Toni Alatalo kirjoitti:
see locally in that little tool whether it shows the materials for you
correctly. I'm actually not 100% rexmeshtool loads .materials but i
suppose so, Ogre does that by default.
Apparently RexMeshTool doesn't load the materials from the current
working directory like the dotscene tools do. So can't test if you have
the mats correctly with that
If you have a .material file and are trying this just skip the
rexmeshtool test and proceed to Naali scene load directly.
same.
If that works, there is currently a trick: Make a file that says this,
but replace Jack.mesh with the name of your .mesh file. Put that file
as my.scene in the same directory where you have the .mesh and
.material and possible texture images. Then use the scene loading tool
in Naali to load that file, as instructed here:
http://wiki.realxtend.org/index.php/Getting_Started_with_Naali#Uploading_Scenes
<scene formatVersion="">
<nodes>
<node name="Jack" id="3">
<position x="0" y="0" z="0" />
<rotation qx="0" qy="0" qz="0" qw="1" />
<scale x="1" y="1" z="1" />
<entity name="Jack" meshFile="Jack.mesh" static="false" />
</node> </nodes> </scene>
That way the dotscene .zip upload handler on the server side will read
the material ref from the mesh and create material assets of each
individual materials in the .material file, and assign those to the
current places for the mesh in the realXtend server automatically.
We have been adding tool support so that you can just upload a .mesh
with all the materials readily assigned etc. for the next releases,
but this workaround should work in the previous Naali 0.3.1 release.
The server side support with latest improvements is in Taiga 0.1.4
(i've tested it with the release candidate, and with the current
development version).
~Toni
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