CandM World @candm

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I could be wrong (but it's already happened once this year, so that oughta be my quota), but I think it won't fundamentally matter at which point in the 256 scale you put the sea, as long as you have enough room either side to move. You can just adjust the terrain (and / or water) height later ;-)
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For os, completely disregard anything to do with sl's use of heightmaps. Opensim can import / use them, but they are still broken.

Way easier to just create pure and simple ones and load them via a sim console.
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Oh.... one more neat trick...

You can also load an oar with the --no-objects argument. That way, you only get the terrain ;-)
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Fine then!!!! More neat tricks!!!!one!!

You can then use the sim console to issue a range of commands to toy with the terrain. All sortsa stuffs - too much to mention here. Just see http://opensimulator.org/wiki/Server_Commands for a start.

I've taken some oars, used the --no-objects arg to load just the terrain, then played around around to get some stuff that's pretty cool for intended purposes ;-)
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OMGGG I BARELY managed to get my own test grid in Ubuntu in a cheap VPS following blinding steps from an old video from DIVA...most comands really fly over my head lol
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Perhaps unsurprisingly, for a 1024 just make it 1024x1024 instead of 256 :-)
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Oh, and for clarity, each pixel in the source image represents a meter inworld. The curves, etc, are simply (usually badly) interpolated.
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It's just a 256 shade greyscale heightmap. But be aware that sl screwed up the channel format a very long time ago and never bothered to address it. In os, just use a png ;-)

Also, just gonna go ahead and say use the gimp - screw photo$hop :p
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