Creator Guide

Creating Worlds: Terrain, Vegetation & Import

The Build Panel shapes objects. This guide is about the ground they stand on: spinning up a brand-new world, sculpting its terrain, planting forests across it, and importing whole regions from other virtual worlds -- all live, inside the world itself.

A world in poqpoq is more than a pile of prims. It has land you can raise into mountains, vegetation that carpets the hills, water, light, a name, and rules for who may enter and build. Shaping the land and planting it happen right inside your world, in the Environment panel: Dozer powers its LAND tab and Kudzu its PLANT tab. Bringing in a whole region from another virtual world is the job of Legacy Import, launched from your world's card in My Worlds.

This chapter walks the whole pipeline, from the empty biome you pick at creation to the finished landscape you and your visitors walk through.

Starting a New World

Open the left shelf and expand My Worlds. Every world you own is listed here with its type badge -- WORLD for a full region, WORKSHOP for a small building space, ZONE for a special area -- alongside its age rating and public/private flag. At the bottom sit two ways to make something new.

The My Worlds panel: a scrolling list of world cards each with a name and badges (WORLD, WORKSHOP, ZONE, plus G rating and PUBLIC). The currently-active world is marked 'Currently here'. Two large call-to-action buttons sit at the bottom: 'Create Another World -- Choose a biome, name it, set the rules' and 'Create a Dungeon -- Design instanced party content with the Dungeon Master'.
Figure 1. The My Worlds hub. Each card is a world you own; the two buttons at the bottom start a new world or a new dungeon.

Create Another World

Choosing Create Another World asks one question first: where do you want to start from? Each option is a different biome -- a starting terrain and material palette you can build on or completely reshape later.

A 'Choose a starting point' screen with four biome cards in a two-by-two grid: Blank Canvas (Start from scratch), Forest (Temperate woodland biome), Desert (Arid dunes and canyons), and Island (Tropical island paradise), each with an icon.
Figure 2. Four starting points. Blank Canvas is flat and empty; Forest, Desert, and Island each seed a biome you can keep or overwrite.

Pick a biome, then name the world, add an optional description, and set its rules before you create it:

  1. Starting point -- the biome card you selected above. This only seeds the initial look; the LAND tab can regenerate or reshape the terrain entirely.
  2. Name & description -- how the world appears in your list and to visitors. The description is optional.
  3. Rating -- G, R, or X, the same content-rating scale used across poqpoq. Pick the one that matches what will happen in your world.
  4. Access -- Public (anyone can visit) or Private (only you and people you allow). You can change this later; building permissions are covered in Managing Your World.
The full Create World form: the four biome cards at top with Blank Canvas selected, then a 'Name your world' text field and an optional description box, then Rating (G/R/X toggle) and Access (Public/Private toggle), and a green 'Create World' button at the bottom.
Figure 3. The create form gathers everything at once -- biome, name, rating, access -- then Create World spins up the region and drops you into it.

Create a Dungeon

The second button, Create a Dungeon, is a different path: instead of an open region it builds instanced, party-scoped content with the help of the Dungeon Master. Dungeons spawn a fresh private copy for each group that enters, so loot and enemies are never shared or camped. The dungeon design flow is covered on its own -- see Dungeon Instances and Quest Loops in the World Guide.

Shaping Your World: the Environment Panel

Once a world exists, you shape it from the inside. There is no separate app to open and nothing to send: walk into your world, press I (or tap the shelf) to open the left shelf, and expand Environment. Its tabs cover everything about the land and the air above it:

LAND → PLANT → PATH → WATER → LIGHT

LAND is Dozer, poqpoq's in-world terrain editor. PLANT is Kudzu, its in-world planting tool for trees, groundcover, and rocks. PATH carves trails, roads, creeks, rivers, and canals into the ground; WATER sets the sea and its waves; LIGHT sets the time of day, weather, and mood. You can also right-click the ground for two shortcuts: Path ▸ a trail, road, creek, river, or canal opens the PATH tab and starts drawing it from that spot, and Plant opens a species list beside the spot -- one click plants, and the list stays open so you can plant more there.

Every change happens live, in front of you, and saves itself. Who may shape a world follows its permissions: the owner always can, and admins, staff, or members the world allows may too. Anyone without permission who opens the panel sees a short note such as "Only the sim owner can shape this land." instead of the tools. A natural order is terrain first, then plants on top of it, but you can move between tabs at any time.

LAND -- Shaping the Ground with Dozer

The LAND tab is where flat ground becomes islands, dunes, and mountain ridges. Say "make me an island," then sculpt it with a few good brushes, right inside your world. It has three parts you can mix freely.

Figure 4. Screenshot coming: the Environment panel's LAND tab (Dozer), with the biome tiles, the sculpt tools, and the brush settings.
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Generate a biome

Pick a tile -- Island, Desert, Mountains, Forest, Plains, or Flat -- for an instant landscape. The Shape sliders set the water level (raise it to flood the valleys) and the relief, and Randomize gives you the same biome with a different landform. If you have already sculpted, poqpoq asks before replacing your edits.

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Sculpt by hand

The Raise, Lower, Flatten, Smooth, and Roughen tools carve exactly what you want; Revert brushes an area back toward its last saved shape. Set the brush Size (1 to 48 m), Strength, and Falloff (Smooth, Linear, or Sharp). Click the tool again or press Esc to stop sculpting.

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Ground textures

Under Advanced, the Textures chips set what covers each height band -- Low, Mid, High, and Peak -- from sand, grass, dirt, soil, rock, and snow. Click a chip to cycle it; the reset button puts back the biome's own palette.

There is no Save button: the land saves itself as you work. A small mark on the tab bar shows a dot while you edit, a spinning arrow while it saves, and a check mark once your world has it. A standard world's ground is 256 × 256 m; workshops are 16 × 32 m, and the public plazas 512 × 512 m.

PLANT -- Growing Life with Kudzu

Bare terrain is lonely. The PLANT tab populates it with trees, palms, shrubs and ferns, cacti, grasses and flowers, vines, underwater plants, and rocks -- dozens of species in all -- either a whole canopy at a time or one brush stroke at a time.

Figure 5. Screenshot coming: the Environment panel's PLANT tab (Kudzu), with the canopy presets, the grove designer, and the tools.
  1. Grow a canopy -- start from a preset such as Dense forest, Meadow, Desert scrub, Tropical island, or Kelp reef. It fills the whole world in one go.
  2. Design the grove -- the Grove Designer map shows where plants will grow. Tune Density and Clustering, add species to the Plants and Land features mixes (rocks live under Land features), set the size range, and Reroll for a fresh arrangement. Plant grows it across the world; Clear empties it.
  3. Work in the field -- switch to the in-world tools to paint plants where you stand: Brush adds a few at a time (Size, Count, and Falloff, using the preset mix or one species you search for), and Erase removes them. To change one plant, just tap it while the PLANT tab is open (or use Select): a single tree or a cluster can then be resized, rotated, switched to another species, duplicated, or deleted. The Delete key removes the selected plant.
  4. Let it save -- planting saves itself every few seconds and when you close the panel. Revert restores the last saved planting if you change your mind.

Each world holds up to 3,000 plants. When you reach the limit, the tab tells you the plant budget is full; clear or erase some to make room. Worlds planted with the older Landscaper tool keep their vegetation: it still loads.

Legacy Import -- Bringing in Existing Worlds

Legacy Import is a button on your world's card in My Worlds (click the world to expand its card). It opens Black Box Legacy -- a converter that turns OpenSimulator region archives (OAR files) into poqpoq-ready 3D content. If you have a world built in OpenSim or a Second Life-style toolchain, this is how you bring it across instead of rebuilding it by hand.

The Black Box Legacy splash screen: a Matrix-style cascade of green characters behind a wireframe cube and the title 'BLACK BOX LEGACY', subtitle 'OpenSim OAR to GLB converter -- preserving worlds, one archive at a time', with a glowing 'START' button. Small 3D buildings (a saloon and a hut) sit at the lower corners.
Figure 6. Black Box Legacy converts OpenSim OAR archives into GLB models poqpoq can load -- "preserving worlds, one archive at a time."

The conversion preserves geometry, textures, and layout so an imported region arrives recognizable rather than as a jumble. The deeper story of why cross-engine geometry is tricky -- and how poqpoq keeps imported shapes faithful -- is told in Bridging Worlds.

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