It will be a week or so before I get to this anyway :-) Looks like it will be well worth tying though.
Now all I have to do is restore my MySql database that I thought I had lost. Just discovered some DB backups that were automatically generated into the wrong directory - sigh. Karen --- On Sun, 11/22/09, Toni Alatalo <[email protected]> wrote: > From: Toni Alatalo <[email protected]> > Subject: Re: [Opensim-users] Mesh based objects (was Re: Basic tutorials in > portuguese > To: [email protected] > Date: Sunday, November 22, 2009, 12:32 PM > Karen Palen kirjoitti: > > Thank you, if it runs under Linux now I will try it > out and report any bugs I find. > > > > That situation has been living a bit now - at 0.0.2 time > some folks were > able to log in and move in a world ok, but some time after > that new > things have introduced a crasher which is not hunted down > yet. We now > (since Thursday/Friday) have a buildbot that builds with > Linux after > each commit, and start adding it running tests too > tomorrow, and > probably get someone busy with hunting the new bug there so > hopefully > get that to good shape soon. > > > Much of my Poser work involves customized characters > based on such underlying meshes as the DAZ3 "Victoria" > series. > > > > In ReX an avatar can use any mesh, just like any other > object. And > further the mesh can have any kind of UV layout and a > skeleton for > animation, like in Ogre and in 3d gfx in general normally. > > > designed ones. The range sold by DAZ3d gives you some > idea of the potential here, humans, ogres, fish, various > animals, (gasp) kids, and various cartoon characters. > > > > For example in the 1 year old Beneath the Waves demo for > ReX 0.4, the > game works so that there are statues of fishes in the > lobby, and you > start by selecting the kind you want to be while playing. > It then > changes your avatar to that type of a fish for the duration > of the game. > > > Karen > > > > ~Toni > > > --- On Sun, 11/22/09, Toni Alatalo <[email protected]> > wrote: > > > > > >> From: Toni Alatalo <[email protected]> > >> Subject: Re: [Opensim-users] Basic tutorials in > portuguese > >> To: [email protected] > >> Date: Sunday, November 22, 2009, 1:10 AM > >> Karen Palen kirjoitti: > >> > >>> I think realextend is working on that. There > are still > >>> > >> a lot of issues, but I think everyone would like > to see the > >> capability! > >> > >>> > >>> > >> Yes, using normal meshes in the Ogre format has > been > >> working in reX for > >> 2 years now. > >> > >> First in the quick prototype, which was modified > SLviewer > >> where Ogre was > >> added, and a modified (fork) OpenSim which could > store > >> meshes and > >> materials etc. For about 6 months now the > production > >> version of the > >> server has been unmodified OpenSim with the ModRex > plugin > >> adding the > >> extensions that mesh support needs. > >> > >> The production viewer is still the prototype that > uses both > >> SLviewer and > >> Ogre code, and due to how it switches opengl > contexts on > >> the fly it > >> requires good opengl drivers (has always worked on > nvidia > >> and at least > >> nowadays on ati too, but afaik not in Intel). Also > although > >> it uses > >> cross-platform technologies, the build system etc. > were not > >> > >> cross-platform, so people have been running it on > Linux via > >> WINE only. > >> But some folks for whom it works have been using > it to > >> build etc quite a > >> lot. > >> > >> The new viewer is quite ok under way, writing it > started in > >> March and > >> 0.0.2 preview pre-alpha was released about two > weeks ago. > >> Uses only Ogre > >> for drawing so works basically anywhere (either > d3d or > >> opengl, e.g. > >> intel integrated cards in laptops), and > cross-platformness > >> is a > >> requirement so builds on Linux too (and should on > Mac). > >> Renders scenes > >> ok and has basic UI for chat and inventory now, > info & > >> screenshots at: > >> http://wiki.realxtend.org/index.php/Getting_Started_with_Naali > >> . > >> > >> We're planning the first actually usable release > candidate > >> by the end of > >> the year, beginning of next year then bugfixes > & polish > >> for that for > >> first production release. Then continue to add > missing > >> & new features > >> next year. Please anyone who is interested give > 0.0.2 a > >> shot now and > >> report back if there are probs (there is one known > stupid > >> bug: crashes > >> on vista with UAC on, doesn't have permissions to > write > >> user name to a > >> file in the user home dir - has been fixed in > trunk, but if > >> you get that > >> you can run 0.0.2 as admin). At least if you have > a > >> powerful machine you > >> can log-in to osgrid or whatever (the amount of > prims there > >> is a lot for > >> the unoptimized prim rendering code in Naali - > places made > >> with meshes > >> typically have much less objects so are lighter). > >> > >> > >>> For example I have almost 10 years of content > that I > >>> > >> have generated with Poser and similar tools which > I would be > >> delighted to move to OpenSim! > >> > >>> Much of my Poser generated content could be > shared > >>> > >> with the community. > >> > >>> > >>> > >> I think there's no reason to wait with that if you > want, we > >> could > >> experiment with some of those models etc. straight > away. > >> There are reX > >> demo scenes etc. and also our company has things > we've made > >> in Blender > >> for Ogre games before, but different kinds of > content from > >> folks with > >> different usage ideas etc. would be interesting. > >> > >> Oh and also the Idealist viewer (and the 3di > browser plugin > >> that uses > >> it) has reX-compatible(?) mesh support? And as > Linden has > >> been > >> experimenting with that too, is interesting to see > if they > >> actually take > >> it to production use. I hope everyone does and we > get > >> interoperability > >> and standards - the basics of meshes have been the > same for > >> so long now > >> (15 years?) that seems that there's a change. > >> > >> You are right that there are issues, but also > working and > >> even mature > >> technology that we can use today to get started. > >> > >> > >>> Karen > >>> > >>> > >> ~Toni > >> > >> > >>> --- On Sat, 11/21/09, Jeremiah Spence <[email protected]> > >>> > >> wrote: > >> > >>> > >>> > >>>> From: Jeremiah Spence <[email protected]> > >>>> Subject: Re: [Opensim-users] Basic > tutorials in > >>>> > >> portuguese > >> > >>>> To: [email protected] > >>>> Date: Saturday, November 21, 2009, 2:20 > PM > >>>> parabens Americo! > >>>> a general question for all... can we > import > >>>> avatars and scenery from a content vendor > like > >>>> > >> Daz3D into an > >> > >>>> OpenSim space? If so, it would allow > for the > >>>> > >> rapid > >> > >>>> improvement of content available in > OpenSim. > >>>> -Jeremiah > >>>> > >>>> On Nov 21, 2009, at 2:48 PM, Americo > Damasceno > >>>> wrote: > >>>> If > >>>> you read portuguese, can see (many videos) > basic > >>>> > >> tutorials > >> > >>>> about the creation of an OpenSim region on > > >>>> > >> our > >> > >>>> blog: > >>>> http://www.opensimbr.blogspot.com/ > >>>> > >>>> Aproveitem! Obrigado. > >>>> > _______________________________________________ > >>>> Opensim-users mailing list > >>>> [email protected] > >>>> https://lists.berlios.de/mailman/listinfo/opensim-users > >>>> > >>>> > >>>> -----Inline Attachment Follows----- > >>>> > >>>> > _______________________________________________ > >>>> Opensim-users mailing list > >>>> [email protected] > >>>> https://lists.berlios.de/mailman/listinfo/opensim-users > >>>> > >>>> > >>>> > >>> > >>> > _______________________________________________ > >>> Opensim-users mailing list > >>> [email protected] > >>> https://lists.berlios.de/mailman/listinfo/opensim-users > >>> > >>> > >> _______________________________________________ > >> Opensim-users mailing list > >> [email protected] > >> https://lists.berlios.de/mailman/listinfo/opensim-users > >> > >> > > > > > > > > _______________________________________________ > > Opensim-users mailing list > > [email protected] > > https://lists.berlios.de/mailman/listinfo/opensim-users > > > > _______________________________________________ > Opensim-users mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-users > _______________________________________________ Opensim-users mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-users
