Robinwood

HOW ROBINWOOD GETS BUILT

Build guides

Robinwood was made with AI. These are the working methods, written down — three illustrated guides and three companion skills, free to read here or download and keep.

WHAT THESE ARE

Twenty pages of method,
not inspiration.


Each guide takes one part of the job from a brief to a validated file: shaping terrain and getting it out as something a simulator will actually load, populating that terrain without trampling what is already there, and modelling meshes that survive the trip into a region.

They were written from the Robinwood and PlaySim workflow, so the examples are real ones. They separate offline checks from things you can only confirm in a viewer, and they say which is which.

READ IN THIS ORDER

The three guides.

GUIDE 1 · 6 PAGES

Terrain design and LLRAW export

Create a heightfield, preserve meter scale and orientation, encode and verify LLRAW and R32, then test a terrain import.

You end up with: A float master, 13-channel LLRAW, R32 terrain, labeled previews and a manifest recording scale, axes, water and validation.

Companion skill $opensim-terrain-llraw

GUIDE 2 · 6 PAGES

Adding objects to a terrain design

Catalog assets, fit objects to the ground, protect paths and existing work, package dependencies, and test an OAR merge.

You end up with: A reproducible placement manifest, a north-up plan with exclusion zones, and a self-contained object-only OAR.

Companion skill $opensim-terrain-object-placement

GUIDE 3 · 8 PAGES

Building and exporting complete meshes

Model detailed geometry, plan texture faces, bake readable textures, create LODs and physics, script doors, and validate the actual exports.

You end up with: Editable Blender source, Collada upload files with UVs and material-face maps, LODs and simple collision geometry.

Companion skill $opensim-mesh-builder

THE COMPANION SKILLS

Three skills you can
install and use.


Each guide has a matching skill that packages the same method as instructions your AI assistant can follow — two written for this documentation, one lifted from the Robinwood project itself.

All three skills, and how to install them →

  • $opensim-terrain-llraw New

    Islands, mainland, varregions, terrain maps, coastal grading or LLRAW conversion.

  • $opensim-terrain-object-placement New

    Landscape population, mesh libraries, terrain-aware placement, and preserving existing region content during additions.

  • $opensim-mesh-builder Project skill

    Buildings, props, modular paths, signs, HUD meshes, or scriptable light assemblies intended for in-world import.

TAKE IT WITH YOU

Downloads.

The DOCX files are the illustrated, editable guides. Everything below is free to use.

TERMS USED IN THE GUIDES

Glossary.


Heightfield
One terrain height at each XY sample.
LLRAW
The 13-byte terrain sample format used by the project's RAW exporter.
R32
A meter-valued float32 terrain format in this workflow.
OAR
An OpenSimulator archive of scene data and included assets.
UV
Coordinates locating a surface on a texture image.
Bake
Store a rendered material property or shading pass in an image.
PBR
Physically based rendering, using material parameters and texture maps.
AO
Ambient occlusion, local shading around contact and recesses.
LOD
Level of detail, alternate geometry for different viewing distances.
LSL
Linden Scripting Language, used for in-world behavior such as doors.
Material face
A selectable group of polygons assigned one material slot.
Physics mesh
Simplified geometry used to block or support avatars.