Thanks for all of the ideas everyone. I will look into libOMV to see if it can help us. Some of the members on this project are Graduate Compter Science students (including myself since I got the task of implementing this). So hopefully we can work with the code without too much hassle. If we have any more questions, we'll be sure to ask. -- Steve
On Wed, Aug 5, 2009 at 4:08 PM, James Stallings II < [email protected]> wrote: > Steve, > > It sounds as if you probably are planning to reload a saved object after > the fact of modification. In that event, you wont need to modify the texture > in the asset database, nor muck about with databases and their tables. > > Sounds like a pretty interesting project :) but as Teravus says, you will > likely have to use libOMV (http://openmetaverse.org) to decode the texture > entry in the xml file. > > You will need someone who is a fairly proficient coder to work with this > library - all the details such a person will need can be found at the site > referenced above. > > If there is any way in which I might further assist you, please feel free > to give me a shout. > > Cheers! > > James/Hiro Protagonist > > > On Wed, Aug 5, 2009 at 3:00 PM, Melanie <[email protected]> wrote: > >> The asset database has nothing to do with what you want. You can >> decode and recode the texture entry quite easily, and just replacing >> the UUID is trivial. >> >> Melanie >> >> Stephen Carroll wrote: >> > Thanks for the information Melanie and James. >> > So you believe the better way to do this is provide a web for to >> directly >> > modify the MySQL database that holds the assets information? Admittedly, >> I >> > know little about MySQL and so I knew I could work with the xml files. >> > Perhaps some more information about my project is in order. I am working >> > with a team of college students and faculty at my university to create a >> > website that will allow building a virtual area in a virtual world. For >> > example, a prebuilt object would exist in an avatars inventory on >> OpenSim. >> > This object would be a prebuilt building, such as a museum, classroom, >> > conferenceroom, etc. We call this object a template. The template would >> also >> > have locations on the wall reserved for pictures. So the user would >> choose >> > through the website that they want to use the museum template, with >> specific >> > already in OpenSim images for specific image locations. Then the user >> would >> > click a "build" button that rezzes the customized template. >> > To accomplish this, each template has already been built in OpenSim and >> then >> > saved into its xml format (using the save xml2 command). When the user >> > selects what template and what textures they want to use through the >> website >> > interface, a program would go through the xml file and replace the >> default >> > template's texture information in that file with the texture information >> > related to what was chosen on the website. This creates a new xml file >> that >> > contains all of the information necessary to rez a customized building. >> > As I already have rezzing the template in OpenSim through the website >> and >> > saving the chosen pictures through the website, all I thought was needed >> was >> > replacing the texture information in the template xml file with the >> texture >> > information chosen from the website. That is why I was wondering where >> the >> > texture information is stored in the xml file. But it sounds like you >> are >> > suggesting I deal directly with the asset database instead of changing >> the >> > xml file? Are all linked prims that make up an object stored neatly in >> the >> > database and is the texture UUID also stored neatly in the database with >> the >> > linked prims that make up the object? To me it sounds like directly >> > modifying the database is more work than necessary but what do the rest >> of >> > you think? >> > Thanks, >> > Steve >> > On Wed, Aug 5, 2009 at 3:01 PM, Melanie <[email protected]> wrote: >> > >> >> That string is a base64 representation of the binary texture entry, >> >> which contains texture, color, offset, rotation, scale, etc. >> >> >> >> Melanie >> >> >> >> Stephen Carroll wrote: >> >> > Hello, >> >> > My name is Steve and I am working on a web interface that will allow >> >> > changing textures on prims in OpenSim. I have got a web interface to >> >> process >> >> > the save xml2 and load xml2 commands thinking I could modify the xml >> file >> >> > itself to set the texture UUID to what is chosen on the website. I am >> >> > confident that I can write a program to modify the xml file, but I >> can >> >> not >> >> > see where the texture UUID is stored in the xml file. Looking through >> the >> >> > xml file generated on a test object after issuing the command "save >> >> xml2", I >> >> > see a line that looks like: >> >> > >> >> >> <TextureEntry>i1/sZY2NncXNqI/fJxbjYQAAAAAAAAAAgD8AAACAPwAAAAAAAAAAAAAAAAAAAA==</TextureEntry> >> >> > It looks to me that the above line tells OpenSim what texture to >> apply to >> >> > the object when the object is loaded with the command "load xml2". >> But I >> >> do >> >> > not see a connection between this string and the UUID of the texture. >> The >> >> > texture's UUID is not in the xml file though. So where is the texture >> >> > information stored in the xml file? Does the <TextureEntry> line have >> >> > anything to do with identifying what texture to apply to the object? >> Is >> >> > there a reference manual that says what parts of the xml file are for >> >> what >> >> > in OpenSim? >> >> > Thanks, >> >> > Steve >> >> > >> >> > >> >> > >> >> > >> ------------------------------------------------------------------------ >> >> > >> >> > _______________________________________________ >> >> > Opensim-dev mailing list >> >> > [email protected] >> >> > https://lists.berlios.de/mailman/listinfo/opensim-dev >> >> _______________________________________________ >> >> Opensim-dev mailing list >> >> [email protected] >> >> https://lists.berlios.de/mailman/listinfo/opensim-dev >> >> >> > >> > >> > ------------------------------------------------------------------------ >> > >> > _______________________________________________ >> > Opensim-dev mailing list >> > [email protected] >> > https://lists.berlios.de/mailman/listinfo/opensim-dev >> _______________________________________________ >> Opensim-dev mailing list >> [email protected] >> https://lists.berlios.de/mailman/listinfo/opensim-dev >> > > > > -- > =================================== > http://osgrid.org > http://del.icio.us/SPQR > http://twitter.com/jstallings2 > http://www.linkedin.com/pub/5/770/a49 > > _______________________________________________ > Opensim-dev mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-dev > >
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