Asset types

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Revision as of 21:06, 5 June 2023 by Tess (talk | contribs) (→‎Formal asset classes: Adding more info)

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

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
      • 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 classes

A (probably 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.

  • -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)