WOW. This looks AWSOME!... And these scenes imported directly from blender
into realxtend?

On Mon, Jun 28, 2010 at 3:53 PM, Peter Steinlechner <[email protected]
> wrote:

> Hi Pablo
>
> thats great news and I will try it as soon as possible. I tried to get a
> look at the pics on your website, but all i could see was a frame with the
> name thumbnail, it looks like they where somehow encoded as a click on the
> thumbs just reavealed a pile of data.
> Anyhow i think the b2rex is a great step towards the right direction.
>
> realxtend rocks!!!
>
>
> On Mon, Jun 28, 2010 at 7:58 PM, Pablo Martin <[email protected]> wrote:
>
>>  Hi!
>>
>> I made the first release of a b2rex "exporter":
>>
>> The package is available 
>> at:http://github.com/downloads/caedesvvv/b2rex/b2rex-0.1.zip
>>
>> The plugin controls the ogre mesh and scene exporters to generate a
>> world suitable for uploading to realxtend.
>> Also, it can "connect" to the opensim server, and using a custom modrex
>> plugin it can upload worlds and clear a scene directly.
>> Also, i modified the ogre exporters a little bit, to allow whole scene
>> offseting directly, and to improve material handling a little bit, when
>> used with realxtend. It currently supports materials with normalmaps and
>> specularmaps, as well as the normal materials with just a diffuse
>> texture. They are included on the package for now.
>>
>> Note, for direct uploading you need a custom modrex version, and some
>> special config on the server (enable xmlrpc and rest interfaces)
>>
>> Screenshots of exported 
>> worlds:https://sim.lorea.org/pg/photos/album/49/exported-worlds
>>
>> More details on the README file, or the manual 
>> online:https://sim.lorea.org/pg/pages/view/86/
>> Also, i setup a webpage for the 
>> project:https://sim.lorea.org/pg/groups/5/b2rex/
>> The page is an elgg instance, and I'd like to configure it to manage a
>> rex grid in the near future, and maybe implement some parts of the asset
>> workflow there.
>>
>> This project is just starting, and comes from a proposal made to nlnet
>> (a dutch fundation) for funding on this regards. They accepted a plan
>> proposal, which is made public at the site webpage. The goal is to have
>> as good blender integration with the realxtend world, also to allow
>> realxtend to have this kind of integration when needed (ie, developing
>> key areas of client or server software). Some people from realxtend
>> already know of this (it was announced on the irc chat some time ago).
>>
>> The plan is pretty far fetched, touching on direct connection from
>> blender, maybe reviewing mesh formats or asset server system, good
>> support for uploading and tweaking characters, great material support,
>> even logic support to the extent possible (or more... ;-)). So, I'm
>> going to be working hard on the next months towards this goals. :-)
>>
>> Anyways, the most important is that I would love to hear any ideas you
>> may have, regarding what can be done from blender or how it can be used.
>> Either on this list or the project webpage. Also, I will be coming back
>> with analysis of the situation to get more direct feedback. On the last
>> weeks I've been getting intimate with the realxtend and opensim
>> software, so there are a lot of things I have to put on paper now for
>> discussion.
>>
>> You can also report problems or bugs in the git repo, or directly on the
>> project forum (or here).
>>
>> Greetings!!
>>
>>  Pablo
>>
>>
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> http://groups.google.com/group/realxtend
> http://www.realxtend.org

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