br /&gt;
[[Image:Route_11_Gorgonzola_001.png|right|100px]]&lt;br /&gt;
Bring your amphibious vehicle, due to wildlife and oceanfront living, the road gets a bit wet here =D   &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Gorgonzola/73/53/19}}&lt;br /&gt;
&lt;br /&gt;
== Route 11 Down Hill Race Start ==&lt;br /&gt;
[[Image:Route_11_Blacksticks.png|right|100px]]&lt;br /&gt;
Top of the first rise. Ready to be raced down in either direction. =)&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Blacksticks/159/106/113}}&lt;br /&gt;
&lt;br /&gt;
== Route 11 Rez Zone ==&lt;br /&gt;
[[Image:Route_11_Castlederg.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Castlederg/11/101/110}}&lt;br /&gt;
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== Route 11 Rez Zone in Ironstorm ==&lt;br /&gt;
[[Image:Route_11_Ironstorm.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Ironstorm/13/19/70}}&lt;br /&gt;
&lt;br /&gt;
== Route 11 Intersection to Magellan Pass ==&lt;br /&gt;
[[Image:Route_11_Muskeg.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Muskeg/153/126/53}}&lt;br /&gt;
&lt;br /&gt;
== Route 11 Magellan Pass ==&lt;br /&gt;
[[Image:Route_11_Magellan_Pass.png|right|100px]]&lt;br /&gt;
A fast shortcut over the top of the mountains, discovered by our intrepid explorer himself.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Sweet%20Morass/172/115/74}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Route 11 Moley&#039;s Fruit Stand and Nature Walk==&lt;br /&gt;
[[Image:Route_11_Fruit_Stand.png|right|100px]]&lt;br /&gt;
Moley says, Eat your fruit! While relaxing in the nature area.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Westerlay/230/192/34}}&lt;br /&gt;
&lt;br /&gt;
== Route 11 Floating Road and Drawbridge ==&lt;br /&gt;
[[Image:Route_11_Bogatanta.png|right|100px]]&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Bogatanta/180/219/21}}&lt;br /&gt;
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== Route 11 Magellan Pass (other end) ==&lt;br /&gt;
[[Image:Route_11_Mordus_Hall.png|right|100px]]&lt;br /&gt;
The Western end of Magellan Pass&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Mordus%20Hall/206/89/62}}&lt;br /&gt;
&lt;br /&gt;
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== Route 11 Downhill Race Start Two ==&lt;br /&gt;
[[Image:Route_11_Roclaren.png|right|100px]]&lt;br /&gt;
Yet another fun hill to race down =D &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Claremorris/194/140/116}}&lt;br /&gt;
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&lt;br /&gt;
== Route 12 ==&lt;br /&gt;
[[Image:RT12 Overview Map.png|right|100px]]&lt;br /&gt;
Route 12 is made for exploring from sea to shining sea, from the sandy beaches of the shore to the grassy hills of the interior to the rough mountain trails of the northern penninsula. This road is calling out for adventurous avatars looking to explore a continent. Along that way you will find billboards like the one here. These maps give a topographical overview of the continent and the road itself. A red star indicates your current location. The gold stars indicate points to which you can teleport. Touching the gold star will open the map. This give explorers the ability to easily navigate to parts of the route not yet explored.&lt;br /&gt;
&lt;br /&gt;
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[[Image:Beatrice RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Beatrice Rest Stop, Beatrice ===  &lt;br /&gt;
&lt;br /&gt;
Close to the shores of the southwestern penninsula the rest stop in Beatrice is spartan. Little more than a few trees and a bench it is a turn around point and place to sit and contemplate which part of the continent you want to visit next.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Beatrice/134/184/34}}&lt;br /&gt;
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[[Image:Dreyfus RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Dreyfus Crossroads, Dreyfus ===  &lt;br /&gt;
&lt;br /&gt;
The interesection in Dreyfus is nestled in the green hills of the continent. West is the road along the western shore to Beatrice. North is the climb over the hills toward the hairpin curve in Jaxipun and on to the off road trail on the northern point.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Dreyfus/29/171/50}}&lt;br /&gt;
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[[Image:Clinker RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Clinker END OF PAVED ROAD, Clinker ===  &lt;br /&gt;
&lt;br /&gt;
Just over the bridge in Elsa is the end of paved road. The rest of RT12 to the north is an unimproved dirt trail with steep hills, rocks, and undergrowth blocking the way. A pleasant walking or horseback riding trail the route is not recommended for large vehicles with a wide track or low clearance. 4x4 trucks and off road vehicles should do fine. Test your offroading skill on this one!&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Clinker/166/121/68}}&lt;br /&gt;
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[[Image:Pouncival RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Pouncival Roundabout, Pouncival ===  &lt;br /&gt;
&lt;br /&gt;
In Pouncival RT12 double backs on itself as the trail from Clinker snakes around the hilly terrain that makes up the northwest penninsula. To the north is a hill that will give even the best SL 4x4 a run for its money as you try to navigate around the switchback of boulders strewn in your path. Crest the hill and you&#039;re on your way through around the circuit of shear drops and undulating hills and back around to where you started. &lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Pouncival/165/63/44}}&lt;br /&gt;
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[[Image:Donalbain RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Donalbain Crossroads, Donalbain ===  &lt;br /&gt;
&lt;br /&gt;
The only other crossroads on RT12 Donalbain is rougly the halfway point. To the south is the short route leading to the endpoint at Camorro.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Donalbain/27/209/47}}&lt;br /&gt;
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[[Image:Camorro RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Camorro End, Camorro ===  &lt;br /&gt;
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Endpoint of the southern branch of RT12 from Donalbain.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Camorro/250/12/50}}&lt;br /&gt;
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[[Image:Fenstriano RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Fenstriano Curve, Fenstriano ===  &lt;br /&gt;
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Rest point between the western half of RT12 and the east, Fenstriano is a good place to take stock in your transcontinental journey.&lt;br /&gt;
&lt;br /&gt;
{{SLURL2|http://slurl.com/secondlife/Fenstriano/157/7/38}}&lt;br /&gt;
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[[Image:Rannveig RT12.png|right|100px]]&lt;br /&gt;
=== Route 12 Rannveig End, Rannveig ===  &lt;br /&gt;
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Final endpoint of RT12 in the east. Now to decide if you telport to another part RT12 or do you once more navigate the hills and curves backtoward the west. &lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Rannveig/205/12/36}}&lt;br /&gt;
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== Miscellaneous Mainland Points of Interest for Intrepid Explorers ==&lt;br /&gt;
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=== Playground Ship on DaBoom ===&lt;br /&gt;
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big maritime playground with freebies&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Da%20Boom/165/134/35}}&lt;br /&gt;
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=== Playground on Rivula ===&lt;br /&gt;
&lt;br /&gt;
cute little playground&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Rivula/195/56/34}}&lt;br /&gt;
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=== Juice Bar, Brownlee === &lt;br /&gt;
&lt;br /&gt;
Keeping residents healthy with a Contemporary Juice Bar. Free Smoothies!&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Brownlee/209/150/105}}&lt;br /&gt;
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=== The Volcano Island, Ichelus === &lt;br /&gt;
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A tropical Tiki village and exploding Volcano!!&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Ichelus/142/192/23}}&lt;br /&gt;
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=== LDPW Showcase Conference Center, Boardroom ===&lt;br /&gt;
&lt;br /&gt;
For the business types of the grid.  Two modern style buildings ready to accomodate medium to large meetings/conferences.  &lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Boardroom/113/113/25/}}&lt;br /&gt;
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=== Castle Valeria ===&lt;br /&gt;
&lt;br /&gt;
A romantic interpretation of a medieval German castle; also, a pirate lair!&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Castle%20Valeria/175/196/68}}&lt;br /&gt;
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=== Mos Ainsley === &lt;br /&gt;
&lt;br /&gt;
In space, no one can hear you type ... experience the far future at the base on Mos Ainsley. Spacesuits available for all!&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Mos%20Ainsley/134/131/48}}&lt;br /&gt;
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[[Image:Pruni.jpg|right|100px]]&lt;br /&gt;
=== Pruni Park ===&lt;br /&gt;
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Small wild and overgrown area with pool, treehouse and campfire areas.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Pruni/73/217/62}}&lt;br /&gt;
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[[Image:Bhima.jpg|right|100px]]&lt;br /&gt;
=== Bhima Lido Hall ===&lt;br /&gt;
&lt;br /&gt;
Lido Hall with music, and patio with conversational areas.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Bhima/143/97/39}}&lt;br /&gt;
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[[Image:Ahab&#039;s_Haunt.jpg|right|100px]]&lt;br /&gt;
=== Ahab&#039;s Haunt ===&lt;br /&gt;
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This is a tropical beach crowned by the skeleton of a giant beast. Hammocks and inner tubes, undersea treasure and lots to explore for divers, places to rezz your boats, and more!&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Ahab&#039;s%20Haunt/116/143/22}}&lt;br /&gt;
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== Nautilus ==&lt;br /&gt;
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This ancient city has recently been discovered. Mysterious crystals, a temple, assembly hall, and palace surround a large pool.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Malchus/9/29/72}}&lt;br /&gt;
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... and a large park:&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Baal/72/140/23}}&lt;br /&gt;
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... and a harbor, with a nearby market:&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Yamm/114/205/22}}&lt;br /&gt;
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=== Highlights around the Great City of Nautilus ===&lt;br /&gt;
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[[Image:Pharos.jpg|right|100px]]&lt;br /&gt;
[[Image:Pharos1.jpg|right|100px]]&lt;br /&gt;
[[Image:Pharos2.jpg|right|100px]]&lt;br /&gt;
[[Image:Pharos3.jpg|right|100px]]&lt;br /&gt;
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=== The Pharos, Nautilus-Byth === &lt;br /&gt;
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As intrepid seafarers approach the great water channel leading to the ancient city; strange flickering beams in the sky, followed by a sighting of a lofty tower, alert them to the presence of the treacherous Nautilean coast. This large beam-house is The Pharos, and was constructed as a navigational aid replacing a much smaller crystal beacon, the ruins of which may still be seen on a nearby outcrop. Statues of sea creatures festoon the terraces of the Pharos, whilst a large idol of Hydraea, Goddess of the Sea, faces out to the Western Sea, both embracing friend and threatening foe with upraised hands. At the top of the tower rests the main lamp house where crystal energy passes through deflection grids to be streamed out to the cardinal points of the compass, clearly visible for many miles. Halfway up the tower, within a small open chamber at the top of the great stairway, is a focussing relay crystal which controls the nature of the Pharos&#039; beam to suit the prevailing weather conditions. &lt;br /&gt;
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Inside the great hall at the foot of the structure lies the main crystal reactor, within a deep containment pit surrounded by an energy screen. On one side of the barriers stands the console containing the control array and spectral coolant rods. As a protection against power overload, the reactor is gated to the sea via an internal pool and underwater tunnel, so that in the event of such an emergency, it may be flooded with seawater and extinguished. This pool should be empty and serene, however the Pharos has gained an &#039;unofficial&#039; resident during some phase of it&#039;s existence. A rogue scientist fell from favour with the council of Nautilean elders due to his somewhat aggressive and more than a little xenophobic attitudes toward foreign trade, building crystal powered mechanical sea boats to disrupt passing trade and seize wealth for himself. Exiled from the main citadel he barricaded himself inside the Pharos, settling inside the main chamber where he constructed a new vessel within the confines of the coolant pool, periodically venturing forth from his lair via the sea tunnel to harry vulnerable shipping and steal supplies. This undoubtedly resourceful individual was apparently not immune to the mysterious cataclysm which afflicted Nautilus in the distant past, indeed some enigmatic writings discovered within the chamber suggest he may actually have been instrumental in hastening its effects, and all that may now be seen to mark his occupancy are his last and greatest undersea vessel, a variety of somewhat incongruously added docking structures, and a scatter of books dealing with a variety of arcane and eclectic topics. Judging by the compact size of his vessel, the physical stature of the Professor did not in any way match that of his mind !&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Byth/3/191/23}}&lt;br /&gt;
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[[Image:Baal.jpg|right|100px]]&lt;br /&gt;
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=== Baal Public Park, Nautilus-Baal === &lt;br /&gt;
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Nautilus sports a pair of public parks adjacent to the canal bank. Furthest east lies Baal Park, which contains a small seating area where one may sit and watch crystal particle beam displays, and also a small secluded pool for relaxation and contemplation known as &#039;The Eye of Baal&#039;, the reason for which may be clearly seem when viewing the feature from the air.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Baal/69/176/22}}&lt;br /&gt;
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[[Image:Kothar.jpg|right|100px]]&lt;br /&gt;
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=== Kothar Public Park, Nautilus-Kothar === &lt;br /&gt;
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The second park is located immediately adjacent within the Kothar district and contains a large outdoor public pool and thermal spa area alongside stone walkways. This location, in addition to the wild vegetation and arboreta common to both parks, also features a large outdoor mechanical chess set, the workings of which have yet to be precisely discovered, and a natural pool within which sits a small island upon which is sited a monument of unknown assignation.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Kothar/3/186/22}}&lt;br /&gt;
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[[Image:Nautilus-gate.jpg|right|100px]]&lt;br /&gt;
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=== City Sea Gate, Nautilus-Melqart === &lt;br /&gt;
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Two enormous bronze gates close the sea channel against hazards where it enters the great citadel wall. These may be swung open and shut, forming a bright star in the centre which acts as a night beacon when they are closed against entry.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Melqart/83/228/25}}&lt;br /&gt;
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[[Image:Nautilus-canal.jpg|right|100px]]&lt;br /&gt;
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=== The Canal, Nautilus === &lt;br /&gt;
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The deep channel of The Great Canal extends from the Citadel due east, and straight as a die, to the ocean, which it meets at the turbulent waters surrounding the Pharos. The channel has become home to various flora and fauna over the years.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Elissa/129/6/10}}&lt;br /&gt;
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=== Magellan Linden&#039;s Mole Tank, Nautilus-Mysehi ===&lt;br /&gt;
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Technically his &amp;quot;atomic boring machine&amp;quot;. This 4000 ton vehicle was constructed by the LDPW moles to Magellan&#039;s specifications; powered by a 500 megawatt fission reactor, it can slowly burrow below the terrain surface. Magellan used it only once, to cross under the strange dome or shield which hid and protected the city of Nautilus.  &lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Nautilus%20-%20Mysehi/110/40/23}}&lt;br /&gt;
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== The Blake Sea ==&lt;br /&gt;
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Connecting the Mainland to the United Sailing Sims is the Blake Sea, venue for exciting boat races and other nautical activity! A few islands exist in the Blake Sea; some of them are:&lt;br /&gt;
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=== Half Hitch ===&lt;br /&gt;
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A picturesque fishing village. &lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Blake%20Sea%20-%20Half%20Hitch/120/136/22}}&lt;br /&gt;
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=== Windlass === &lt;br /&gt;
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Tropical resort.&lt;br /&gt;
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{{SLURL2|http://slurl.com/secondlife/Blake%20Sea%20-%20Windlass/176/42/25}}&lt;br /&gt;
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Other islands in the Blake Sea harbor smugglers, castaways, and sea creatures galore!&lt;br /&gt;
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[[Image:Wikitipi.gif|Save to wikiTiPi]] &lt;br /&gt;
[http://www.wikitipi.com/cgi-bin/wp.cgi?http://wiki.secondlife.com/wiki/Parks_and_Recreation_Directory Copy all locations to my wikiTiPi HUD]&lt;br /&gt;
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[[Category:LDPW]]&lt;/div&gt;</summary>
		<author><name>Sylvan Mole</name></author>
	</entry>
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