The solution we have found to save as is to change te name of the
material.

Hope it helps :)

Edwige from ENER lab

On Mar 26, 8:27 am, "[email protected]"
<[email protected]> wrote:
> Another issue is that "save as" doesn't work (grayed out) on material
> scripts for me.
>
> On Mar 23, 8:05 pm, Gustavo Alberto Navarro Bilbao
>
> <[email protected]> wrote:
> > Hi Antti:
>
> > First of all, I would also like to thank and recognize for your hard
> > and wonderful work.
> > You have changed the perspective of creating Metaversos free, and in
> > my name, and for my team, I give infinite thanks.
>
> > As already mentioned, the owners of grids and testing sites such as
> > ours, we could better show visitors the advantages of using the RX
> > viewer as an alternative to the LL one, and the tremendous potential
> > offered by the RX environment , if it were easier to show how easy it
> > is to use mesh-free models as those offered Sketechup, attracting
> > architects, designers etc.
> > As already Doeke mentioned, which can only locate those 3D objects in
> > the inventory, than they have been uploaded, with the problem of the
> > limitations of size  by bandwidth, hardware, etc., difficult a lot to
> > do it.
> > By other side, the multimedia options, with others possibilities than
> > skype would be very helpful.
>
> > /////////////////////////////////////////////////////////////////////////// 
> > ////
>
> > 2009/3/23 Paul Fishwick <[email protected]>:
>
> > > Antti:
>
> > >  I would suggest that the kind of Rexviewer fixes that rise to the top
> > > of the
> > > list are those that involve improved compatibility with the current 
> > > OpenSim
> > > code, developer, and user base. This strategy would allow people running
> > > OpenSim grids to recommend the rex viewer as a valid alternative to
> > > LLviewer. For this to happen, the viewer has to:
>
> > >  (1) be compatible with viewing and interacting with existing OpenSim
> > > regions
> > >  (2) provide a pathway for improvement over (1)
>
> > > Item (1) is consistent with the development of modrex, and will lead
> > > naturally to
> > > RexNG adoption.  The following is a partial list of high priority items
> > > (some from
> > >http://modrex.wordpress.com), at least from my perspective:
>
> > >  1. Recommended performance settings need to be determined for existing
> > > OpenSim
> > >     worlds, since the opensim user will experience reduced FPS rates in
> > > denser areas
> > >     as compared with LLviewer
>
> > >  2. Primitives and objects that can be seen in LLviewer, but not in
> > > Rexviwer, need to be
> > >     implemented (trees, flexiprims, particle systems...via LSL
> > > invocation).
>
> > >  3. Shadows need to be made a Preferences->Graphics option rather than
> > > having to
> > >    manually set a flag in each prim. Otherwise, opensim regions will be
> > > unable to take
> > >    advantage of shadows.
>
> > >  4. Terrain texture mapping at different height levels
>
> > >  5. ..Anything that OpenSim users expect to see when they go in and
> > > interact with their
> > >    regions using LLviewer.
>
> > > Some of these features may already work with your server, but are not
> > > passed through
> > > to modrex?
>
> > > For (2),  you have "significant value added" - improved lighting,
> > > shadows, meshes. But
> > > thsi value added will not be realized practically, without (1)
>
> > > Regarding your first statement on "improved authentication/storage"
> > > services, I hope
> > > that you are working closely with the OpenSim dev community so that
> > > everyone can benefit and that RexNG remains a human interface
> > > controller. Let
> > > OpenSim handle the asset and authentication services--if they need
> > > improvement,
> > > work with their devs. Just my 2c.
>
> > > -p
>
> > > Antti Ilomäki wrote:
> > >> We're currently considering our options. As you all probably know,
> > >> we're focusing on the new architecture, including an entirely new
> > >> viewer and improved authentication / storage services.
>
> > >> Our internal resources are naturally limited and we are looking to the
> > >> community to join in and assist in the production. It has been heart
> > >> warming to see all the great conversation on our mailing lists, it
> > >> appears that many brilliant people are genuinely interested in what we
> > >> are doing. It is also very important to note that we are working for
> > >> you guys, one of the important measurements of success for us is how
> > >> many interested developers and users we have, so all the feedback and
> > >> contributions are vital for us. Thank you for everything you have done
> > >> so far.
>
> > >> I realize that the present realXtend viewer is something relatively
> > >> few people are interested in working on for licensing issues. It's
> > >> also important to note that fixing certain issues is a lot of work;
> > >> one of the very reasons we chose to start building a new viewer was
> > >> that creating the features we really wanted was becoming excessively
> > >> difficult and time consuming on the current codebase.
>
> > >> I have many things I would like to see fixed in the present viewer as
> > >> well and the NG architecture is still some time away. I would
> > >> appreciate your help in deciding what kind of fixes we should focus on
> > >> right now, so write down your ideas and let's discuss them in this
> > >> thread. Let's see what the community can come up with, find out the
> > >> crucial problems and see who, how and when they could be fixed.
> > >> Although the progress on the new viewer is quite promising, we don't
> > >> intend to just abandon the present one. Then again, this is an open
> > >> source project, so if you know people who could help us fix the issues
> > >> we find, it would greatly benefit us all.
>
> > >> So let's hear your thoughts!
>
> > >> Here's one to begin with:
> > >> - The default click & drag function for users with building rights
> > >> seems to cause more problems than it's worth. Moving objects could be
> > >> done exclusively in a slightly more complicated (push button to grab &
> > >> move for example) but far less accident-prone way.
>
> > >> 2009/3/23 Jani Pirkola <[email protected]>:
>
> > >>> Dear realXtend, Antti,
>
> > >>> Modrex seems to advance fast and I am truly excited to see it starting 
> > >>> to
> > >>> work! Thank you!
>
> > >>> As Paul Fishwick noted in his new modrex blog, there are new issues that
> > >>> need work to be done at the viewer side. I hope it is not DIY, but you 
> > >>> guys
> > >>> have some plans to make basic fixes. If so, do you have plans or 
> > >>> schedules
> > >>> already for 0.5 release of the viewer?
>
> > >>> Best regards,
> > >>> Jani
>
> > > --
> > > Paul Fishwick, PhD
> > > Professor and Director, Digital Arts and Sciences Programs
> > > University of Florida
> > > Computer & Information Science and Eng. Dept.
> > > Bldg. CSE, Room 301
> > > P.O. Box 116120
> > > Gainesville, FL 32611
> > > Email: [email protected]
> > > Phone: (352) 392-1414
> > > Fax: (352) 392-1220
> > > Web:http://www.cise.ufl.edu/~fishwick

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