Austin Tate’s Blog Backup to 28th February 2026

https://aiaustin.wordpress.com contains a backup of Austin Tate’s Blog for posts up to 28th February 2026 created via “All Content” export from http://blog.inf.ed.ac.uk/atate/.

The original WordPress theme used is Twenty Ten which has a main content width of 640 pixels. Twenty Ten may not be supported on wordpress.com in future. Twenty Sixteen is a similar theme but has a narrower main blog post text area. So a lot of the images may not lay out side-by-side where they were intended to.

All material and media on this blog is CC-BY-NC except where specifically stated as sourced from others with attribution to them.

All current posts are at http://blog.inf.ed.ac.uk/atate

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X-Plane – Fireball XL5 and Space City

X-Plane Forums – Sunday 1st March 2026 – What’s New in the World of X-Plane
https://forums.x-plane.org/forums/topic/343956-sunday-1st-march-whats-new-in-the-world-of-x-plane/

Freeware Files – Scenery – X-Plane 12 – Space City – Home of FireBall XL5
https://forums.x-plane.org/files/file/98873-space-city-home-of-fireball-xl5/
By Back2TheBike

Freeware Files – Aircraft – X-Plane 12 – FireBall XL-5
https://forums.x-plane.org/files/file/98875-fireball-xl-5/
A flyable version of the craft included in Back2TheBike’s Scenery Files by alpeggio

Importing X-Plan .obj to Blender
https://forums.x-plane.org/forums/topic/204307-importing-obj-to-blender/

Images from X-Plane Forums by Back2TheBike and alpeggio.

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Firestorm VR Mod 7.2.3

Firestorm OpenSim Viewer LogoFirestorm VR Mod is a version of the popular Firestorm Viewer for Second Life and OpenSimulator with modifications to provide VR capabilities for VR Head Mounted Displays (HMDs) via SteamVR. This is a community contribution and is experimental. It is not supported by the Core Firestorm Team.

Firestorm VR Mod is built for computers using the AVX-2 instruction set (usually the case for any computer in the last decade) and uses the P373R VR Mod basic approach, automatic calculation of settings changes by Sgeo (versus the original F5 settings mechanism which is no longer operational) allowing a wider range of VR HMD support (e.g., Meta Quest 2 and 3), and some settings improvements by Humbletim to allow hiding VR controller “laser” pointers, an override for the standard camera angle (essentially the same as using ctrl-8 and ctrl+0 FOV changes), etc. Search for “vrmod” in the standard Debug Settings dialogue lets the values be configured.

From version 7.2.3 the release also provides a “Piggy-Back Install Capability” with just the Firestorm Viewer VR Mod executable (FirestormOS-VR-GHA.exe) which can simply be added into any previously installed Firestorm 7.2.3 (must be same version) rather than needing its own install directory and all the content provided there. Look in the GitHub Release “Assets”

Firestorm VR Mod has support for the WebRTC voice services which will be the default in future in Second Life. Vivox voice is still available on regions which use that (including in OpenSim).

The Firestorm VR Mod viewer (for Windows only) is available as a .exe “Setup” installer or as as a separate FirestormOS-VR-GHA.exe to add to an existing Firestorm 7.2.3 release directory (Piggy-Back Install Capability). Download the latest version at https://github.com/humbletim/firestorm-gha/releases/

You need to install your usual VR Headset drivers and SteamVR. Firestorm VR Mod when run uses SteamVR which will launch any necessary VR headset specific underlying drivers.

Firestorm VR Mod - VR View - OpenSim - OSGrid - Oil Rig

For Firestorm VR Mod community support use the Discord Discussion Channel:
P373R-WORKSHOP by p373r_kappler [Invite]

Firestorm VR Mod DownloadFirestorm + P373R VR Mod 6.3.3 Changes + “o.mScreen” map to “o.mRT->screen” (see below) + Sgeo Settings + Humbletim vrmod.* Debug Settings. This build includes these changes merged into the Firestorm current release branch. The VR Mod approach takes a minimalistic approach to inserting VR capabilities into the viewer in order that the maintenance overhead is decreased and the potential longevity of the approach is increased. VR Controller support is not included, but laser pointers lines can be hidden via vrmod.* Debug Settings.

Firestorm VR Mod - OpenSim - OSGrid - Oil Rig - Blow Out Preventer VR View of Crystal Coast in Second Life using Firestorm VR Mod

Firestorm VR Mod is created using “GitHub Actions” (GHA) thanks to @humbletim and @thoys. Firestorm VR Mod version 7.* is still based on Peter Kappler’s VR Mod code changes (working since version 6.6.3 with only minor changes for the merge) but due to PBR changes, Linden Lab (and hence core Firestorm) reworked the render buffer structures which is one of the tight couplings into the core FS code base. The PBR viewer approach changed how the viewer finds the main screen information. The VR Mod initially relied on a direct path, but that path got moved after the introduction of PBR. Where a developer would use “o.mScreen” before they would now use “o.mRT->screen”. The GitHub Actions have been changed to automatically map the original VR Mod code to new path, so the VR Mod code itself doesn’t need to be changed.

The build also uses the open source OpenAL(32).dll audio library for sound and includes code to invoke OpenVR for VR HMD connection (previously done up to Firestorm VR Mod 7.2.2 via inclusion of the openvr_api.dll library).

U S A G E

  • Press CTRL+TAB to load or unload the SteamVR driver. Do this each time you want to enter VR mode after starting up.
  • Press TAB key to enable and disable VR mode.
  • Moving the mouse centrally will ensure the full VR screen is visible.
  • Moving the mouse to the corners or the sides will shift the screen to this direction so menus can be accessed more easily.
  • Hold F3 to see some debug info (example here).

For issues on specific headsets you might wish to try the Firestorm VR Mod Discord Channel: P373R-WORKSHOP by p373r_kappler [Invite]. Peter Kappler also offers the following advice…

  1. Firestorm VR Mod works best while sitting and using mouse and keyboard.
  2. WindowsMixedReality users may need to press windows key + Y to unlock the mouse when the HMD is worn.
  3. If your VR hardware cannot maintain constant 90 FPS you could try enabling motion reprojection in your HMD. In WindowsMixedReality it can be done by uncommenting “motionReprojectionMode” : “auto”, in the config file located at “C:\Program Files (x86)\Steam\steamapps\common\MixedRealityVRDriver\resources\settings\default.vrsettings”. This will make the HMD interpolate between frames and create a smoother experience. Vive and Oculus should have similar functionalities which can be accessed from SteamVR settings. For Vive it is called Motion Smoothing.

S E T T I N G S

Ctrl+TAB initially sets up SteamVR (and HMD support as needed), TAB is used to toggle VR mode on or off.

Firestorm VR Mod shifts the display in VR mode to an edge if the mouse or pointer is placed towards an edge or corner of the viewer window. This is to allow easier access to menus, user interface buttons and HUDs. It can be confusing though if you enter VR mode and find that part of the view is black. It is usually because the mouse is placed towards a corner or edge. Just move the mouse back to the centre of the screen and the full VR view should appear.

Firestorm VR Mod Special Debug Settings

Firestorm VR Mod Special Debug Settings Firestorm VR Mod includes some Debug Settings improvements by Humbletim to allow hiding VR controller “laser” pointers, tuned near clipping (preventing close-up objects from disappearing when viewed in VR) and an override for the standard camera angle (override for the usual CameraAngle setting essentially the same as using ctrl-8 and ctrl+0 changes). Search for “vrmod” in the standard Debug Settings dialogue lets the values be configured.

You can use the vrmod Debug Settings to hide VR controller “laser” pointer traces in the view if they are intrusive.

VR Mod Viewer - Keyhole FOVOn some VR HMDs, the Field of View (FOV) may start off zoomed in with a black suround (like looking through a door or keyhole) so you may find it useful to use the FOV change keys (ctrl+8) to zoom out a few times to approximate the FOV in the standard VR Mod version. Ctrl+0 zooms back in and ctrl+9 sets the default FOV. After you find a FOV you like, the Debug Setting CameraAngle can be read and set in the Debug Setting vrmod.CameraAngle. It will then be used in future when you enter VR mode. Use ctrl+9 or Shift+Esc to return to the default CameraAngle for use in other Firestorm viewers if necessary.

The vrmod.* Debug Settings are actually stored in a “vrmod.json” entry in the main Firestorm Viewer settings.xml file usually saved in C:\Users\…\AppData\Roaming\Firestorm_x64\user_settings\settings.xml

Hovertips

If you see a lot of hover tips showing under the mouse it could be that the debug setting “ShowHoverTips” is set to TRUE (the default) which may show something constantly under the mouse even for inert unscripted objects. You can turn that off via Debug Settings or via Preferences > User Interface > 3D World > Show Hover Tips. Via that same preferences panel, you might alternatively prefer to lengthen the delay before hover tips are activated.

Chat Bubbles

In VR Mode it may be useful to show local nearby chat in “bubbles” over each avatar’s head. This can be done via Preferences > Chat.


T R O U B L E S H O O T I N G

Misaligned VR Cursor

Note from Gaffe on Discord: Firestorm VR Mod’s VR cursor will have a small-to-extreme offset on Windows in particular if you are using Windows UI Scaling with any settings OTHER than 100%. To fix the VR cursor offset, set the Windows UI Scaling for your primary display to 100%.

All Black HMD Display or Black Edges or Strips in HMD Display

An all black display in the VR HMD was an issue in earlier versions and is mostly resolved now… but it can still occur with some headsets. In case you encounter issues with a black HMD display… Peter Kappler suggests the following:

  • Create a program-specific profile for the viewer in your graphic card settings and enable FXAA.
  • Second Life only supports FXAA. Other types of Anti-aliasing can be disabled.

SteamVR Reset/Quit Screen Shows in HMD

When you switch to VR mode (after activating VR with Ctrl+TAB and using TAB), you may see a “Next Up… Firestorm” message or a SteamVR popup screen to “Reset the View” and “Quit SteamVR”. This has been observed to occur on the first run of a newly installed viewer. It can usually be dismissed with your controller if that is active, but if not the screen may continue to show the popup in VR mode in the HMD. Try another round of ctrl+TAB and TAB or if that does not work try stopping and restarting the viewer to clear this. These glitches may be more to do with legacy OpenVR and SteamVR updates rather than Firestorm or VR Mod code changes.

Cross-eyed or unable to focus

SteamVR Per-App Video Settings - Override World ScaleIf you experience cross-eyed or out of focus views with the automatic settings adjustment, try to use the Steam VR per-application video settings and adjust “Override World Scale” either smaller (if cross eyed) or larger (if impossible gaze/focal distance too far). Some users report a comfortable setting on a Meta Quest 2 when using a 4k 2D display was to set the world scale to 200%.

Function Keys and Gestures

If you have issues with some of the Function keys (or other Firestorm VR Mod keys) not working… look to see if the F keys involved are mapped to active “Gestures”. You can find a list of the gestures you currently have active and the keys associated with them using the “Gestures” toolbar button… or the Comm -> Gestures menu item (Ctrl+G shortcut).

Adjust Over-the-Shoulder Camera View to Suit Yourself

Sometimes in VR mode the camera will be too high or far back from the avatar. If so, press Esc a couple of times, then Shift+Esc a couple of times, or Ctrl + 9 resets the camera to its default position. Shift + scroll mouse button moves camera up and down. You can also set specific Debug Settings (Ctrl+Alt+Shift+S) for camera positions, e.g. “CameraOffsetRearView”. If that doesn’t help, see http://wiki.secondlife.com/wiki/Camera_Control

A D V I C E    O N    F R A M E    R A T E

You do need to ensure you have a good frame rate to have a comfortable VR experience. The Firestorm VR Mod Viewer will not work well if the Second Life/OpenSim region you visit cannot normally be displayed in 2D with a decent frame rate. In VR mode you can assume you will get 50% or less of the frame rate that shows on the 2D normal screen. At low frame rates bad flickering or texture tearing will occur in VR mode. My suggestion is to look at the frame rate (in Firestorm it is displayed in the upper right hand corner of the viewer) and to adjust the graphics settings (especially draw distance, shadows and quality sliders) until you have around 100fps (and definitely more than 50fps) and then try VR.

You may need to disable “vsync” in Settings -> Graphics -> Hardware as if this is on (the default) the FPS is capped to the frame rate of your 2D monitor (often 60fps, meaning in VR you would get less than 30fps).

Firestorm includes an “Improve Graphics Speed” performance tool and facilities to autotune the FPS which may be helpful. See advice on FPS improvement and the new “Performance Floater” and “FPS Autotune” capabilities in Beq Janus’s Blog Post (21-Mar-2022).

To improve frame rate (FPS) you might opt to set shadows to “None”, Water reflections to “None: Opaque”, Mirrors “Off” and use a reasonably low draw distance appropriate to the scene. Also close viewer UI windows and tools and detach any HUDs you are not actively using. The rendering of Linden Water, the water surface and its effects, can significantly reduce frame rates. Setting water reflections to “None; opaque” which gives a big FPS boost whilst still leaving the water looking okay. In an extreme situation, and in an environment that makes sense such as a meeting room, disabling Linden Water entirely can boost frame rates. Do that via Advanced -> Rendering Types -> Water. If the Advanced menu is not shown use Settings -> Advanced -> Show Advanced Menu or World -> Show More -> Advanced menu.

Peter Kappler also suggests: Particles… a fireplace is going to eat 20 to 30 fps! So turn them off for VR.

Tips from David Rowe for using the CtrlAltStudio VR Viewer (which is no longer maintained) may also be relevant:

  1. To improve your frame rate, reduce your draw distance and/or tweak other display settings such as advanced lighting model, shadows, FOV, pixel density, etc.
  2. Make sure you don’t have Preferences > Graphics > Rendering > Limit Framerate enabled.
  3. To display avatar chat above avatars use Preferences > Chat > Visuals > Show chat in bubbles above avatars.
  4. With floating text you may want to adjust the distance the floating text fades at so that distant text is not so annoying in VR mode: Preferences > User Interface > 3D World > Floating text fade distance.

C O N T R O L L E R S

Currently, specialised VR Controllers are not supported, but a range of game controllers and 3D navigation devices do work where supported by the normal viewer code.

Xbox One Controller

Xbox One Controller
Recommended Settings for Xbox One ControllerAn Xbox One controller as used with the Oculus Rift (or an Xbox 360 controller) can be enabled, as usual, in Firestorm via Preferences -> Move & View -> Movement -> Joystick Configuration -> Enable Joystick.

You will probably find the controls are under or over sensitive, or some buttons and triggers don’t do what you expect. See this blog post and the image here (click for a larger version) for some suggestions as to how to amend the settings…
https://hugsalot.wordpress.com/2012/12/03/joystick-settings-for-firestorm-with-xbox-360-controller/

You might want to enter “-1” rather than axis “5” as an indication that axis is not mapped. With the setup suggested the “A” button toggles between the normal avatar view and “FlyCam” mode allowing you to move the camera separately to the avatar.

3D SpaceNavigator or SpaceMouse

3DSpaceNavigatorAs with all versions of Firestorm, the viewer supports other forms of “joystick”. One is the 3Dconnexion SpaceNavigator (aka SpaceMouse) which is a “3D mouse” supporting both avatar motion and by clicking the left hand button the separate “FlyCam” camera control.

My recommendation is to install the SpaceNavigator just by plugging it into Windows and receiving default Windows drivers for the device. I do not install any special SpaceNavigator drivers as suggested on the Second Life Wiki, some of which are incompatible with Second Life viewers.

S O U R C E

The GitHub Actions (GHA) source by @HumbleTim used to combine Firestorm source and Peter Kappler’s P373R VR Mod addons, make necessary adaptations and build it using Microsoft Visual Studio is available via https://github.com/humbletim/firestorm-gha.

Firestorm source is available at https://github.com/FirestormViewer/phoenix-firestorm. Look under “Commits” and select the branch for the specific Firestorm version required.

A copy of the VR Mod code insertions are maintained at https://github.com/humbletim/p373r-vrmod.

With Firestorm VR Mod Peter Kappler uses a simple coding approach which injects VR capabilities into the Firestorm Viewer to make the mod easier to maintain in future and for others to repeat or adapt. The source is available from his web page at https://gsgrid.de/firestorm-vr-mod/ [Local Copy].

Impressively, the source is written in a way that it requires only some editing in the llviewerdisplay.cpp and adding 2 files to the project. All changes are marked with #####P373R##### comments. One of these is the OpenVR Library (GitHub OpenVR). Peter also included the OpenVR header and lib files you will need in the rar. For information about the rest of the files you will need, read how to compile Firestorm at https://wiki.firestormviewer.org/fs_compiling_firestorm.

V R L A N D – T E S T   A R E A

VRLand on OSGrid is a metrics area for performance testing and to establish virtual field of view in your VR headset.

hop://hg.osgrid.org:80/RuthAndRoth/16/16/1000

More detail at: https://blog.inf.ed.ac.uk/atate/2016/07/20/vrland-a-community-and-test-region-for-virtual-reality-in-virtual-worlds/

Ai-Austin-with-Oculus-DK2-800x640You can also pick up a VR Headset attachment for your avatar in OpenSim on the OSGrid on both the RuthAndRoth and (if available) the VRLand regions. Or in Second Life pick up the VR HMD on the Second Life Marketplace. The 3D models of the Oculus Rift were provided for free use by William Burke (MannyLectro) and imported to OpenSim by Michael Cerquoni (Nebadon Izumi) and Second Life by Ai Austin.

Missing .dll

If you see errors like “missing vcruntime.dll”, “missing msvcp.dll” or the application is not starting at all, then please download and install Visual C++ Redistributable for Visual Studio (link for 64-bit operating systems).

Firestorm VR Mod - VR View - Second Life

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Unity – Convert Built-In Render Profile (BRP) to Universal Render Profile (UDP)

Unity’s old Built-In Render profile (BRP) is deprecated in Unity 6.5 and later versions in favour of the Universal Render Profile (UDP).

Here is a video tutorial on the steps to convert a Unity BRP-based project to a UDP-based one.

Note especially that materials often appear pink when switching from BRP to URP and a tool is available to convert many of the materials to URP shaders. Access via Windows -> Rendering -> Render Pipeline Converter. Tick “Material Shader Converter” option and do a “scan” to find materials that can be converted. However, even after that some materials may still show pink and need to be manually switched to a URP/Lit (for example) shader. Some special materials, such as for a Skybox, use their own shaders and do not need converting.

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Firestorm VR Mod

Oculus Rift DK2 - Image from WikipediaFirestorm VR Mod is a version of the popular Firestorm Viewer for Second Life and OpenSimulator with modifications to provide VR capabilities for VR Head Mounted Displays (HMDs) via SteamVR. This is a community contribution and is experimental. It is not supported by the Core Firestorm Team. You can find the latest version of Firestorm VR Mod at https://github.com/humbletim/firestorm-gha/releases

Firestorm VR Mod - VR View - Second Life Firestorm VR Mod - VR View - OpenSim - OSGrid - Oil Rig

Blog posts to describe the use of some versions of Firestorm VR Mod are available…

History of SecondLife and OpenSim VR Viewers, Blog Post, 20-Feb-2022.

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Black Rock Laboratory – AI Assistance

I took images of Black Rock Laboratory as modelled in OpenSim (see this blog post), along with other origination images for the Supercar TV Series by A.P.Films and used the following prompt with Google Gemini to generate an image of the Lab in situ in the Nevada desert landscape. I did a little manual editing of the garage door area. Supercar was added using Mick Imrie’s 1998 model updated recently by me via Blender then exported to glTF and visualised in the Khronos glTF Sample Viewer. Image without Supercar is here.

Prompt: Transform these sample images and sketches of a laboratory in the Black Rock Desert in Nevada into a cinematic landscape in the desert with distant hills. Show it in dramatic lighting.

Supercar over Black Rock Laboratory - Google Gemini Generated Image


Black Rock Lab Model from Above - ColourisedAn alternative Google Gemini generated image based on a colourised photo of the Black Rock Laboratory studio model (shown to right) is shown here. A version with the roof doors open was created too by asking for a Google Gemini revision using an image from the OpenSim model. Supercar in flight over the lab was added. Images without Supercar are here and here.

Supercar over Black Rock Laboratory - Google Gemini Generated Image

Supercar over Black Rock Laboratory - Google Gemini Generated Image


A.P.Films Sketch of Black Rock LaboratoryAnother alternative Google Gemini generated image based on an early black and white sketch from A.P.Films (shown to right) is shown here. The end wall blockhouse and some wall detail was added explicitly as a revision prompt. Supercar in flight over the lab was added. Image without Blockhouse and Supercar is here.

Supercar over Black Rock Laboratory - Google Gemini Generated Image

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Sintel – Character Breakdown

Sintel Image Blender Foundation CC-BY (3.0)Google Gemini was used to create a “Character Breakdown” of the main character from the Blender Open Movie Sintel project. The prompt used is shown at the end of this blog post. All Sintel resources and images are CC-BY (3.0) Blender Foundation.

Blender Studio – Open Movie – Sintel – CC BY (3.0)
Sintel Concept Art by David Revoy/Blender Foundation
https://studio.blender.org/projects/sintel/ and https://durian.blender.org/ (was https://sintel.orgj
https://en.wikipedia.org/wiki/Sintel
https://blog.inf.ed.ac.uk/atate/sintel-resources/

Sintel Concept Images by David Revoy/Blender Foundation CC-BY (3.0)
Sintel – 4 x Concept Images – by David Revoy/Blender Foundation – CC BY (3.0) via WikiMedia


Sintel - Google Gemini Character Breakdown


Alternative Outfit

Sintel - Google Gemini Character Breakdown - Alternative


Based on Sintel Avatar (see this Blog Post)

Sintel Avatar Sintel Avatar with Backpack
Sintel - Google Gemini Character Breakdown - Based on Avatar


Google Gemini Prompt

Closely based on a suggested prompt by Emily (@IamEmily2050) – https://x.com/iamemily2050/status/1998402670395289604

### Role
You are an elite **Game & Anime Concept Art Master**, specializing in creating exhaustive **Character Sheets**. You possess the ability to perform “pixel-level deconstruction,” visually analyzing clothing hierarchies, capturing subtle micro-expressions, and realistically rendering character-specific items. You excel at “environmental storytelling,” fleshing out characters’ personalities and backstories through their possessions, carry-on items, and life details.

### Task
Based on the subject image uploaded or described by the user, generate a **”Panoramic Character Depth Deconstruction Sheet.”** This image must feature a **Full-Body Portrait** surrounded by a detailed breakdown of the character, including clothing layers, varying expressions, core props, material close-ups, and a highly immersive display of private and daily carry items. Central character should have all parts of the body fully showing including both legs, feet, etc.

### Visual Guidelines
**1. Layout & Composition**
* **Center Anchor:** Place the character’s **Full-Body Portrait** in the center to serve as the visual anchor.
* **Surrounding Elements:** In the negative space surrounding the central figure, arrange the deconstructed elements in an organized, schematic fashion.
* **Visual Connectors:** Use hand-drawn arrows or guide lines to connect the surrounding items to their corresponding location or body part on the central figure. Do not let the arrows overlap other items.

**2. Deconstruction Details**
* **Clothing Layering:** Deconstruct the outfit into individual pieces (e.g., outerwear, main dress, accessories).
* **Expression Sheet:** In the corners, draw **3-4 distinct headshots** showcasing intense or specific emotions (Example: *Angry, Happy, Joy*).
* **Texture & Zoom:** detailed close-ups of critical areas. (Example: *Disheveled fabric textures, sweat stains on ckothing, or material wear-and-tear*).
* **Dynamic Actions:** Sketch specific poses or actions that add depth.
* **Cinematic Perspectives:** Include a sketch from a unique camera angle.

**3. Inventory & Belongings**
* **Bag Contents:** Draw a daily commute bag or clutch “exploded” or open, showing the items scattered around it.
* **Possessions:** Display the specific items the character uses (Example: Map, Knife).

### Style & Aesthetic
* **Art Style:** High-quality **2D Concept Illustration**, with clean, sharp line work.
* **Background:** A **Manga Grid/Graph Paper** texture to evoke the feeling of a designer’s sketchbook or technical draft.
* **Annotations:** Simulate handwritten notes next to each element, briefly explaining materials, brands, or model numbers.

### Workflow
1. **Analyze** the subject’s core visual features, fashion style, and implied personality.
2. **Extract** primary elements for deconstruction (Outerwear, Shoes, Key Expressions).
3. **Generate** a composite image containing all elements with accurate perspective, unified lighting, and clear annotations.
4. **Output:** High Definition. Text annotations should be in **English**.



Making of Sintel Documentary (YouTube, 58mins., 2-Nov-2010)

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Second Life – Winter 2025

Annually Second Life hosts a number of Winter themed regions with ice skating, skiing, sledding, snow scenes and fireworks – https://secondlife.com/destinations/winter

Winter Wonderland



Monster on Ice in Winter Wonderland Snowball Arena Monster under Ice in Winter Wonderland Snowball Arena
http://maps.secondlife.com/secondlife/Winter%20Wonderland%204/182/79/46

The Calas Christmas Pavilion




http://maps.secondlife.com/secondlife/MIDWINTER%201/71/120/22

A Calas Christmas 2025


http://maps.secondlife.com/secondlife/MIDWINTER%202/247/12/3001

Flyte – “A Winter’s Waltz” – FlyGearZ


http://maps.secondlife.com/secondlife/FlyGearZ/33/30/18

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Supercar Cutaway 2025 – AI Assistance

The Supercar Schematics and an initial partially completed cutaway was created by Shane Pickering in 1999 with an update in 2021. The schematics were published in Fanderson’s FAB 98 (July 2021). See

Supercar Cutaway Outline - Shane Pickering - 2021I have tried various AI image generation tools in the last 2 years to see if a reasonably complete Supercar Cutaway could be created, but all gave very poor results. However, the AI tools are improving quickly. So I gave the detailed version of these schematics (PDF link above) to Google Gemini along with Shane’s outline cutaway image as a template.

Supercar Cutaway 2025 - Gemini Original AttemptThe result (shown to right, click for larger version) was better than previous attempts which did not even keep the overall vehicle shape. The EMH powerplant and two engines in the rear compartment were confused and do not leave room for the wing retraction sleeve. The whole flow of vertical, horizontal and retro thrust, as well as flows of water and air are not present. The large fuel tanks needed are not accommodated. Ailerons were incorrectly added to the wings. The Clear-Vu would be a 1960s CRT tube, not a flat panel display. Various control panels were wrongly added to one side of the cockpit interior. The large cylindrical object in the nose where the batteries and initial engine charging and backup power mechanism is placed was not what was expected.

I did a bit of manual editing to bring things more closely into line with the 1999 technical schematics, but left in the AI suggested front mounted batteries and charging mechanism, resulting in this image. Note: Shane defintely does not endorse the AI experiment and mangling of his fine technical details.

Supercar Cutaway 2025 - Google Gemini with Manual Edits

Supercar Control Plans

Supercar Control LeversSupercar operates in any of a set of “Control Plans” (see section in Schematics PDF) which set up the various systems such as hydraulics, valves, wastegates, instruments, sensors and control computers to respond in appropriate ways to the environment and the pilot’s (or remote console’s) control inputs. The Google Gemini generated illustration below tries to visualise the operation. It includes references to the use of ailerons and elevators in flight which Supercar does not have. Supercar uses vector thrust. Interesting attempt anyway.

Supercar Control Plans Illustration
Google Gemini generated illustration of the operation of Supercar’s Control Levers


Google Gemini Prompts and Thinking – Supercar Cutaway

Prompt: Create a technical cutaway schematic of “Supercar” using all the details of internal mechanisms and equipment shown in the PDF file at http://www.aiai.ed.ac.uk/~bat/GA/CUTAWAYS/SC/Supercar-Schematics-Details.pdf

Based on the detailed technical schematics and text provided in the document, here is a comprehensive technical breakdown of the Supercar text and drawings by Shane Pickering and Austin Tate.

TECHNICAL CUTAWAY: SUPERCAR PROTOTYPE

1. Propulsion & Powerplant Systems

    The vehicle utilizes a dual-engine configuration managed by a central interlock system, allowing for operation in atmosphere, underwater, and space.
    Primary Powerplant (EMH): The heart of the vehicle is the EMH® (Electro-Magneto-Hydrodynamic) Powerplant located centrally between the rear engines.
    Specs: A superconducting generator with a 0.5-megawatt capacity.
    Function: It acts as the primary electrical generator, a self-contained marine motor for water operations, and a booster for the Ramjets during space flight by scooping hydrogen.
    Exhaust: Completely clean, emitting only water vapor.
    Main Engines (Ramjets): Twin Hybrid, Vectored Thrust, Stratified Turbine Ramjets.
    Thrust: Each engine develops in excess of 19,000 lbs of static thrust.
    Features: Equipped with afterburners (Turbo Boost), ceramic vectored exhaust nozzles, and oil injectors for smoke screens.
    Interlock® Mechanism: A transverse driveshaft and gearbox system that interconnects both engines to ensure safety; if one engine fails, the vehicle remains operational.
    Fuel Supply: AvGas: Main tanks contain classified AvGas® for the Ramjets.
    Hydrogen/Oxygen: Separate refrigerated liquid Hydrogen and Oxygen tanks are stored forward of the main tank for the EMH unit during space or marine flight.
    Intakes: Ram intake valvegates (for air or water) regulate feed and can be closed for ballast operations.

2. Flight & Marine Control Systems

    Supercar is a VTOL (Vertical Take-Off and Landing) vehicle capable of “Ground Effect” hovering and submarine operation.
    Vectored Thrust:
    Rear Nozzles: Ceramic exhaust nozzles divert thrust for forward motion.
    VTOL Jets: Four large VTOL jet nozzles are located under the fuselage, featuring CAD (Cushion Augmentation Devices) for stability and “Ground Effect” hovering.
    Retro Jets: Twin retro jets on the port and starboard sides provide braking power and sideways maneuvering via heat extractor vanes.
    Marine Conversion:
    Intake Valves: Hydraulic valvegates close off air intakes before submersion, redirecting water flow directly to the EMH powerplant.
    Ballast: Rear and Forward Ballast Tanks can be flooded or blown with compressed air to control buoyancy.
    Wings: Retractable wings housed in a “Wing Box Surround” extend for high-speed horizontal flight and retract for parking or confined spaces.

3. Avionics & Sensors

    The “brain” of Supercar is housed in the pressurized nose and wing nacelles.
    ClearVu® System: Instrumentation: The cockpit features Multi-mode ClearVu® CRT instrumentation for flight data and system status.
    Periscope: A retractable receptor on the Hi-Band antenna feeds visual data to the pilot.
    Sensor Probes:
    Wing Nemacelles: House avionics, marine sensor probes, and INS (Inertial Navigation System) aerials.
    Nose Array: Contains the main Radar/Sonar sensor array and “Remote®” pickup receiver.
    Remote Control: A “Remote®” receiver allows the vehicle to be piloted or tracked directly from the Black Rock Laboratory console.

4. Life Support & Safety Mechanisms

    Designed for extreme environments (depths of 400ft+ and altitudes of 108,000ft+).
    Cabin: Pressurized “all-glass cockpit” made of bullet-proof, 1-inch thick, double-glazed acrylic. The Flexiglass® Canopy splits into two halves and slides down internal tracks for entry.
    Atmosphere: Oxygen: Regenerators and pressurization pumps recycle air, fed by oxygen bottles embedded in the front seats.
    Emergency Recovery: Ballistic Parachutes: Three recovery packs are fitted—one in the nose and two in the rear wing nacelles—to save the “Whole Vehicle” in case of failure.
    Emergency Generator: A retractable wind/water-driven turbine in the nose provides backup power if main systems fail, provided the craft has forward motion.

5. Equipment & Storage

    Nose Compartment: A forward-mounted “Multi-Purpose Optional Equipment Bay” can house mission-specific gear, such as a Removable Rocket Gun Mount.
    Luggage Bay: Located behind the rear folding seats; also houses the auxiliary fuel tank.
    Landing Gear: In addition to standard landing capability, the fuselage floor houses twin landing skids that convert into “inverted equipment racks” for magnetic hoists or bomb racks.

Summary of Dimensions & Design

    Designers: Originally designed by Reg Hill; technical concepts by Shane Pickering and Austin Tate.
    Hull: Insulated alloy hull capable of carrying an electrostatic charge to ward off predators.
    Steering: Fly-By-Wire (FBW) computer system simplifies pilot input, coordinating pitch, yaw, and roll.

Would you like me to generate a specific detailed description for one of these sub-systems, such as the Control Plans used to switch between these modes?


Google Gemini Prompts and Thinking – Supercar Control Plans

Prompt: Generate a specific detailed description for the Control Plans used to switch between these modes?

Based on the retro-futuristic design of the craft (reminiscent of the Supercar or similar Gerry Anderson-style vehicles), here is a detailed technical description of the Control Systems and Operational Sequences (Control Plans) used to switch between its primary operating modes: Aero (Flight), Hydro (Marine/Submersible), and VTO/Hover (Ground).

Master Control Console: Mode Switching Architecture
The vehicle utilizes a Tri-State Sequential Actuation System located on the center console between the pilot and co-pilot. Mode switching is not instantaneous; it requires a specific “Control Plan” or sequence of operations to ensure structural integrity during the transition.

1. The Master Mode Selector (MMS)

    Physical Interface: A heavy-duty, locking hydraulic lever located on the central pedestal. It moves through a gated shift plate with three distinct detents:
    Position 0 (Forward): Aero-High (Atmospheric Flight)
    Position 1 (Center): VTO/Hover (Low altitude/Ground effect)
    Position 2 (Aft): Hydro-Sub (Marine and Underwater)

    Safety Interlock: The lever is guarded by a “Dead Man” solenoid collar. The pilot must lift the collar to disengage the mechanical lock before shifting modes, preventing accidental engagement during high-G maneuvers.

Detailed Transition Sequences (The Control Plans)

Plan A: VTO to Aero (Hover to Flight Transition)

    Actuation: Pilot shifts MMS from Center to Forward.
    System Response:
    “Clear-Vu” Retraction: The vertical lift fans (or repulsor vents) located in the fuselage belly reduce power to 30%.
    Wing Deployment: Hydraulic rams extend the variable-geometry wings outward from the fuselage recesses. The wings lock into the “High-Speed Dihedral” position.
    Thrust Vectoring: The rear jet exhaust baffles rotate from a 45° downward angle to a 0° horizontal vector.
    Intake Expansion: The prominent nose intake louvers (painted yellow/red) open fully to maximize airflow for the main turbine.
    Cockpit Indicators: A “WINGS LOCKED” green tell-tale light illuminates on the primary dashboard.

Plan B: Aero to Hydro (Flight to Submersible Transition)

    Actuation: Pilot shifts MMS from Forward to Aft (bypassing Center via a rapid-shift override if performing an emergency dive).
    System Response:
    Atmospheric Sealing: A pneumatic seal inflates around the canopy rim. The main turbine air intakes (nose and side) snap shut, and the system switches to the Closed-Cycle Hydro-Jet propulsion.
    Wing Configuration: The wings do not fully retract but pivot 15° downwards to act as hydro-stabilizers (diving planes).
    Retraction: The vertical stabilizer (tail fin) telescopes downward slightly to reduce drag profile in water.
    Periscope/Sensor Array: The dorsal antenna array retracts, and the sonar dome (located on the chin of the craft) activates.
    Cockpit Indicators: The altimeter automatically swaps inputs to become a Depth Gauge. Cabin pressure is equalized to 1 ATM.

Plan C: Operations & Handling (The Control Surfaces)

    Once a mode is selected, the Yoke/Steering Controls adapt their sensitivity:
    In Aero Mode: The yoke controls ailerons and elevators via standard fly-by-wire.
    In VTO Mode: The yoke translates to lateral thrusters for strafing/turning on a dime.
    In Hydro Mode: The rudder pedals become sensitive for water-jet steering, and the yoke controls pitch (diving/surfacing) via the hydrofoils.

Emergency Override: The “Crash Dive” Protocol

    A specific red toggle switch labeled “EMERGENCY BALLAST” is located above the main screen. Flipping this:
    Instantly cuts all main turbine power.
    Floods the rapid-descent ballast tanks located in the side pontoons (yellow tubes).
    Forces the craft to drop from the sky directly into the water, bypassing the standard sealing delay—used only for immediate evasion.

Defining the Scope

I’m currently focused on defining the precise scope of this visualization. Translating the textual mode-switching descriptions into a clear schematic is key. I’m prioritizing clarity and technical accuracy in this retro-futuristic context.

Refining the Schematic

I’m now diving into the detailed elements of Plan A and B. I need to figure out how to represent the “Dead Man” safety collar integration into the flow. The key focus is on visually clear transitions, from wing deployment to atmospheric sealing. I’m focusing on the interaction between user controls and system feedback in each mode.

Developing the Flowchart

I’m structuring the technical schematic now. The focus is on visually clear transitions, from wing deployment to atmospheric sealing. I’ve begun integrating the “Dead Man” safety collar into the control flow and defining how the “Yoke/Steering Controls” adapt across each mode.

Designing the Visual Schematic

I’m translating the text into a visual, now. The focus is on the schematic’s style, going for a blueprint look with aged aesthetic. Clear icons will represent components, and annotations will be derived directly from the source text to ensure the system responses are represented. I’m prioritizing clarity.

Analyzing Image Details

I’m currently cross-referencing the image’s elements with the user’s initial specifications. I’m focusing on ensuring all the requested components, especially the core ‘Master Mode Selector’ and the designated ‘Transition Sequences’, are present and accurately represented. My aim is to ensure fidelity to the technical instructions.

Reviewing Technical Accuracy

I’m now carefully checking the depiction of the ‘Dead Man’ collar and ‘Emergency Ballast’ protocol. This image impressively aligns with all the technical details outlined, including Plans A, B, and C within the ‘Transition Sequences’. I’m focused on confirming the schematic’s retro-futuristic style resonates appropriately with the user’s initial guidance. The elements are rendered coherently, but need close inspection.

Prompt: For the controls plan image please replace the Master Mode Selector with the four level control selector shown in this image and adjust the control plans to fit in with those four levers

Initiating Schematic Edit

I’m now integrating the four-lever control system into the original schematic. My focus is on achieving a seamless transition, making the new system look like a natural evolution of the existing design. After the integration, I’ll redraw the control plans, ensuring they clearly and logically link to the updated lever arrangement, maintaining the style of a genuine technical drawing.

Updating Lever Integration

I’ve begun the process of integrating the new four-lever system into the original schematic. Currently, I’m focusing on precisely replacing the single lever with the four-lever configuration within the console area. I’m carefully redrawing the connection lines to ensure they logically connect the levers to the existing transition sequences, maintaining a consistent technical drawing style.

Evaluating Complex Interactions

I’ve closely examined the image’s implementation of the control system. The shift to a four-lever setup necessitated a complete rethinking of the internal plans, and those adjustments seem successful. The relationship between the new levers and the overarching system logic is sound.

Reassessing System Logic

My focus is on comparing the image with the initial specifications. The transition to the multi-lever system required a thorough review and re-routing of the master control plans. I’ve confirmed that the logic now correctly integrates with the selector. I’m satisfied that the visual execution reflects the intended function.


Supercar was created by A.P. Film Studios in association with ITC (now ITC Studios). Supercar internal schematic technical concept, text and drawings by Shane Pickering 1999 with assistance from Austin Tate. Original Supercar designed by Reg Hill of A.P. Films. Supercar exterior based on Phil Rae Blueprints and 3-D model by Mick Imrie and Austin Tate. This is fan produced material to promote the shows of Gerry Anderson and provided for your enjoyment, and should not be used for any commercial purpose.

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Vue – Sketch Plan to Visualisation

Google Gemini prompt to turn sketches into 3D visualisations…Transform this simple sketch plan of a virtual world region into an epic, cinematic fantasy landscape looked at from an angle showing the region as it might be fully developed. Show it in dramatic lighting.

Sketch Plan of the Virtual University of Edinburgh (Vue) as envisaged in 2007 for the Second Life multi-region virtual world build. See https://vue.ed.ac.uk

Vue Design Sketch - 2007 - Austin Tate

See also https://blog.inf.ed.ac.uk/atate/2015/11/03/vue-display-in-maps-of-second-life/ and https://blog.inf.ed.ac.uk/atate/2015/06/24/vue-maps-in-second-life/.

Google Gemini Visualisation..

Google Gemini - Vue Sketch Visualisation
Google Gemini - Vue Sketch Visualisation - with Balloon
Image animated by Grok (MP4) – or via https://x.com/aiaiaustin/status/1999411113323110469

Google Gemini – Show Thinking…

Developing the Vision

I am now focusing on the High Street’s appearance as a central stone causeway. I’m exploring different lighting scenarios to enhance the dramatic feel and highlight the detailed textures I am considering. The goal is to bring a photorealistic quality to the overall look of the map.

Mapping the Landscape

I’m now zeroing in on the High Street’s presentation as a substantial stone causeway. I am experimenting with various lighting schemes to heighten the intended dramatic impact and bring out the textural nuances I’ve been working on. The goal is to lend the map a realistic, cinematic look. I am incorporating Castle Rock and The Vaults as formidable fortresses.

Refining the Composition

I’m currently focused on the alignment of the elements within the scene. I have verified that all requested landmarks are incorporated and in the requested lighting conditions. My main concern now is the visual balance of these elements within the frame.

Verifying the Elements

I’m now cross-referencing the initial detailed request with the generated image. All specified landmarks are present and rendered with the specified angled perspective and lighting. The goal now is to establish if all the elements have a visually pleasing composition.

Actual Vue Build in Second Life, looked like this from 2008 to 2015…

Vue Regions in Second Life - 2008
Vue from Dick Vet Building - 2015 Coursera AI Planning MOOC Meeting on Vue - 2015
2015-11-05-Last-Look-Along-High-Street-in-SL-Sunset 2015-11-04-Calton-Hill-Monuments-on-Vue-South

Second Life – Map of Vue Continent – 2007-2019

Vue Banner

Vue Map in Second Life - 2009

OpenSim – Map of Openvue Continent – Approx. 2009 – Present

The original complete 9 region Vue mini-continent setup, along with the OpenVCE collaboration region that was in Second Life around 2008 along with additional welcome, sandbox and hypergrid teleport regions is replicated and continues to be available on the OpenSimulator-based Openvue grid… see https://blog.inf.ed.ac.uk/atate/2021/07/19/open-educational-resources-vue-and-openvce/

Openvue Map

Posted in 3D, Edinburgh, OpenSim, Second Life, Virtual World | Tagged , , , , | Comments Off on Vue – Sketch Plan to Visualisation
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