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 >> >> > -- > http://groups.google.com/group/realxtend > http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
