I updated all my creations, so the previous instructions on how to use them are not valid any longer. All builds are exported using the Imprudence Viewer now, and include all the textures and sculpt maps, if neccessary. They are provided as a zipped archive and are distributed under a Creative Commons Attribution 3.0 Unported License “by”. They may be freely distributed and uploaded into any grid, including Second Life. The only condition is that by passing them on to others I ask you to please state me as the original creator and copyright holder.
To upload them, you will need the Imprudence Viewer, which is developed to support both Second Life and OpenSim grids. Imports with other import/export capable viewers may or may not work, and are not tested. To import a creation, unzip the archive and chose File > Import to import just the build itself, or File > Import and Upload to import the build and upload the neccessary textures and apply them. Chose the file named after the creation you want to upload on your harddisk and wait until the import is complete. All building, uploading and texturing is done automatically.
The imported build will come with full permissions and state you as the creator and owner. You are free to modify and use them in any way, just keep in mind to state me as the original copyright holder when you give the creations away.
This work is licensed under a Creative Commons Attribution 3.0 Unported.





39 comments
Amaranthim Talon says:
May 21, 2010
I was linked to your wonderful blog today.
Congratulations, you have a lovely turn of phrase. Also, how wonderful how you distribute your creations so freely. Thank you.
I have a question regarding uploading them. I did save the zip file and opened them but even using Imprudence, I was unable to upload into an OS – in this case InWorldz. Imprudence was looking for XML files and the files that came from the zip file were of an unknow form – perhaps i missed a step?
Thank you in advance -
Vanish says:
May 21, 2010
Heh, bugger, I knew PC users might run into problems. I exported them on a Mac, which doesn’t need file extensions. I’ll change the files in the packages so they show the correct extension. As a workaround, you could just rename the file that’s named like the creation and add the .xml extension to it. It should work then.
Vanish says:
May 21, 2010
Hi, I’ve been going through the import process, and changed the zip files of my imports. Now they should work in windows, too. You shouldn’t have to change the file extension to the graphics files, they should import automatically if you chose “import + upload”. I think changing them to .jp2 will just enable you to watch or edit them in another application. Maybe it’ll break the import function then, though, but that’s not tested.
Bryster Shan says:
Jun 14, 2010
Hi,
I loaded this into InWorldZ through Hippo with no problems apart from a misplaced doorframe and firegrate – both easily fixed. Outstanding build. Many thanks
Vanish says:
Jun 14, 2010
Hi Bryster, thanks for the info. I’m glad it worked alright and you enjoy it.
Bryster Shan says:
Aug 8, 2010
You might be interested to know that I have completely rebuilt the pub and made many changes. You can see the result at my parcel in InWorldZ / Elvenholde. It’s on the north coast. I hope you like!
Vanish says:
Aug 8, 2010
Hi Bryster,
it’s a great build; you did a good job! Thanks for using the pub.
macz says:
Apr 15, 2011
dang i can’t seem to imports… is there anyway to do it in 2 parts? i’m using imprudence in reaction grid and jokaydia
Vanish says:
Apr 15, 2011
Hi Macz, what are you trying to import? Usually, if it’s one xml file, then it needs to be imported as a whole.
Prawn says:
Apr 25, 2011
Let me start by saying how grateful I am for all of your wonderful buildings, and how impressed I am by the amount of effort that went into creating them.
I am new to OpenSim and am having a consistent problem importing this and other buildings. I am following your instructions using the Imprudence viewer on a flat region on my own local copy of opensim. The building imports successfully, but it’s base seems to be several meters underground. If I import while flying, the building is created in mid-air, and does not appear as a single object when complete, so I cannot easily move it manually.
I am sure that I am missing something basic here, but I cannot find it. Could you shed any light on this issue?
Vanish says:
Apr 25, 2011
Hello there,
thanks for the heads up. Which build are you trying to import? And, if it imports alright and is just high above the ground, can it be moved into place?
Greetings
V
[Edit: Whoops, I misread something there. If the build is underground you can in fact just zoom there and move it up; it should look alright. If that's too complicated, I found it useful to rezz a simple platform (just a square of 10x10 meters) a few meters above ground, stand there and import the build. Usually, that will rezz it somewhere above ground and you can remove the platform and move the build when finished.]
prawn says:
Apr 25, 2011
I am trying to import the Bradbury building. I guess one of my problems is actually moving it – when it is done importing, it does not show as a single object, but a large number of them, each of which must be moved separately. This makes it very difficult to keep everything lined up ( unless there is a group selection option that I don’t know how to use )
Vanish says:
Apr 25, 2011
The Bradbury is rather hard to move; it’s several linked objects ( I think 10 or so) because of linking limitations in SL, and you need to make sure to select them all at once to move it correctly. I usually turn up draw distance far enough (to around 256 meters) and draw a selection sqare around the build from different sides until everything is selected. Sadly, there is no easier way to move it.
Ines says:
Jul 12, 2011
I got it in rar file. Which file in the rar file should I import to get a complete object with its texture. So far I am only able to import them without texture.
http://inesogura.weebly.com/2/post/2011/07/learning-about-kitely-part-6.html
Vanish says:
Jul 12, 2011
Hi Ines,
can you tell me which creation it is you’re trying to import?
Fred says:
Sep 5, 2011
your creations are wonderful. Ive been playing around with opensim lately as im working on developing a new grid myself and have played around with importing the builds here. I have found that opensim will allow you to link all objects together no matter how big or how many objects are involved. it acts as one link though it will show multiple objects. It will move after you link it all together. Additionally if you hold down the shift key and click each object it will provide a temporary linked object and you can move it that way (I cant guarantee holding down the shift key and clicking all the objects and then moving it as a temporary link works in opensim but it will in secondlife). I hope this helps.
Adam says:
Dec 21, 2011
Hi Vanish,
Thanks for your amazing work on this site, and for the tons of available object and tutorial!
At my university we’re trying to discover OpenSim and it’s possibilities, and your site help a lot!
Keep it up!
Cheers,
Adam
Vanish says:
Dec 22, 2011
You’re most welcome Adam. I can’t take credit for everything here, as many creations are contributed from lots of different people, but I’m glad you find it all useful.
Merlin says:
Apr 10, 2012
I am thinking ahead a bit here, but if I want to specify you as the copyright owner of something, where should I put that information, and what name should I use for you that will mean anything in this ever-changing world of multiple and changing IDs.
studen says:
Jul 13, 2012
hi,i need know how i can change the default avatar in opensim from poser
Vanish says:
Jul 13, 2012
I’m not sure I understand your question. Do you want to modify the OpenSim avatar in Poser? Or do you want to have a poser avatar in OpenSim?
Oddy Otoole says:
Nov 23, 2012
Hi all, Does Open-Sim creations accepts *.hpa files? (with *.hpa files one can back-up a whole building you made, prims, textures, scripts, prim-content, etc. It should be legal, eg. one can only backup things if you’re the creator)
Oddy
Vanish says:
Nov 23, 2012
Hi Oddy, you can use whatever format you want, just write in the description what people need to use in order to import it.
Fleur says:
Dec 4, 2012
Hi!
You have wonderful stuff here, i’m impressed. I would very like to import some of them, for example “Parl Greece Multibuild”. When I try to import it with the last Imprudence version (on windows), it just imports several wood boxes and then Imprudence crashes.
Would you have an idea about what is going wrong?
Vanish says:
Dec 4, 2012
Hi, the import process will first rezz all the prims needed for the object as wooden boxes and then position, adjust and texture them. If the process crashes during that, you need to start again from the beginning (probably needing to delete all the unfinished prims first). If the problem continues, then it’s probably a viewer issue (the viewer doesn’t get enough computing resources) or a region issue (the server can’t handle the rapid rezzing and editing of prims). I’d try importing the build in an otherwise completely empty sim with draw distance and graphics turned pretty far down.
Fleur says:
Jan 20, 2013
Thanks for you help. I tried with a new opensim with low detail, but didn’t work out, Imprudence is always crashing when I try to import an xml file. It doesn’t matter, I was able to import IAR files and it works very well.
Vanish says:
Jan 20, 2013
Is it always the same item it crashes on? It could be there’s a problem with the exported file.
Fleur says:
Jan 29, 2013
No, I tried several files. I’m pretty sure that some of those files were working last spring. So there must be something wrong with my computer or opensim configuration…
Nescolet says:
Jan 28, 2013
How can import a IAR file to Second Life or Kitely? As I see Imporudence viewer only allows to import XML files.
Vanish says:
Jan 28, 2013
Hi, IARs can’t be imported with the viewer. SL doesn’t suppprt them at all and I don’t know how Kitely handles it; you’d have to ask them.
keithselmes says:
Jan 29, 2013
You can’t load an IAR into Kiteley, not yet anyway, but you can load an OAR. One method of getting an IAR to Kitely would be
Run an OpenSim sandbox instance on a home computer.
At the server console, use Load IAR to get the contents into your avatar inventory.
In the viewer, put the inventory items out in world, perhaps boxed for neatness.
At the console, use Save OAR, to get an archive copy of the whole region including those new items
Start a new Kitely world
Load the OAR into it
Collect all the items into your Kitely avatar inventory
Scrap the Kitely world you just used.
There would be small charge for briefly having the extra world, that’s assuming you needed an extra one.
keithselmes says:
Jan 29, 2013
What I have tended to do, is develop off line with my sandbox on the local PC as I did previously, and then load a new OAR to my Kitely world when ready.
I wouldn’t usually go through the process to import a single IAR, but would do it when I feel the region has developed far enough to be worth running an update.
That way, you only need to to use the one free region that Kitely give you as default, since you can replace it completely quite easily, and you don’t need to use an extra one. The one caveat there I think is that anything obtained in Kitely and not downloaded to your sandbox would disappear with the old world, although it would still be in your Kitely inventory.
Perhaps another caveat, wouldn’t affect many people yet, if you were running a busy commercial world, I suppose you wouldn’t want to disrupt it by reloading it too often (!)
Nescolet says:
Jan 29, 2013
What about importing the IAR into a local Opensim-on-a-stick, exporting the rezzed objetct (and its textures) using Imprudence if permissions allowed, and then finally importing these to SL or Kitely.
Vanish says:
Jan 29, 2013
That would work, as long as it’s just prim objects (no mesh).
Nescolet says:
Jan 29, 2013
It could also work for sculped prims since Imprudence viewer support these.
keithselmes says:
Jan 29, 2013
That’s sensible for an IAR having just one or a few objects in it. To get an IAR with many objects into Kitely I would go the OAR route – SOAS would be fine either way.
Two caveats with Imprudence
a) You have to move contents separately as Imprudence doesn’t include them in the export.
b) Imprudence export messes up linkset order, so if that matters, e.g it might be important to keep the original root prim, you have to redo that manually after importing.
Elisabeth says:
Mar 21, 2013
Just desire to say your article is as amazing. The clarity in your post is simply excellent
and i could assume you’re an expert on this subject. Well with your permission let me to grab your RSS feed to keep up to date with forthcoming post. Thanks a million and please continue the enjoyable work. Elisabeth
windows live hotmail says:
Apr 23, 2013
Nice post. I learn something new and challenging on blogs I stumbleupon every day.
It will always be helpful to read content from other authors and use a little something from other web sites.
Muriel says:
May 16, 2013
Hi there, I enjoy reading all of your post. I like to write a little comment
to support you.