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The new OSW beacon is now in the OSW package in our region. The new beacon includes some bug fixes and a new Like / comment button that allows people who visit your region to give likes and comments to your region. Get it from our region along with the new HUD!

ZERO ZONE STORE CYBERPUNK TRIBUTE
use vendor
hop://stellar-grid.ddns.net:8002/zero/177/180/23

Kali Anastasi This is a gift created especially for all of you.

I just released an update...I added the ability in vs 3.3 to inject the material into the glb being uploaded. When one uploades the glb it comes textured, you drag the glb from contents into your inventory so that it hits the database proper! Looking for more bugs. Let me know if you find them enjoy!
This program will allow you to upload any mesh, rigged mesh, or not up to around 1 gigs about 20 files or so at once using an oar file! It auto chunks large meshes automatically. The items in the picture were over 2 million verts. It makes a sane physics map for you also . So despite the high verts, well the physics load is a lot lower than what you get with the viewer. It also will let you list all your oar contents in a text file...and well import it into blender with all the textures and placement just like in world!!! :-) Below is the help menu. and below that the download link.

FILE
Open OAR File: open a packaged .oar archive.
Open OAR Folder: open an extracted OAR working folder.
Convert Data: export the loaded OAR using the format from Tools > Output Format. It reads the existing OAR object XML and companion assets, then writes converted output files to disk.
Convert Data does not create a new LLMesh object or save a replacement object XML. The XML already exists in the loaded OAR and is used as export input.

FILE MENU COMPATIBILITY
The converter is only supported for OARs produced by the actual simulator. Repacked or reverse-injected OARs created by this program are not backward-compatible with the converter and may fail if reopened through File > Open OAR File or File > Open OAR Folder and then converted again.

IMPORT
Step One: create blank.oar and prepare an extracted working folder for injection.
Inject Mesh: add one .dae, .gltf, or .glb model into an extracted OAR. Set location, scale, physics, rigging, and LODs here.
Pack Oar: repack the extracted folder into a final .oar archive.

TOOLS
Objects List: browse objects in the loaded OAR and export selected objects through the normal OAR export pipeline.
Objects List > Export: export one or more selected OAR objects into an output folder. Depending on format, the app may write the main file under Solids or Phantoms and may also create companion folders such as Textures, MTL, or BIN.
Objects List > Export does not create a standalone mesh inventory object. It converts from the object's existing OAR XML and asset data.
Output Format: choose DAE, OBJ, GLTF, GLB, FBX, or STL for export.
Settings: set ranges, shifts, terrain options, and folder prefixes.

INJECT MESH DIALOG FIELDS
Source model: the .dae, .gltf, or .glb file to insert.
Location X/Y/Z: the final placement of the inserted object in the target OAR region.
Current dimensions: read-only size of the source model after analysis.
Scale: uniform size multiplier. 1.0 keeps original size.
Physics: choose how collision data is generated. File mode uses a separate physics model.
Rigged: treat the source as a rigged or avatar-style model.
Include Joint Positions: keep joint position data when rigged import needs it.
Strip Joint Data: remove rigging data and force a static-style result.
LOD High/Medium/Low/Lowest: control each generated LOD level.
Mode: choose how each LOD is derived.
Target Tris: desired triangle count for that LOD when the selected mode uses a target.
Vertices: read-only estimate of vertex count for each generated LOD.

WORKFLOW: OAR TO BLENDER USING GLB
1. Open Tools > Output Format and select GLB.
2. Open the source OAR with File > Open OAR File or Open OAR Folder.
3. Run File > Convert Data.
4. Import the generated .glb files into Blender with File > Import > glTF 2.0.

WORKFLOW: BUILD A REPACKED OAR WITH MULTIPLE MODELS
1. Run Import > Step One once to create a blank working OAR.
2. Run Import > Inject Mesh once for each model you want to add.
3. Source files can be .glb, .gltf, or .dae. Rigged avatar-style models can use the Rigged and joint options.
4. Repeat Inject Mesh until all assets are placed.
5. Run Import > Pack Oar to write the final repacked archive.
PLEASE DO ENJOY!!!!ONLY IN OPENSIM!Feel free to report bugs and or other worthy insights. I have written the original makers of it but not gotten any replies so I do no tknow if they are around or not. It is legal opensource though. THe list of contributors is there. If anyone knows them tell them to say hello...
https://maze.bz/OARConv.html

FILE
Open OAR File: open a packaged .oar archive.
Open OAR Folder: open an extracted OAR working folder.
Convert Data: export the loaded OAR using the format from Tools > Output Format. It reads the existing OAR object XML and companion assets, then writes converted output files to disk.
Convert Data does not create a new LLMesh object or save a replacement object XML. The XML already exists in the loaded OAR and is used as export input.

FILE MENU COMPATIBILITY
The converter is only supported for OARs produced by the actual simulator. Repacked or reverse-injected OARs created by this program are not backward-compatible with the converter and may fail if reopened through File > Open OAR File or File > Open OAR Folder and then converted again.

IMPORT
Step One: create blank.oar and prepare an extracted working folder for injection.
Inject Mesh: add one .dae, .gltf, or .glb model into an extracted OAR. Set location, scale, physics, rigging, and LODs here.
Pack Oar: repack the extracted folder into a final .oar archive.

TOOLS
Objects List: browse objects in the loaded OAR and export selected objects through the normal OAR export pipeline.
Objects List > Export: export one or more selected OAR objects into an output folder. Depending on format, the app may write the main file under Solids or Phantoms and may also create companion folders such as Textures, MTL, or BIN.
Objects List > Export does not create a standalone mesh inventory object. It converts from the object's existing OAR XML and asset data.
Output Format: choose DAE, OBJ, GLTF, GLB, FBX, or STL for export.
Settings: set ranges, shifts, terrain options, and folder prefixes.

INJECT MESH DIALOG FIELDS
Source model: the .dae, .gltf, or .glb file to insert.
Location X/Y/Z: the final placement of the inserted object in the target OAR region.
Current dimensions: read-only size of the source model after analysis.
Scale: uniform size multiplier. 1.0 keeps original size.
Physics: choose how collision data is generated. File mode uses a separate physics model.
Rigged: treat the source as a rigged or avatar-style model.
Include Joint Positions: keep joint position data when rigged import needs it.
Strip Joint Data: remove rigging data and force a static-style result.
LOD High/Medium/Low/Lowest: control each generated LOD level.
Mode: choose how each LOD is derived.
Target Tris: desired triangle count for that LOD when the selected mode uses a target.
Vertices: read-only estimate of vertex count for each generated LOD.

WORKFLOW: OAR TO BLENDER USING GLB
1. Open Tools > Output Format and select GLB.
2. Open the source OAR with File > Open OAR File or Open OAR Folder.
3. Run File > Convert Data.
4. Import the generated .glb files into Blender with File > Import > glTF 2.0.

WORKFLOW: BUILD A REPACKED OAR WITH MULTIPLE MODELS
1. Run Import > Step One once to create a blank working OAR.
2. Run Import > Inject Mesh once for each model you want to add.
3. Source files can be .glb, .gltf, or .dae. Rigged avatar-style models can use the Rigged and joint options.
4. Repeat Inject Mesh until all assets are placed.
5. Run Import > Pack Oar to write the final repacked archive.
PLEASE DO ENJOY!!!!ONLY IN OPENSIM!Feel free to report bugs and or other worthy insights. I have written the original makers of it but not gotten any replies so I do no tknow if they are around or not. It is legal opensource though. THe list of contributors is there. If anyone knows them tell them to say hello...
https://maze.bz/OARConv.html
👍👍👍
Prince Amor✦ ▸ Maze Grid Home 2 days ago
...
I am proud to announce my release of OarConv Reimagined. This program will allow you to upload any mesh, rigged mesh, or not up to around 1 gigs about 20 files or so at once using an oar file! It auto chunks large meshes automatically. The items in the picture were over 2 million verts. It makes a sane physics map for you also . So despite the high verts, well the physics load is a lot lower than what you get with the viewer. It also will let you list all your oar contents in a text file...and well import it into blender with all the textures and placement just like in world!!! :-) Below is the help menu. and below that the download link.

FILE
Open OAR File: open a packaged .oar archive.
Open OAR Folder: open an extracted OAR working folder.
Convert Data: export the loaded OAR using the format from Tools > Output Format. It reads the existing OAR object XML and companion assets, then writes converted output files to disk.
Convert Data does not create a new LLMesh object or save a replacement object XML. The XML already exists in the loaded OAR and is used as export input.

FILE MENU COMPATIBILITY
The converter is only supported for OARs produced by the actual simulator. Repacked or reverse-injected OARs created by this program are not backward-compatible with the converter and may fail if reopened through File > Open OAR File or File > Open OAR Folder and then converted again.

IMPORT
Step One: create blank.oar and prepare an extracted working folder for injection.
Inject Mesh: add one .dae, .gltf, or .glb model into an extracted OAR. Set location, scale, physics, rigging, and LODs here.
Pack Oar: repack the extracted folder into a final .oar archive.

TOOLS
Objects List: browse objects in the loaded OAR and export selected objects through the normal OAR export pipeline.
Objects List > Export: export one or more selected OAR objects into an output folder. Depending on format, the app may write the main file under Solids or Phantoms and may also create companion folders such as Textures, MTL, or BIN.
Objects List > Export does not create a standalone mesh inventory object. It converts from the object's existing OAR XML and asset data.
Output Format: choose DAE, OBJ, GLTF, GLB, FBX, or STL for export.
Settings: set ranges, shifts, terrain options, and folder prefixes.

INJECT MESH DIALOG FIELDS
Source model: the .dae, .gltf, or .glb file to insert.
Location X/Y/Z: the final placement of the inserted object in the target OAR region.
Current dimensions: read-only size of the source model after analysis.
Scale: uniform size multiplier. 1.0 keeps original size.
Physics: choose how collision data is generated. File mode uses a separate physics model.
Rigged: treat the source as a rigged or avatar-style model.
Include Joint Positions: keep joint position data when rigged import needs it.
Strip Joint Data: remove rigging data and force a static-style result.
LOD High/Medium/Low/Lowest: control each generated LOD level.
Mode: choose how each LOD is derived.
Target Tris: desired triangle count for that LOD when the selected mode uses a target.
Vertices: read-only estimate of vertex count for each generated LOD.

WORKFLOW: OAR TO BLENDER USING GLB
1. Open Tools > Output Format and select GLB.
2. Open the source OAR with File > Open OAR File or Open OAR Folder.
3. Run File > Convert Data.
4. Import the generated .glb files into Blender with File > Import > glTF 2.0.

WORKFLOW: BUILD A REPACKED OAR WITH MULTIPLE MODELS
1. Run Import > Step One once to create a blank working OAR.
2. Run Import > Inject Mesh once for each model you want to add.
3. Source files can be .glb, .gltf, or .dae. Rigged avatar-style models can use the Rigged and joint options.
4. Repeat Inject Mesh until all assets are placed.
5. Run Import > Pack Oar to write the final repacked archive.
PLEASE DO ENJOY!!!!ONLY IN OPENSIM!Feel free to report bugs and or other worthy insights. I have written the original makers of it but not gotten any replies so I do no tknow if they are around or not. It is legal opensource though. THe list of contributors is there. If anyone knows them tell them to say hello...
https://maze.bz/OARConv.html

Neverworld builders!! Our shops at Never Village are open!

I just released an update...I added the ability in vs 3.3 to inject the material into the glb being uploaded. When one uploades the glb it comes textured, you drag the glb from contents into your inventory so that it hits the database proper! Looking for more bugs. Let me know if you find them enjoy!
I am proud to announce my release of OarConv Reimagined. This program will allow you to upload any mesh, rigged mesh, or not up to around 1 gigs about 20 files or so at once using an oar file! It auto chunks large meshes automatically. The items in the picture were over 2 million verts. It makes a sane physics map for you also . So despite the high verts, well the physics load is a lot lower than what you get with the viewer. It also will let you list all your oar contents in a text file...and well import it into blender with all the textures and placement just like in world!!! :-) Below is the help menu. and below that the download link.

FILE
Open OAR File: open a packaged .oar archive.
Open OAR Folder: open an extracted OAR working folder.
Convert Data: export the loaded OAR using the format from Tools > Output Format. It reads the existing OAR object XML and companion assets, then writes converted output files to disk.
Convert Data does not create a new LLMesh object or save a replacement object XML. The XML already exists in the loaded OAR and is used as export input.

FILE MENU COMPATIBILITY
The converter is only supported for OARs produced by the actual simulator. Repacked or reverse-injected OARs created by this program are not backward-compatible with the converter and may fail if reopened through File > Open OAR File or File > Open OAR Folder and then converted again.

IMPORT
Step One: create blank.oar and prepare an extracted working folder for injection.
Inject Mesh: add one .dae, .gltf, or .glb model into an extracted OAR. Set location, scale, physics, rigging, and LODs here.
Pack Oar: repack the extracted folder into a final .oar archive.

TOOLS
Objects List: browse objects in the loaded OAR and export selected objects through the normal OAR export pipeline.
Objects List > Export: export one or more selected OAR objects into an output folder. Depending on format, the app may write the main file under Solids or Phantoms and may also create companion folders such as Textures, MTL, or BIN.
Objects List > Export does not create a standalone mesh inventory object. It converts from the object's existing OAR XML and asset data.
Output Format: choose DAE, OBJ, GLTF, GLB, FBX, or STL for export.
Settings: set ranges, shifts, terrain options, and folder prefixes.

INJECT MESH DIALOG FIELDS
Source model: the .dae, .gltf, or .glb file to insert.
Location X/Y/Z: the final placement of the inserted object in the target OAR region.
Current dimensions: read-only size of the source model after analysis.
Scale: uniform size multiplier. 1.0 keeps original size.
Physics: choose how collision data is generated. File mode uses a separate physics model.
Rigged: treat the source as a rigged or avatar-style model.
Include Joint Positions: keep joint position data when rigged import needs it.
Strip Joint Data: remove rigging data and force a static-style result.
LOD High/Medium/Low/Lowest: control each generated LOD level.
Mode: choose how each LOD is derived.
Target Tris: desired triangle count for that LOD when the selected mode uses a target.
Vertices: read-only estimate of vertex count for each generated LOD.

WORKFLOW: OAR TO BLENDER USING GLB
1. Open Tools > Output Format and select GLB.
2. Open the source OAR with File > Open OAR File or Open OAR Folder.
3. Run File > Convert Data.
4. Import the generated .glb files into Blender with File > Import > glTF 2.0.

WORKFLOW: BUILD A REPACKED OAR WITH MULTIPLE MODELS
1. Run Import > Step One once to create a blank working OAR.
2. Run Import > Inject Mesh once for each model you want to add.
3. Source files can be .glb, .gltf, or .dae. Rigged avatar-style models can use the Rigged and joint options.
4. Repeat Inject Mesh until all assets are placed.
5. Run Import > Pack Oar to write the final repacked archive.
PLEASE DO ENJOY!!!!ONLY IN OPENSIM!Feel free to report bugs and or other worthy insights. I have written the original makers of it but not gotten any replies so I do no tknow if they are around or not. It is legal opensource though. THe list of contributors is there. If anyone knows them tell them to say hello...
https://maze.bz/OARConv.html

Thursday Nights at Harmony Isle:
Dj KrisTina: Country Music and Classic Rock night!
Come Join Us!
Starting Now!!
Taxi: hop://hg.osgrid.org:80/Harmony%20Isle/250/258/24
Message Me for TP

https://youtu.be/IrnzLFltYJk?si=5lEkhGlyn1WxEGYI
Tuesday, April 14th 10:00 AM join
WOLF TECH • THE LEARNING ZONE • VWEC
AS WE PRESENT:
THE ULTIMATE ANIMATED GIF Workshop
Spark Ideas. Ignite Creativity. Bring Your Creations to Life.
Create eye-catching GIFs and discover bold, new ways to use them.
Hands-on. Creative. Fun.
Perfect for builders, artists, and creators of all levels
Location: The Curiosity Zone: hop://grid.curiosityzone.us:8002/Siren%20Sea/128/127/21
Date: April 14, 2026
Time: 10:00 – 11:30 AM Grid Time (this of course depends on questions)
Singularity running **bare metal** on my laptop, no hax needed.
just tar xvpf,cd and go!

My point is it runs -however, it's not without problems and unless you're willing to roll up your sleeves I would **not** recommend it as a daily driver.

Spax Orion: Crashes on Arch Linux when trying to upload. I had to compile pixbuf and then edit the .sh to load that library... Same anomaly on all Linux viewers I have tried. 2 days ago
Anyone Dislike The Ways Regions Are Ranked On Here?
Well I Am Someone Who Hated To See My Region So Low So I Removed It But It's Still Online Most Days! Anyway 1,890 is The Last On The List At The Moment!

Safinemahoe2: Tonia, you definitely will not find Justice in the OSW rankings. However....I would love to visit your place if you will put your beacon back out. 2 days ago
Freitag 10.4.2026
Rock-House
mit DJ Anachron
Beginn 20:00 Uhr
Anachron macht auf lieber Junge:
Anachron plays
The Nice
Ende ca. 22:00 Uhr
Hypergrid : dorenas-world.de:8002:Nihilon
................................................................................................
Friday, April 10, 2026
Rock-House
with DJ Anachron
Starts at 8:00 PM
Anachron is playing "The Nice"
Ends around 10:00 PM
Hypergrid: dorenas-world.de:8002:Nihilon

Dorena Verne: Um 20:00 geht es los. :-) It starts at 8 PM. :-) yesterday

DJ TED, Morning Breakfast Show at 6 am grid time, At Alternatemetaverse, come join me and hit my box with your song request, or dedication , meet some awesome people , and lets have some FUN !!!


ZelleMist: Great new stage Ted.. Dance Dance Dance Dance 3 days ago
📢 **Important Information – BloodMoon Grid Maintenance**

đź—“ **Wednesday, April 15**
đź•– **Starting at 7:00 AM (Paris time)**

The **BloodMoon** grid will be temporarily **closed** in order to carry out several maintenance operations and updates.

đź”§ **Planned work:**
• Update of inventory-Assets and region servers
• Migration of assets to a larger-capacity drive
• Update of simulators to the latest version of OpenSimulator

⚠️ We apologize for the inconvenience and thank you for your patience and understanding.

🩸 **The BloodMoon Staff**

https://bloodmoonpack.com/grid/events/view.php?id=42

----------------------------------------------------------------------------------------------------

📢 **Information importante – Maintenance de la grille BloodMoon**

đź—“ **Mercredi 15 avril**
đź•– **Ă€ partir de 7h00 (heure de Paris)**

La grille **BloodMoon** sera temporairement **fermée** afin de permettre plusieurs opérations de maintenance et de mise à jour.

🔧 **Travaux prévus :**
• Mise à jour des serveurs d’inventaire-Assets ainsi que le serveur de régions
• Migration des assets vers un disque de plus grande capacité
• Mise à jour des simulateurs vers la dernière version d’OpenSimulator

⚠️ Nous nous excusons pour la gêne occasionnée et vous remercions pour votre patience et votre compréhension.

🩸 **Le staff BloodMoon**

https://bloodmoonpack.com/grid/events/view.php?id=42
Dj Debbie At the Moonlight,
Come join Dj Debbie At the Moonlight at the Alternate Metaverse Grid at the landing point, she brings some moonlight tunes for us today , feel free to come over .Everybody is Welcome
Coming to you at 2am PDT/SLT/OST/Grid Time, 2 hours of fun, laughter and banter, kicking off your Wednesday with a bang!, come one, come all, all are welcome to come and join in party and have fun! hop://alternatemetaverse.com:8002/Alternate%20Metaverse/36...
Gridtalkparty am 07.04.2026.
đź’śLieben Dank fĂĽr den wundervollen Abend.đź’ś
.......................................................................................
Gridtalk party on April 7, 2026.
đź’śThank you so much for the wonderful evening.đź’ś

ISOLA OASI COMPLETATA
Pista auto, cavalli, moto, mare navigabile, moto d'acqua, barche, piscina, discoteca, case arredate.

Liebe Barbesucher und Musikzuhörer,

die Osternester sind geleert, Osterspaziergaänge vorbei und die Ostereier gepellt. Somit ist es Zeit, am Dienstagabend ab 20:00 Uhr wieder die Musikalische Rumpelkiste zu leeren, ab 19:30 schonmal vorzulauschen, und dazu wieder in die Haifischbar zu kommen.

Wir grĂĽssen Euch alle mit einem herzlichen "Hai! kommt rein..."
dorenas-world.de:8002:Gridtalk
...........................................................................................................
Dear bar patrons and music lovers,
The Easter baskets are empty, the Easter walks are over, and the Easter eggs are peeled. So it's time to empty the musical treasure trove again on Tuesday evening starting at 8:00 PM. Come listen in from 7:30 PM and join us at the Haifischbar.
We greet you all with a hearty "Shark! Come on in..."
dorenas-world.de:8002:Gridtalk
*Night Fever*
FĂĽr jeden Gast gibs Heute ein Eastergifts -Ostergeschenke

Die Vorfreude ist schön, euch alle bald auf unserer Fete zu seh'n. Haltet euch den Termin ja frei und kommt zur wilden Feierei
Es ist wieder Montag und Zeit fĂĽr die abwechlungsreiche Music von A bis Z

Every guest will receive an Easter gift today.

It's great to see you all at our party soon. Save the date and come along to the wild celebration.
It's Monday again and time for varied music from A to Z
11:00 SLT
Honey, I Shrunk the Easter Bunny! with DJ Ted
11:00am - 1:00pm Today

Join us at the Veranda for a special Easter Grid Event on the Alternate Metaverse Grid!
Something magical (and slightly mischievous!) has happened to the Easter Bunny… and we’re celebrating in style!

Expect fun, laughter, festive vibes, and plenty of Easter surprises in a fun setting perfect for the whole community.

Bring your friends, your bunny ears, and your Easter spirit — it’s going to be an egg-stra special celebration!
See you at the Veranda!

hop://alternatemetaverse.com:8002/Alternate%20Metaverse/56...
Dj Pompom

2 members

The Factory Community

3 members

Event Plaza Osgrid

3 members

Gallam Hispana

3 members

Ruth and Roth

15 members

INFINITY

1 members

Clan's Clan

10 members

WyndFall

2 members

New Enterprise

1 members