Question 3: Just set the refs to be http:// urls :) First you need to
upload them on some host. Or you can use the add content dialog to do
it for you, it will upload and change the local://refs automatically
to http:// once the upload is completed. Here are the steps:
1. Put up a apache or whatever you preref. Make a folder that accepts
POST/PUT calls, this will make it accept upload requests. I would
suggest making a assets forlder in you htdocs, and only accepting
POSTs to that paths. DELETE is optional, if you want to support it
from the tundra client (shift+a selecting a asset Remove -> From souce
will do DELETE call to the http server, if it accepts it). You should
prolly not allow this at first.
2. Go to your web server where you host tundra. Run "tundra.exe --
headless --protocol udp" this will start a non ui server with udp
protocol.
3. Prepare locally a .txml that has the local refs to your assets you
want in the scene.
4. Open a new empty client from your machine and connect to your web
server.
5. Open up the console with F1, run this command:
AddHttpStorage("http://yourassetserver.com/assets", "my web storage")
6. Drag and drop the .txml to the scene, select "my web storage" from
the drop down menu on the bottom right from the Add Content Dialog.
Hit Add Content and wait for the uploads to finish. It will indicate
succesfull/non successfull uploads with coloring the asset line.
7. Enjoy your server on top of http. Invite friends to join and see
the content :)
You dont have to do it even this hard. You can just add the content as
you go, you dont have to prepare a .txml, it just a punch of stuff at
once. You can just as well drop meshes one by one etc. You can also
drop local material files to submeshes. For all the content dialogs
remember to select you web storage.
Remember to open your tundra hosts port 2345 for both udp and tcp so
you can switch the protocol around if you like. I would default to
UDP, note that the client has a checkbox in the login for TCP/UDP
selection.
I have done this with apache, just google for allowing post in the
(web)dav module, just some small tweaks to the configs in apache for /
assets path and you are done.
Advanced use: if you want to allow other clients also to upload into
your web asset storage. Make a small javascript that adds the storage
to their clients so they see it when they drag and drop things
example:
if (!server.IsRunning() && !framework.IsHeadless())
{
asset.AddAssetStorage("http://yourassetserver.com/assets", "my web
storage", true);
}
thats it! No store that to your hard drive as a .js file. Make a new
entity that has EC_Script component. Put local://storageadder.js as
the asset ref, check true on the load bool. Set the scrip type as
"js". (You can do all this in shift+S and double clicking the created
entity.) Store this entity as .txml (right click save on the entity in
the scene view widget). Now drop it to your live world and again set
the upload storage to be you web storage. Now you or your visitors
dont have to manually type it into the console anymore, the script
will do it for you. Now you can build the world together!
Hope that gets you starter, email back if any probs.
Best Regards,
Jonne Nauha
realXtend developer from Adminotech
On 21 helmi, 12:12, Edgar Santos <[email protected]>
wrote:
> Hello,
>
> Thanks for the tips. Today I've been trying Tundra.
> I really like the way it works (in terms of flexibility) and the demos
> definitely help =)
>
> ... but I still experience some problems and have a few questions for
> you ;)
>
> 1) How can I use a heighmap with the Terrain Component? The terrain
> editing tool doesn't seem to work for me and loading a png always
> gives me "out of index problems"... (and I mean, for each value it
> gives an error, no value is accepted ever!).
>
> 2) The second problem was during world building. Apparently, it does
> not save my object positions correctly... Sometimes it does, other
> times it does not. I edit the objects directly in the server. Do you
> know what could be happening? I did not have this problem with Taiga.
> Oh and sometimes I get this error that, maybe, is related:
> [ECAtributeEditorBase] Error: Unknown atrribute type qvector3d for
> ECAttributeEditorBase creation.
>
> 3) How can I use asset http fetching instead of local? I would really
> like to try Taiga as a real server in a different machine and test
> some client connections to it...
>
> Thanks you!
>
> On 17 Fev, 18:46, Toni Alatalo <[email protected]> wrote:
>
>
>
>
>
>
>
> > 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
> > inhttp://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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