On Feb 17, 2011, at 8:36 AM, Edgar Santos wrote:

> Hello!

Hi, (i corrected the subject where i think you had a typo :)

> I guess I understand the Tundra concept. However, the only way to
> build a scene is through txml definition?

No, it supports dotscene import, like Taiga. So we've made our scenes in e.g. 
Blender.

You can just drag&drop one to the 3d view or scenestruct window.

Also drag&drop of invidual .mesh files works. And 'enable manipulation' gives 
the same editing gizmo which is used against Taiga too, it's missing a gui 
still but you can use ctrl-tab to chose between move/rotate/scale.

You can use scenestruct and eceditor to then add things like lights and audio 
and web pages etc, and use scenestruct right click menu to save the txml you 
created.

> but I can't use them properly. For instance, the Avatar scene, I run
> it on the server, then I login as a Client and I should be able to
> control an avatar right? I just get the same view of the sever with
> the freelook camera as usual. The same for the chat, etc...

To use the local files as assets, you must start the viewer so that it finds 
the assets.

Simplest is to right-click on the xml you clicked to start the server, and 
choose 'open tundra viewer in this directory' as shown in the screenshot in 
http://www.realxtend.org/doxygen/tundradocumentfiles.html . I hope this works 
in the 1.0.0 which was made in a new way, we had trouble with that viewer 
launch thing in a test installer.

If that 'open viewer here' thing does show in the menu, you have to resort to 
commandline:
viewer.exe --storage scenes\Avatar

With http references you don't have to do this, but for local files is 
basically the only way the app can know where to find files like the avatar xml 
etc.

Cheers,
~Toni

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