Asset types: Difference between revisions

From Open Metaverse Wiki
m (Reverted edits by Rosa Alekseev (talk) to last revision by Tess)
Tag: Rollback
m (Added a few more items to the list)
 
(10 intermediate revisions by 2 users not shown)
Line 1: Line 1:
''[[Opensimulator]]: Documentation: Asset types''
Presentations of the various types of assets that make up an opensim environment (and proposals for a few new ones) with suggestions how they can be improved.
Presentations of the various types of assets that make up an opensim environment (and proposals for a few new ones) with suggestions how they can be improved.


== Asset classes ==
For those more familiar with Second Life, an "asset type" on Opensimulator is exactly the same as an "asset class" in Second Life.
 
== Asset types ==
The list does not follow the formal asset classification. Some asset classes have been split up since different variants of them need different presentations. The list also includes some visual features that aren't strictly speaking assets as such but seem to fit here anyway.
The list does not follow the formal asset classification. Some asset classes have been split up since different variants of them need different presentations. The list also includes some visual features that aren't strictly speaking assets as such but seem to fit here anyway.


*General building materials
* General building materials
**[[Prims]]
** [[Prims]]
**[[Sculpts]]
** [[Sculpts]]
**Mesh (polylist mesh)
** Mesh (polylist mesh)
**Particles
*** Fitted mesh
*Surface assets
*** Animesh
**Textures
** Particles
**Legacy materials (bumpiness and shininess)
** [[Linksets]]
**Materials (normal and specular maps)
* Surface assets
**[[glTF PBR]]
** Textures
*Special visual assets
** Legacy materials (bumpiness and shininess)
**Avatar
** Materials (normal and specular maps)
***Avatar modifiers
** [[glTF PBR]]
****Skin
* Special visual assets
****Hair
** Avatar
****Eyes
*** System avatar
****Shirt
*** Mesh avatar and avatar parts
****Pants
*** Avatar modifiers
****Shoes (Shoe bases)
**** Skin
****Socks
**** Hair
****Jacket
**** Eyes
****Skirt
**** Alpha Mask
****Gloves
**** Tattoo
****Undershirt
**** Universal
****Underpants
**** Physics layer
****Alpha Mask
** Terrain
****Tattoo
** [[System vegetation | System vegetation]]
****Universal
* Misc.
****Physics layer
** Sounds
**Ground mesh
** Animations
**System vegetation
** Gestures
*Misc.
** Landmarks
**Sounds
** Notecards
**Animations
** Scripts
**Gestures
* Proposed new asset classes
**Landmarks
** System plants
**Notecards
** Water
**Scripts
** Rocks
*Proposed new asset classes
** Ground patches
**System plants
**Water
**Rocks
**Ground patches


== Formal asset classes ==
== Formal asset types ==
A (incomplete for now) list of the asset classes currently recognized by the opensim software. This list does not follow the overview above where some classes have been split.
A (probably incomplete for now) list of the asset types currently recognized by the opensim software. This list does not follow the overview above where some classes have been split.


*0: Texture
* -2: Material (Legacy materials. Opensim only, not used by Second Life)
*1: Sound
* 0: Texture
*''2: (unknown)''
* 1: Sound
*3: Landmark
* 2: Calling Card
*''4: (unknown)''
* 3: Landmark
*5: Clothing (system clothing)
* 5: Clothing (system clothing)
*6: Object (Prim, sculpt, mesh and system vegetation)
* 6: Object (prim, sculpt, mesh and system vegetation)
*7: Notecard
* 7: Notecard
*''8-9: (unknown)''
* 8: Folder
*10: Script
* 10: LSLText (script)
*''11-12: (unknown)''
* 11: LSLBytecode
*13: Body part (Shapes, skins...)
* 13: Body part (shape, skin...)
*''14-19: (unknown)''
* 17: SoundWAV
*20: Animation (Also poses (which are simply single frame animations))
* 18: ImageTGA
*21: Gesture
* 19: ImageJPEG
*''22-55: (probably not in use)''
* 20: Animation (also poses which are simply single frame animations))
*56: Setting (EEP)
* 21: Gesture
*57: Material (glTF style PBR material. Not yet implemented)
* 22: Simstate
* 24: Link (to another inventory item)
* 25: LinkFolder (to another inventory folder)
* 26: Marketplace folder
* 49: Mesh (mesh asset that is, a mesh object is asset class 6)
* 56: Setting (EEP)
* 57: Material (glTF style PBR material. Not yet implemented)

Latest revision as of 18:25, 31 July 2023

Opensimulator: Documentation: Asset types

Presentations of the various types of assets that make up an opensim environment (and proposals for a few new ones) with suggestions how they can be improved.

For those more familiar with Second Life, an "asset type" on Opensimulator is exactly the same as an "asset class" in Second Life.

Asset types

The list does not follow the formal asset classification. Some asset classes have been split up since different variants of them need different presentations. The list also includes some visual features that aren't strictly speaking assets as such but seem to fit here anyway.

  • General building materials
  • Surface assets
    • Textures
    • Legacy materials (bumpiness and shininess)
    • Materials (normal and specular maps)
    • glTF PBR
  • Special visual assets
    • Avatar
      • System avatar
      • Mesh avatar and avatar parts
      • Avatar modifiers
        • Skin
        • Hair
        • Eyes
        • Alpha Mask
        • Tattoo
        • Universal
        • Physics layer
    • Terrain
    • System vegetation
  • Misc.
    • Sounds
    • Animations
    • Gestures
    • Landmarks
    • Notecards
    • Scripts
  • Proposed new asset classes
    • System plants
    • Water
    • Rocks
    • Ground patches

Formal asset types

A (probably incomplete for now) list of the asset types currently recognized by the opensim software. This list does not follow the overview above where some classes have been split.

  • -2: Material (Legacy materials. Opensim only, not used by Second Life)
  • 0: Texture
  • 1: Sound
  • 2: Calling Card
  • 3: Landmark
  • 5: Clothing (system clothing)
  • 6: Object (prim, sculpt, mesh and system vegetation)
  • 7: Notecard
  • 8: Folder
  • 10: LSLText (script)
  • 11: LSLBytecode
  • 13: Body part (shape, skin...)
  • 17: SoundWAV
  • 18: ImageTGA
  • 19: ImageJPEG
  • 20: Animation (also poses which are simply single frame animations))
  • 21: Gesture
  • 22: Simstate
  • 24: Link (to another inventory item)
  • 25: LinkFolder (to another inventory folder)
  • 26: Marketplace folder
  • 49: Mesh (mesh asset that is, a mesh object is asset class 6)
  • 56: Setting (EEP)
  • 57: Material (glTF style PBR material. Not yet implemented)