Re: [realXtend] reX assoc board meet: focus on creation tools
Hi Toni Happy new year to everyone in the group. Its great to see how the realxtend project progresses. Some things that come to my mind to wish is about enhancing the COLLADA import by using zipped COLLADA files like the Khronos suggestion of .zae files and a drag and drop feature to upload them like it is in open wonderland. The way how it works right now is allready great, but I think I wasn't the only one that tripped by the upload, before finding out that a placeable has to be assigned too. Maybe it would be a nice feature if a placeable could be assigned somehow automaticly to COLLADA objects. About inworld creation tools I think it's nice and useful to have some basic tools like 3d text, a pointer and maybe a basic sketching tool with line and circle features to draw some planes which could be used for web content or image display. It could also be useful to have sort of a library of basic geometric shapes to use to sketch out something quickly in realtime collaborative sessions, with an option to group selected elements and to export those groups to a COLLADA or .obj file. On Wed, Jan 9, 2013 at 8:45 AM, t...@playsign.net wrote: Hi, we had a semiofficial(*) realXtend association board meeting yesterday, mostly to discuss and organize further planning on development roadmap for the new year. My full notes are on-line, main point summarized here: We decided to plan work on two fronts, creation tools and pipelines coming as a new primary focus. The other area is the tech platform engines topic which was already worked on a lot last already (the realXtend roadmap doc from last spring discusses the three areas there, i.e. current Tundra, browser based clients and the Mobile Tundra unified light client idea). For the creation tools and pipeline we agreed to gather wishes, requirements and development proposals and meet again on Thursday next week (17th) to put together a plan. Ludocraft made one report on this already ages ago, they’ll check if parts of it are still valid. Francois will talk with Matteo and Francois from Spinningwire and ENER labs. Adminotech has some concrete needs, I think largely coming from VW use in education. I think Evocons at least can tell what they need in their work with the building industry. You, anyone, can also use this chance to inform the planning: what would you need to be able to create applications, worlds or whatever with realXtend better, or is that even a bottleneck for you now? Even vague ideas are welcome but the more concrete a plan the better of course. Some things discussed in the meeting: more example assets for e.g. use of different materials / options of the SuperShader, creating a new shader library. Better scene/ec editor with grouping etc. A question: is tighter Blender integration, for example with live material preview with a Tundra window as demonstrated by blender2ogre, a good way to author or is something else better? The full notes with some additional points are in https://docs.google.com/document/d/1IqS7Z9WUy_7jt753oSnt3HE0ISQXhT4zstP71A_6FKY/edit (not too structured, sorry). I think we can use this mailing list / google group to gather ideas and discuss, but am also interested in more structured ways. For example getsatisfaction.com has seemed nice for working on feature requests, I think I saw Kitely using that long ago and tested creating a realXtend account there too, but I don't have any real experience on using that or any other similar service. Github issues serve well for actual todo items and feature wishes too but I don’t think it suits this kind of requirements elicitation. Am open for suggestions, either here or privately. Finally, I’d like to explain a bit the rationale for the focus on creation tools as how the common interest focused there surprised me. I have earlier thought that there is a big divide between a)professional creators and b) supporting easy end user content creation. Basic realXtend offering, e.g. the Tundra SDK and the little WebGL and Flash clients, target professional creators -- people who are comfortable with normal 3d modeling and programming etc. More Second Life or Facebook style end user creation are implemented in custom applications, for example the TOY content tools which are a now a part of the Meshmoon offering, Cyberslide where you can just create a scene from your Powerpoint slides, or Ludocraft’s sandbox. But yesterday the common understanding was that there are many things that we could do to help both professional creators and services with user created content. Ease of creation is of utmost importance in professional use as well as it of course affects both the quality and especially the cost duration of projects. Also we figured that work on creation tools is relevant in any case, no matter whether we end up using Ogre, some other native engine, or WebGL more in the future. so here’s a starting point for the year!
Re: [realXtend] Re: WebGL demo with TOY lobby
WOW - that looks realy great - I tested it quickly in Chrome and Firefox and runs great in both. Cheers Pedro On Wed, Aug 10, 2011 at 1:33 AM, Jonne Nauha jo...@adminotech.com wrote: Bill and MasterJ, As far as I understand the work this is just a websocket server in python. So essentially you don't need to install anything (once we ship this), but enable one python plugin to load during server startup (we might implement the websocket server as a C++ module as well if perf becomes an issue, but I believe its running fine now in py). This small py plugin will enable/receive websocket connections from web pages, they can then communicate what the scene has, essentially doing our entity-component sync to the web client (in json i believe now as its lighter). The client will then download the collada mesh files and texture etc. or whatever the scene has and show the content in the positions the server told it they should be. There is no special hacks here, just a plugin/module to the normal C++ Tundra server to enable web clients, which is very nice :) The number of entity components the web client (pure javascript I think) can understand is limited, but we can grow the capabilities over time. For the web page side of things, well you can read the source code from the demo. Basically you include a bunch of JS, set the server host and port, make a HTML5 canvas and connect. Toni: Very nice work, demo works well and with good fps. I wonder it we throw native client avatars and start to move them around how fluid is the sync to web client (I gues we first need collada avatar files)? For free fly make mouse drag a bit faster and track Y axis too and it will be even nicer :) Best regards, Jonne Nauha Adminotech developer On Tue, Aug 9, 2011 at 9:29 PM, MasterJ djmat...@hotmail.com wrote: Hello hello, Like always i love to be beta-tester if i can name me like that ;). So for me just reading this give me energy and make me smile. (geek addict? hmmm i prefer to say : world-online (all platform, second life, open sim, realxtend, novoking, etc, etc) addict). i agrre for have documentation about this project. Greetings, MasterJ On 9 août, 15:35, Toni Alatalo t...@playsign.net wrote: Hi, as mentioned before, we've been working on a browser based (WebGL + WebSockets) realXtend client -- WebNaali. Rauli started it a year ago and got the basics working by the end of the year, and during the past months he has upgraded improved it. There's finally a demo/test on-line: http://www.realxtend.org/webnaali/toylobby/scenetest.html. That's not the actual client code, just a test to load a scene with some free camera controls: arrows rotate move the cam, pageup down move cam up/down and rightclick-mouse works to rotate the cam too, similar to the native naali/tundra client. The scene is the same TOY lobby as on the public demo server, just with an older version of the tree. The graphics engine used is the same as in the actual client, so the scene runs the same as in WebNaali. We are using the GLGE engine, same as Sirikata's KataJS, and it seems to suite this well as has a similar featureset to Ogre .. there's terrain, sky, fog etc. too but we are not using those yet. Besides showing a scene, basic EC sync and entity actions work, and using those moving objects and the Tundra avatar and chat applications work: when WebNaali connects to a Tundra server with the AV app running, it gets an AV identically with the native clients, and moving it works so that others see it .. and the other AVs are shown to the web client. Also chat works, with a very basic UIs. There is no demo of that yet on-line, that's coming next. If someone is curious, we can document more how to do it on your own server already. ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!
Hi Bill I havnt tested V2.0 preview yet - got interupted by dinner. But I can assure you that the V1.0.x series is working quite fine. Cheers Pedro On Wed, Jul 6, 2011 at 8:04 PM, gfxguru gfxg...@gmail.com wrote: I'm sorry if I seem a little upset it's just that I've been following the realxtend for I don't know how long and have yet to get a functional platform working at all! On Jul 6, 2:00 pm, Toni Alatalo t...@playsign.net wrote: On Wed, 2011-07-06 at 13:23 -0400, Bill wrote: And I'm just a little confused.. This is Tundra 2.0 Preview? I haven't been able to get version One to work yet? Has anyone been able to get the first version to work because I'm feeling like a true idiot here. yes, the 1.* releases work, have been tested by a few hundred people succesfully. some have had perhaps gfx driver related probs with the latest 1.0.8, that issue is open yet. i was once in a classroom with 30 people seriously using it at once, none of them knew it previously, that felt a bit scary first .. as they all knew 3d etc from before and had existing content that were bringing over from max so were quickly seriously pushing it. went mostly fine. new 2 is a preview / proposal that will probably come the main release later. ~Toni On Wed, Jul 6, 2011 at 1:05 PM, Ali Kämäräinen stinkfi...@gmail.com wrote: Hi, Currently .txml, .tbin, .scene, and .mesh files are supported (+ .material d'n'd applying for meshes that are already instantiated in the world). See also http://realxtend.org/doxygen/_tundra_documentfiles.html As for bug tracker, either the Google Code or GitHub one can be used. Hopefully we'll have only single one in the near future. Grey skies, Ali Kämäräinen -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: LudoCraft's Tundra 2.0-preview installer and code is out!
idk - but I think Bill just has some other expectations about Tundra - maybe too much Second Life mindset without taking into account that Linden Labs must have spent 30 - 50 man years before even going online in 2003 (and it still runs quite shaky) All I can say about the realXtend dev team is that they do an amazing job and deserve my full respect. On Wed, Jul 6, 2011 at 11:58 PM, limes lime...@gmail.com wrote: Bill wrote: Ok I've started the issue que for Tundra 2.0 https://github.com/LudoCraft/Tundra/issues . Here are my issues with 2.0 I may not be a super developer but I've been around for a while and I have yet to get a has version to run without show stoppers. Can we just take some time too stabilize one version? You have 1.0 working? Could someone please pass me the link to a WORKING! version? I'm sorry if I seem a little upset it's just that I've been following the realxtend for I don't know how long and have yet to get a functional platform working at all! And I'm just a little confused.. This is Tundra 2.0 Preview? I haven't been able to get version One to work yet? Has anyone been able to get the first version to work because I'm feeling like a true idiot here. Ive seen alot, but this is perhaps the retardest reply to an open source development. What do you expect? By subscribing to a mailing list youd have a birthright to make demands on what people other people build on their free time? you are not feeling like an idiot, you're also acting like one. They say it's called a preview, and not stable. Do you think it means something? It's open source, get the code and start stabilizing one version. I'm sure they want your fixes, can you do it? I installed it and cannot also drag and drop, but it is simple because you can't write to program files unless you run as administrator and as guru you should know that. Build a scene to your documents dir and it's all great. I also see the erors and warnings but they probably know about that one as well. Everything works ok even with them so they probably dont mean anything. Peace -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Permissions/Ownership/Security Tundra?
Those security features sound quite useful, in Open Wonderland is something like the show/hide feature for content according the permission, but idk how they implemented that. On Sat, Jul 2, 2011 at 10:09 AM, Peter Steinlechner psteinlech...@gmail.com wrote: Hi Wim there is an unsubscribe button at the following URL http://groups.google.com/group/realxtend/subscribe On Sat, Jul 2, 2011 at 9:21 AM, Wim Trooster w.troos...@windesheim.nlwrote: How do I leave this mailinglist? Wim Trooster Op 1 jul. 2011 14:45 schreef Jonne Nauha jo...@adminotech.com het volgende: Btw the server wide password cant be in the scripts itself on the reference implementation, it should be in the tundra.ini config in [server] or [security] sections. Otherwise all clients can open it from cache and read the password, as they get the script asset even if its not ran on the client (except if you make it local only) :) Same thing would apply to the token exchange things hash/secret thingie if implemented in a script. Server side local py/c++ would ofc remove this problem, but config is always nice there too. Best regards, Jonne Nauha Adminotech developer -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Blog post: How to publish content to realXtend Tundra
Thanks Toni for the great hint I tried it and the texture looks good in the game mode, but no change in tundra, in the meantime i stumbled over the ogremeshy button which shows me the same result like I see in tundra - the object with only the specular map. Maybe there is some tinkering needed with the ogre material or texture settings - but so far I didn't had any success Cheers Pedro On Sat, May 28, 2011 at 9:44 PM, Toni Alatalo t...@playsign.net wrote: On May 28, 2011, at 11:39 AM, ilikia wrote: I build my .blend files incorrectly? If I render my models in Blender, all textures are there. Not everything that works in the Blender non-realtime still image / movie rendering works in realtime / game engine rendering. By far. Better test is to see if your materials work in the Blender game engine, press 'p' in a 3d view or select 'start game' from menu. For example, for the Blender renderer you can put procedural textures etc that generate the image without using image files, and that doesn't work out of the box for the realtime world. Also the movie renderer can do different kinds of texture coordinate mappings, whereas for game engine usage you usually need to have UV coordinates for the mesh for texture images to show. One idea is that we'd make some sort of a simplified realtime dedicated UI to Blender, so all the options that are there for movie making wouldn't confuse people who target realtime engines. This could be e.g. a part of the blender realxtend integration worked on in b2rex and blender2ogre by Pablo and Brett. Is feasible with Blender 2.5 with the rewritten UI engine that allows easy customizing in Python. ~Toni On May 22, 4:09 am, Jonne Nauha jo...@adminotech.com wrote: Just wrote a long blog post how to publish content to Tundra. Should be a easy to follow tutorial for people looking to run Tundra servers and putting their own content up. What I cover in the blog post: - Installing tundra, blender, blender2ogre exporter and others needed for export. - How to export a simple scene in blender - How to automatically with Tundra or manually by hand publishing the assets for live server usage. - How to add avatar application with web refs to your server and a simple terrain to walk on. http://realxtend.wordpress.com/2011/05/21/how-to-publish-content-to-r. .. http://realxtend.wordpress.com/2011/05/21/how-to-publish-content-to-r.. .Comments are welcome to the blog replies, so we can make the tutorial better if there are parts that confuse you or something is incorrect. http://realxtend.wordpress.com/2011/05/21/how-to-publish-content-to-r... Best regards, Jonne Nauha Adminotech developer -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
[realXtend] How to change the sky/skybox
Hi all The latest Tundra really rocks - I just checked the CAVE features, thats truly awsome. Now I want to set up a space/sci-fi scene, thinking to set it into a nice skybox or at least at a permanent night sky. Would that be allready possible (I guess it is) and how would this have to be done? Any hints are highly appreciated. IIRC in naali the avatar appearance was stored localy, will this feature still be available in tundra? BTW Some things I noticed in the chesapeak demo: the avatar isnt there anymore and about after 15 minutes of inactivity the viewer crashes (tested it on 2 machines) but it looks like something related to that demo, as it doesn't happen in the new online demo. Cheers Pedro -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] What is the status of prim support in Naali/Taiga/Tundra?
@Toni You mean something like this with the sketch application: http://web.chemdoodle.com/demos/2d-to-3d-coordinates Cheers Pedro On Tue, May 3, 2011 at 11:12 AM, Toni Alatalo t...@playsign.net wrote: On May 3, 2011, at 3:10 AM, Peter Quirk wrote: What about touch events for specific faces, or being able to distinguish between the front and back (or outside and inside) of an object representing a door? This is supported, at least so that the raycast function in renderer returns not only the object hit, but also the face id inside and also the UV position on that face (the 2d point which you touched on the 3d face). At least this EntityClicked signal (event) gives the full RaycastResult which has all those infos, http://www.realxtend.org/doxygen/class_scene_interact.html#c0592c567ce0d6447230bcdb9d333c99 That equivalent of touch events is also as an entity action somewhere, but I don't remember if that one gives the same RaycastResult .. can check, e.g. the render to texture demo in tundra uses that action to get mouse clicks on the buttons that change 'tv channels' / the source camera. I can't get a clear understanding from the documentation or the binaries what the current support for prims is. For example, I don't see a way to select a face on a cube prim, either in the UI or the API. I don't see a way to set the material or color of a face. Yes, I don't think it is currently well documented. Also because there is not much to document. There is a c++ port of PrimMesher, which generates Ogre meshes from prim data, so Naali/Tundra can show them, but that's basically it. And with Tundra you can't currently use even that, 'cause the prim code is in the module that is used with Opensim/SL only. Would be quite simple to write a Tundra-style EC_Prim that used the existing PrimMesher code, if someone wants SL prims in Tundra. So there is no way to select a face of a cube prim currently. IIRC texture/material assignment GUI is also currently implemented for meshes only, as we haven't used prims for anything (yet). Considering the increasingly closer integration of blender with Taiga/ Tundra, will we see the designer concepts of selecting faces or edges added to the runtime API? Is not planned for near future. The idea with the Blender integration is the opposite: we don't have to duplicate Blender in Naali/Tundra, 'cause can just use those features in Blender .. selecting faces and moving them etc. Have been thinking that making a custom UI for Blender to suite VW / game modelling (hide the more complex movie making things, like raytracing options for materials etc) would be a good idea. Integration could work for example so that entering editmode in Naali/Tundra opens the same state in Blender, or so. Editing in Naali/Tundra directly sure would be nice too, but I think is not most beneficial to start doing full polygon modelling there. If you were able to e.g. move faces, I suspect you'd quickly start missing all the other modelling features too? I'm curious about most simple ways of building, simpler than prims -- for example there was some nice rapid design tool made with browsers + canvas2d webgl, where you could just draw e.g. walls in 2d (vector) drawing app style, but that was actually the way to create 3d geometry. Something like might be quite simple to implement on Ogre, especially if we expose ManualObject for JS (and hence Py too). BTW if someone happens to know that demo, please give the link, I have been unable to find it again :p (was some commercial service iirc). Of course everything is open for anyone to do -- if someone wants to make Naali/Tundra an advanced prim or polygon mesh editor, feel free to either write it yourself or hire someone to do it :) Also the current b2rex is an independent project on it's own that Pablo runs, not related to the companies here in Oulu (nor in Spain :) Peter ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] What is the status of prim support in Naali/Taiga/Tundra?
The possibilty to sketch some simple objects inworld even in 3d planes might be a cute feature to use in adhoc interactive visualization - like the 3d text in the TOY demo . Would it be possible to run the chemdoodle web ui on a 3d canvas and create the molecules inside tundra ? On Tue, May 3, 2011 at 2:03 PM, Toni Alatalo t...@playsign.net wrote: On May 3, 2011, at 2:55 PM, Peter Steinlechner wrote: You mean something like this with the sketch application: http://web.chemdoodle.com/demos/2d-to-3d-coordinates similar idea, but with normal drawing and iirc it somehow allowed basically arbitrary 3d building, perhaps a bit in minecraft / volumetric style. i was thinking for buildings and such, drawing lines - being converted to 3d planes would be simple any nice, not necessarily the volumetric biz. really cool this chemdoodle, would be also a fun exercise to make that run inside naali/tundra .. would be the same web ui, but instead of webgl, it would create the molecules in the rex scene .. so it would be shared among all participants, and a part of a bigger scene. anyone wanna try?-) Pedro ~Toni On Tue, May 3, 2011 at 11:12 AM, Toni Alatalo t...@playsign.net wrote: On May 3, 2011, at 3:10 AM, Peter Quirk wrote: What about touch events for specific faces, or being able to distinguish between the front and back (or outside and inside) of an object representing a door? This is supported, at least so that the raycast function in renderer returns not only the object hit, but also the face id inside and also the UV position on that face (the 2d point which you touched on the 3d face). At least this EntityClicked signal (event) gives the full RaycastResult which has all those infos, http://www.realxtend.org/doxygen/class_scene_interact.html#c0592c567ce0d6447230bcdb9d333c99 That equivalent of touch events is also as an entity action somewhere, but I don't remember if that one gives the same RaycastResult .. can check, e.g. the render to texture demo in tundra uses that action to get mouse clicks on the buttons that change 'tv channels' / the source camera. I can't get a clear understanding from the documentation or the binaries what the current support for prims is. For example, I don't see a way to select a face on a cube prim, either in the UI or the API. I don't see a way to set the material or color of a face. Yes, I don't think it is currently well documented. Also because there is not much to document. There is a c++ port of PrimMesher, which generates Ogre meshes from prim data, so Naali/Tundra can show them, but that's basically it. And with Tundra you can't currently use even that, 'cause the prim code is in the module that is used with Opensim/SL only. Would be quite simple to write a Tundra-style EC_Prim that used the existing PrimMesher code, if someone wants SL prims in Tundra. So there is no way to select a face of a cube prim currently. IIRC texture/material assignment GUI is also currently implemented for meshes only, as we haven't used prims for anything (yet). Considering the increasingly closer integration of blender with Taiga/ Tundra, will we see the designer concepts of selecting faces or edges added to the runtime API? Is not planned for near future. The idea with the Blender integration is the opposite: we don't have to duplicate Blender in Naali/Tundra, 'cause can just use those features in Blender .. selecting faces and moving them etc. Have been thinking that making a custom UI for Blender to suite VW / game modelling (hide the more complex movie making things, like raytracing options for materials etc) would be a good idea. Integration could work for example so that entering editmode in Naali/Tundra opens the same state in Blender, or so. Editing in Naali/Tundra directly sure would be nice too, but I think is not most beneficial to start doing full polygon modelling there. If you were able to e.g. move faces, I suspect you'd quickly start missing all the other modelling features too? I'm curious about most simple ways of building, simpler than prims -- for example there was some nice rapid design tool made with browsers + canvas2d webgl, where you could just draw e.g. walls in 2d (vector) drawing app style, but that was actually the way to create 3d geometry. Something like might be quite simple to implement on Ogre, especially if we expose ManualObject for JS (and hence Py too). BTW if someone happens to know that demo, please give the link, I have been unable to find it again :p (was some commercial service iirc). Of course everything is open for anyone to do -- if someone wants to make Naali/Tundra an advanced prim or polygon mesh editor, feel free to either write it yourself or hire someone to do it :) Also the current b2rex is an independent project on it's own that Pablo runs, not related to the companies here in Oulu (nor in Spain :) Peter ~Toni -- http
Re: making a world with Tundra (Re: [realXtend] Re: Register in realxtend)
Hi Toni Great news - hopefully it will make it into the 1.06 version. If I remember right you mentioned somewhere that you used COLLADA files for the Chesapeak Bay. Can they be used directly, or will we have to convert them to ogre scenes ? Cheers Pedro On Wed, Apr 27, 2011 at 8:42 PM, HOFF Industries Amanda Svenby ama...@hoffin.com wrote: Hey is there a demo that you have working that I could look at? -- From: MasterJ djmat...@hotmail.com Sent: Wednesday, April 27, 2011 12:13 PM To: realXtend realxtend@googlegroups.com Subject: Re: making a world with Tundra (Re: [realXtend] Re: Register in realxtend) Great news ;) On 27 avr, 15:05, Toni Alatalo t...@playsign.net wrote: On Wed, 2011-04-27 at 08:59 +0300, Toni Alatalo wrote: There is one stupidity though that currently requires a workaround. Idea is that you can just run server.exe and start dragdropping your models there. But currently that would make it copy all the models to the same directory where the Tundra app was installed. This little trick helps: 1. create a directory anywhere in your computer for your project, e.g. d:\projects\cadworld . Unless you already have a suitable dir. 2. create an empty file called whatever.txml in that dir. this is just used to automatically start Tundra so that it uses this directory for storage. Note: creating a file called .txml may not be easy on windows, if it hides the file name extension from you and insists on making it .txml.txt or so. We should come up with some nice way in the GUI to start a new project so this trick wouldn't be needed. 3. doubleclick the txml in that folder to run the server 4. use view-scene right-click import, or dragdrop with mouse, to load your 3d models 5. save the scene with view-scene right-click 'save scene' Instead of documenting the workaround, I gave a shot at fixing it by adding a new menu entry in the server mode GUI: 'New Scene' - opens a file dialog where you can give the name of your scene file, e.g. 'my.txml'. It automatically then sets that directory as the default storage for your session, so you can import models etc. and they get placed in that dir. 'Save' - saves the current scene to the file that you defined in 'New Scene', without asking questions. Like in does in Notepad, my benchmark for how the Tundra File menu should behave :) We didn't have this earlier 'cause didn't have the concept of 'current document', but I think it's nice. Jonne earlier added Import Export funcs to the File menu that are a bit different, we're currently working on merging and sanifying these to make a sensible whole .. for the upcoming 1.0.6 release (coming right now actually). ~Toni same. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] mac status: full chesapeake bay works on server with rendering
Affirmative - it loads them perfectly now. On Mon, Mar 28, 2011 at 6:32 PM, Toni Alatalo t...@playsign.net wrote: On Mar 28, 2011, at 7:30 PM, john felipe urrego mejia wrote: which is more stable 1.0.3 or 1.0.4.1 1.0.4.1 i think, at least fixes the material/texture loading problem that 1.0.3 had with http assets. ~Toni 2011/3/28 Toni Alatalo t...@playsign.net On Mar 28, 2011, at 7:22 PM, john felipe urrego mejia wrote: taiga opensim uses the core, no tundra, taiga is the server and a client uses to access it, tundra is server and client but also can be installed on a win server 2008 client without using gpu correct. by saying: server.exe --headless the chesapeake bay demo button that the tundra installer puts to the windows start menu runs a headless server, so that you can connect with a viewer to get an avatar and have the games working. currently the avatar functionality is made so that the server is never given an avatar, you can only use the free camera there .. but creation tools work the same. ~Toni 2011/3/28 Toni Alatalo t...@playsign.net On Mar 28, 2011, at 5:41 PM, john felipe urrego mejia wrote: Hi what diference between taiga 020 and tunda 103 Taiga uses Opensimulator as the server, whereas Tundra includes both a server and client implementation using the Naali codebase. So with Naali-Taiga you have a Naali client talking with an Opensimulator server, whereas in Tundra you connect with a Tundra in viewer mode to another Tundra in server mode (with the server module enabled), and Opensimulator is not used. In Tundra you can also run the server with the rendering module enabled, so you don't actually need separate clientserver to view a scene, but can run the server so that it is a viewer as well. This is how that screenshot was made - tested viewing the scene on a mac in such a standalone mode. tnks ~Toni 2011/3/28 Toni Alatalo t...@playsign.net good news! '353/353 entities created succesfully' says import of lvm-full.txml from scene struct in mac! screenshot: http://i.imgur.com/Xwz5l.png only visual diff is that those dot like highlight things are somehow bigger in the water plane than on windows, and iirc on linux it looks the same as on win too. so the speculation in the earlier post was wrong, there was no prob with shaders, all animals work fine. http://dl.dropbox.com/u/9644277/Tundra-1.0.3.zip and test if: this works: ./server-osx --file http://www.realxtend.org/world/lvm/lvm.txml this crashes: ./server-osx --file http://www.realxtend.org/world/lvm/lvm_full.txml the problem remains that with that direct loading of the scene at startup it crashes, but the same thing works when import the scene from gui after starting an empty server first. but only that full scene with the games etc. crashes, not the static scene, nor the bundled Tundra demos like avatar etc. that's probably something simple, perhaps has to do with load orders or something. but at least there is a workaround, so mac folks can see full chesapeake bay demo (work in progress) too. ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] 3D model upload
Hi You have to look under tools and scenes to upload meshes with naali On Mon, Mar 21, 2011 at 3:46 PM, Macho Che chewei...@gmail.com wrote: thanks for your kind suggestion. I've tried to use Naali for several times, also read the help files, but I even cann't find the upload button in Naali, very different with the old realxtend viewer, right? and I also cannot find some functions which are displayed in the help file. Maybe the different versions of Naali all have some big changes? On Mon, Mar 21, 2011 at 4:20 PM, Toni Alatalo t...@playsign.net wrote: On Mar 21, 2011, at 10:04 AM, Macho Che wrote: My server is based on OpenSim 0.7.0.2, so I'd like to add some modules such as ModreX to import 3D mesh to my server. Any viewer is OK! There are many detailed 3D model (we can convert them to *.mesh type) but we cann't upload them to our sever. So what we need is 3D mesh supporting in our existing OpenSim server. It doesn't matter which viewer we use. Ok. You could give Naali a shot then. Are you also using prims to build, or only meshes? Naali has basic prim rendering support, but there seems to be some bug that some are sometimes sideways. And it's not optimized for rendering a large amount of prims. Do you need to have the meshes in the opensim asset server, or could you use any web server? We've found that e.g. dropbox is handy when authoring - can just copy .mesh files etc to a local folder, and use the public http ref to that in-world -- easier than doing the inventory upload biz. BTW: if you need full and complex prim support and other SL features, with just some meshes added, the new slviewer mesh beta + current opensim dev version which has support for storing Linden meshes may be a good option too. Naali is better if you need other reX features too, like customizable UI and control logic scripting etc. ~Toni On Mon, Mar 21, 2011 at 3:29 PM, Toni Alatalo t...@playsign.net wrote: On Mar 18, 2011, at 5:05 PM, Macho Che wrote: Compiled the ModreX module in OpenSim successfully, but the mesh cannot be displayed, others are all OK. Ok, I don't know the status of modrex on 0.7, i.e. whether inventory works fully etc. With the Naali viewer we are typically not using the whole inventory system anymore, as it can load data (meshes, textures etc) from the web. I saw Mikko Pallari demoing one reX scene on 0.7, but don't know if he tested inventory (certainly he didn't need it). He most probably also tested with Naali. For basics the protocol is still the same so the old rexviewer prototype should work, though. Do you need to use the old rexviewer (the one based on slviewer), or could you use Naali instead? The old one hasn't been developed for 2 years anymore, and not used by any of the developers for about a year I think. I know it still has some features that Naali doesn't have, for Opensimulator / SL based usage (simultaneous multiregion, scultps, prim modelling UI, ..). But Naali especially with the Tundra server is much simpler if you just need to make a world with 3d models and don't necessarily need all of SL features. ~Toni On Fri, Mar 18, 2011 at 8:24 PM, Toni Alatalo t...@playsign.net wrote: On Mar 18, 2011, at 9:46 AM, Macho Che wrote: when I use my OpenSim server, I ignored the money part, and the 3D model I uploaded can be seen in my inventory, but I can't use it because there's no mesh to select (see the picture below), So you mean I should run the modrex module in my own OpenSim Server? yes. ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org -- *CHE Weitao* *Institute of Space and Earth Information Science (ISEIS)* *Fok Ying Tung Remote Sensing Science Building* *The Chinese University of Hong Kong Shatin, N.T., Hong Kong Tel: +852-2696 1457* *Mobile: +852-90645196 * http://www.realxtend.org/ http://www.realxtend.org/ -- http://www.realxtend.org/ http://www.realxtend.org/http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Avatar identity concept
Hi Jani Some interesting thoughts. Specially the ones about shopping and mirror worlds. I was recently thinking a bit about this topic too and got to the following personal conclusion that users will probably face the following common situations: A user will have more then only one avatar A user will visit independently operated places Some of the places will require a login - some will be public Visual representation of an avatar can be defined on the server (avatar on/off/selection of default avatars) Visual representation can be customized by the user User can select a variety of instant message services similar to Pidgin or other IM clients Use of IM can be switched on/off depending the place or be restricted to place related IM (as for use in schools, to avoid external interferences) A user can belong to several communication groups A user can belong to several groups for access and object manipulations Tundra can be run local or connect to places on the Internet User can interact via virtual worlds with real world devices - like light switches etc. (like the Radio Arkala demo) Real World devices can send feedback to user and or places. Like the famous fridge thats sends a message when the beer levels are low :-) There are probably a few more common situations coming up while it progresses. Cheers Pedro On Mon, Mar 14, 2011 at 1:36 PM, Jani Pirkola jpirk...@gmail.com wrote: Dear all, I wrote an idea how Avatars could serve as an single sign on service (and more) for everyone. I would like to get your comments and feedback to see whether this is the way forward in the future. Best regards, Jani Avatar as a user identity Dominant web approach to authentication is to have a separate user account for every web service. OpenID and Microsoft passport are both efforts to have single sign-on capabilities in the web, but users and service developers have not yet adopted them widely, maybe because they do not feel familiar to the users. Users do not really understand how their facebook account can be used to login to another service, for example. In the coming 3D Internet, users have avatars to represent them digitally for others and for themselves. From Second Life and similar 3D environments, it is already known that users either start to treat their avatars as friends or as extensions to their own personality. Many users use hundreds of hours to tweak their avatars to look exactly how they want and feel. This feeds the biggest industry in the Second Life, avatar clothing and attachments market. 3D Internet is a set of interconnected 3D worlds where users can use 3D applications and meet with each other. Moving from a world to worl can be done via teleports. The overall setup looks technically much like the web today - there are world servers and world browsers. The new addition to this basic architecture is the Avatar. In the realXtend vision of the 3D Internet, user’s own Avatar is something that user can use in all the different 3D worlds. In effect, this means that users authenticate themselves to all the 3D world servers by using their avatar. This creates a single-sign-on system which is easily understandable and desirable to the users. The benefits for using Avatar as the user identity is not only the single sign on system. In the examples below Avatar can be understood as a set of services under unified Avatar metaphor. Message relay center Avatar can read all my emails from different accounts, my facebook messages, and twitter private messages, for example, and relay them to the user. Avatar can prioritize messages and send them using whatever means user prefers at the moment - for example all the messages or message headers can be received by SMS, or even by traditional mail. Users have complete control of how, when and what they receive. Avatar can auto reply to some of the messages based on rules set by the user. Virtual phone number Avatar can have its own phone number, and relay text messages and phone calls to the user, again based on user set rules or by learnt behaviour. Virtual physical address Avatar can own a virtual physical street address, where I can get all my traditional mail sent. Now when I move physically from an address to address, I just tell my avatar the new address. This approach is widely used in software programming where direct memory addresses are rarely used in favor of using pointers. Virtual physical street address can look like this: Myfirstname Mylastname Highstreet 34 20123 Postila REXLAND Both virtual phone number and virtual physical adddress are something users start to give to their friends and companies, so that when they move physically and change phone numbers, calls and mail just follows them without unnecessary hassle. Virtual devices Avatar can manage users’ contacts, calendar entries and data. These are automatically backed up from mobile devices, laptops and computers.
Re: taiga2tundra scene xml conversion (Re: [realXtend] Re: Back up options)
Hi Toni thanks for the update, as I was just about to post about the missing textures. I have a simlar issue with a group of trees in the chesapeak bay demo where the textures dont show. Another issue i have there is the fish and osprey demo - I can click the fish and get transformed in a fish but the clock doesnt run in the upper right corner and below the back button on the upper left corner I just have a white square. I asume that place is for sort of a menu? The osprey demo i couldn't get to work at all. I wonder if thats maybe in connection with the preview version I had installed or did I missed something ? Anyhow - I think Tundra is the way to go as all makes perfectly sense. Maybe a too early question: how many concurrent users you estimated could connect to a tundra server ? Cheers and a great weekend Pedro On Sat, Mar 5, 2011 at 2:58 PM, Toni Alatalo t...@playsign.net wrote: On Sat, 2011-03-05 at 15:48 +0200, Toni Alatalo wrote: On Sat, 2011-03-05 at 15:25 +0200, Toni Alatalo wrote: server.exe --file http://www.realxtend.org/world/BeneathTheWaves/BeneathTheWaves.txml are some strange white objects (the texture png they ref to seemed white in my browser at least) Ah sorry for another message, forgot to mention the most visible known issue: some of the textures are assigned with the direct use-this-image-as-texture technique which is supported in old rexviewer and in Naali against Taiga, but not with Tundra. This is by design as we figured that it's ok to require using material definitions like normally with Ogre. So many textures there don't show 'cause the material ref in the mesh is directly to an image. There's two ways to solve this: a) create new plain use-a-texture materials in the converter b) add some feature to Tundra to support using images as textures directly. possibly a script that you can attach, or somehow to the internals. Feedback on which approach would seem more useful is welcome, if is worthwhile I can do either at some point. ~Toni same, but off now. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Unity3D
There are also several commercial 3rd Party Server Products that are quite tailored for use with unity3d: Photon Socket Server Smartfox ES5 and a few others Cheers Pedro On Sat, Mar 5, 2011 at 9:42 PM, Toni Alatalo t...@playsign.net wrote: On Sat, 2011-03-05 at 11:48 -0800, Amanda Svenby wrote: Have a question can realXtend be used with Unity3D? Does anyone know anyone that could set a server up for us? Yes, it is possible, but not ready or freely available out of the box. For using Unity3d as a client to connect to an Opensimulator server, IBM has a commercial(?) product called Canvas which does this (using the pre-existing open source libomv .net client library). A company called Tipodean has (I think) licensed that technology and is making a business around it, http://www.tipodean.com/ That thing targets Second Life compatibility against vanilla Opensimulator, so they don't currently support the additional realXtend features. Support could be added, the LibOMV folks at least have been interested, but if that thing is IBM closed source stuff only they can do it in the end. If you are not interested in the SL featureset and Opensimulator per se, but need for example the extensible scene architecture that realXtend now has, this could be implemented to a new client made using Unity3d. This has been in the talks, but AFAIK not done anywhere. In the publicly funded open source work we have used open source royalty free technologies only, not proprietary pay-to-dev-on things like Unity3d. So for a client that works in a web browser, we've tested two other things instead: 1) using websockets + webgl, in WebNaali - works for very basics (the avatar app works so that you can connect to a Tundra server, get an avatar, see other avatars move in the scene and move your own av) .. we'll make some sort of 0.1 demo of this in coming weeks, the code is in https://github.com/realXtend/WebNaali 2) making Naali a browser plugin, like Unity3d is. Jukka tested this a bit and it worked, would just need some non-trivial work (he estimated 1 man month) do function properly (like not block the rest of the browser when it runs :) . An unrelated company has a product called NeoAxis which is a unity-like commercial SDK but made using Ogre, and they have packaged their ogre using player app in a browser plugin and it seems to work fine. But if you want specifically Unity3d instead of these, you can certainly hire someone to do it. Usually business arrangements here have worked so that people contact Antti Ilomäki, antti.ilom...@realxtend.org , who is a neutral party not involved in any specific company but has been taking care of the project overall and knows what the companies are doing. Or you can connect to one of the companies directly if you already know who you want to talk with. Later the idea is that the association (formed by anyone interested in rex usage and dev) can be the contact point, but that's not up yet so Antti can continue to serve in the meantime :) Of course Unity3d has it's own server networking technology too (reportedly not too great but I suppose quite good still) -- don't know if you have checked that out. Depends on your needs whether just using that or reX tech works best. Amanda ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] b2rex release 0.8: real time connection and blender2.5 support
Hola Pablo this sounds very exciting. If it works with tundra, it would be awsome, as I think tundra will be the way to go in the near future. In the meantime I will set up a Taiga 2.0 and try to be of help for testing. I will let you know when its ready, it should be somewhere this weekend. Cheers Pedro On Thu, Mar 3, 2011 at 11:51 PM, Pablo Martin cae...@doodo.org wrote: Hi! B2rex 0.8 has been released, featuring real time connection to taiga/opensim server and support for blender 2.5. https://github.com/downloads/b2rex/b2rex/b2rex-0.8.zip There is a new manual describing the current capabilities of b2rex:https://sim.lorea.org/pg/pages/view/438/ About the real time connection, this means now blender can connect to the sim server as a native client, with full access to the protocol and capabilities to import rex objects on the fly, move, rotate, scale objects, manage permissions, reparent, upload new objects, materials and textures, some inventory management... No support for prims or editing assets yet (they have to be reuploaded with a new uuid). The connection is done through an agent module, which can be an external program or run within the blender process, and also streamlines the protocol into more simple editor commands, so it should be straightforward to adapt to the tundra protocol, or to emit the same messages from naali without the need to understand the underlying protocol at all. The following diagram tries to illustrate the 3 possibilities: https://dev.lorea.org/~caedes/agent-diagram.png. For the moment I have implemented the first and second cases (for blender 2.5 and blender 2.4). Regarding the support for blender 2.5 and blender 2.4, development has switched completely to blender 2.5, and blender2.4 still works to a certain extent although this release is only for blender2.5, and support for blender 2.4 will be continued as needed or required by the community. Another important news for this release is that modifications to the taiga server are no longer required, although there are still two optional patches provided, one to allow inventory management in standalone setup, another to allow for terrain modification using LayerData packages (allows to update a parcels of terrain independently). The old method of uploading and accessing worlds with custom xmlrpc calls is still supported but probably will be discontinued since applying patches to the server is not in most people's reach. Also, I have uploaded a couple of videos: http://www.vimeo.com/user6191106 Testers are wellcome, but note there are still a lof of corners to polish towards a more user focused 1.0. The only worlds tested at the moment are my localhost server, sim.lorea.org server, and virtualexpo world, I would also be happy to test access and compatibility with other worlds. Usage of b2rex is not recommended at the moment with production servers, but it should be safe. For the next release, I intend to add support for logic editing and control in the following areas: 1.Graphical editor for logic 2.Control several logic subsystems from realxtend and opensim 3. Access to the information from blender logic graphs and possibly export it 4.Executing b2rex inside blender's game mode Kudos to Invi, who started the blender2.5 support in this release and also implemented inventory management support. Greetings! Pablo -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: Tundra world building (Re: [realXtend] Taiga world building?)
Hi Jonne thanks for the great hints! If using the assets like this, would it be possible then to use Shibboleth together with Grouper as authentication and group tool? Cheers Pedro On Mon, Feb 21, 2011 at 5:02 PM, Jonne Nauha jo...@adminotech.com wrote: 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. Are you using the latest 1.0.1 release. There was a bug that i fixed actually today that the move did not work with the visual tools if the entity did not have a rigid body component. Try shift+e, click you mesh (turn off the manipulate mode first), add component - EC_RidigBody. Try manipulating now. Mail back if that helps, the fix is on the way on the next release. Also you can ignore the error prints, its just the treeview that shows you the attributes whining about something. It does not mean anything fatal as far as i know. - Jonne Nauha again... -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Can not load the *.mesh, How to solve it?
Hi Han have you tried this here allready: http://realxtend-naali.googlecode.com/files/Naali-ExtraAvatars.zip Cheers Pedro On Tue, Feb 22, 2011 at 3:31 AM, HW G eniak...@msn.com wrote: Hi Guys: I got some problems in editing the appearance of the avatar. I found the AVATAR TAILOR and ATTACHMENT TOOL can not load the *.mesh or *.cloth file into them. Does anybody have this problem? In addition, does anybody know where I can download some their appearance from the website? Best Regards Guo Hanwen -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Text to Speech
Hi :-) you can switch it off under settings in the client On Sun, Feb 20, 2011 at 9:16 PM, MasterJ djmat...@hotmail.com wrote: hello to all, hmmm here TTS didn't really work nice actually it's said letter by letter and with a nice robotic voice hehehe. possible tu turn it off/on manually? and if yes were must i need to check for that? .ini file? .xml?? -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Back up options
Awsome to hear that Toni, just started to play around with the new tundra and its fascinating :-) On Thu, Feb 17, 2011 at 3:28 PM, Toni Alatalo t...@playsign.net wrote: 10.2.2011 16:52, CecilBergwin kirjoitti: Small update for those who maybe have eyes on this thread and also looking at backing up from your Taiga Servers like us. A little update here again: I got the opensim scene backup tool to work by simplyfying some UI code related to how to 'save for http' button is showed in the backup tool. With that it saved all beatifully, wrote that semi-txml and folders for meshes, materials and textures. Automatically for the whole scene (given you are a region owner / can get god rights). I made a new conversion script based on the previous one, so there's a simple bastard2txml.py next to the previous dotscene creating one in tools/ dir in tundra branch in naali repo. With these two tools can save a rex scene from Taiga, and load it to Tundra. Is a bit incomplete still, must put quaternion - euler conversion in place for rotations. Put a w.i.p. conversion of the infamous ugly sandbox on world.realxtend.org:9000 to https://github.com/realXtend/naali/blob/tundra/bin/scenes/TaigaExport/wro9000.txmland was talking with Jonne N. who has saved Beneath the Waves earlier with the tool that we could put that as a txml there too, with http assets (like that wro export is too). I need to travel now to teach rex programming tomorrow, but if Cecil can't build self (i pushed the tweak to github) we can provide a quickfix dll for woldbuildmodule soon enough I think. And have to tool working again in future releases. ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Pedro's Tundra comments questions
And yes - clear case of senior moment - rtfm does miracles and in the worst case just run start-server.bat http://www.realxtend.org/doxygen/runningnaali.html shows it all Cheers and happy weekend Pedro On Fri, Feb 11, 2011 at 6:05 PM, Peter Steinlechner psteinlech...@gmail.com wrote: Hi Toni thanks for the answers. It looks like Tundra will be the way to go! Just another question came up, of which I think you allready thought about. How will the scenes be stored persistent on the tundra server, so in case of a crash or restart the right scenes start up again? I thought maybe there could be a way to store the datas referencing the assets in a database or a folder with set of scene files and their positions and have them loading on start of the tundra server. (I wouldn't be surprised if it allready is there and I just need to go through the documentation) Cheers and a happy weekend to all Pedro On Fri, Feb 11, 2011 at 4:48 PM, Toni Alatalo t...@playsign.net wrote: Hi all, we talked about Tundra with Peter/Pedro, he tested the demos and sent in some comments and questions. We agreed to continue here -- I'll quote enough so that you see the nice comments too: On Feb 10, 2011, at 11:02 PM, Peter Steinlechner wrote: this is brilliant and I start to grasp and embrace the whole tundra idea. Certainly I have to tinker around with it a bit more, but I think this will really become the firefox and apache for virtual worlds! To make the GUI a part of the application, rather then having it in the viewer is a rock solid feature that opens some new horizons. Yep, and not only the GUI but basically all functionality .. like whether a client connection gets an avatar or something else etc. There is not much missing to make the opensim based taiga server very soon obsolete :-) We'll see, Opensim has nice aspects too, I'm not surprised if both stay around and develop for different purposes. But it seems to be that many applications don't need the Opensim featureset (like grids), and indeed that we can easily enough port the basics like chat and avatars to Tundra as application level scripts. One point I'd like to clarify: the customizability of the client, loading code from the net as a part of the service for custom GUIs etc., is there always in Naali. It doesn't basically matter if you use a Tundra or Taiga server, the EC system and the API for adding keybindings and menu entries from e.g. EC_Script Javascripts loaded with http can work similarily. So you can make also opensim+modrex worlds so that the service/app there defines the GUI. The difference currently is that Naali releases have the default UiModule always enabled, whereas in the builds from the Tundra branch it is disabled. But we could for example make it so that for Taiga worlds the default UI is shown only if modrex tells so (and when logging to vanilla opensim have it automatically on). Also, the new Asset API and the current EC_Script implementation that handles code loaded from the net are in the Tundra branch only so not in the 0.4 release. We may later get the things merged so that have the current things for all usages, discussed it in the meeting today, but that's to be seen and also depends on what people actually need. But there sure are unique points in Tundra usage, like: 1) ease of authoring of e.g. meshes on a local standalone app, which automatically updates textures in the 3d view when they change on disk and 2) network game dev where it makes sense to run same code partially both in the server client 3) custom messaging for advanced feats. Just to note that the ECs and client side Javascript works against Taiga as well, can be useful if someone has made e.g. a complex app as an Opensim region module and wants a custom GUI for it. - Would it be possible to attach an alternative collision mesh to objects? This might be helpfull in case of adding ramps to stair meshes for example. Similar it was in rexviewer 0.42 Yes I think that already works, EC_RigidBody (which is how we communicate things to Bullet) supports putting a collision mesh ref IIRC. I think we should make the dotscene pipeline support that (or did someone do that already?) so that you can define the collisions meshes in your modelling app too. - Poking around a bit in the ogre website I stumbled over hydrax water, which looks quite neat - but didnt got further into the details and wonder if this would be very difficult to add or if you folks allready have something more stunning in mind ? Ali tested SkyX and Hydrax already a year ago or so, was it so that either is even in somehow as a compile time option? He's been waiting for the guy to make a release so could look at using them again. I think with Hydrax there was problems with using it for large waters, was too heavy? - The terrains resemble about the same size like in opensim but could I asume
Re: 0.4.0 buildmode entering crash fixed(?) (issue 67) (Re: [realXtend] Re: Naali 0.4.0 release)
Hi Toni it did the trick for me too :-) Thanks a lot ! Cheers Pedro On Wed, Feb 9, 2011 at 4:19 AM, Toni Alatalo t...@playsign.net wrote: On Feb 7, 2011, at 10:09 AM, Toni Alatalo wrote: On Jan 31, 2011, at 12:34 AM, Peter Quirk wrote: Toni - I filed this as incident 67 with crash dump yesterday. made a quick fix to this on friday, there was a bug in UiModule in the code that adds menu entries. At least on that laptop where the crash happened with the 0.4.0 release, also my own dev build crashed in that place, which is fixed I realized that it may work for you to just replace that one module -- did the trick in the release for me. Uploaded it to http://code.google.com/p/realxtend-naali/downloads/detail?name=UiModule.dllcan=2q= Folks who got the crash, please test replacing the one in 0.4.0 release with that one and see if entering builmode works fine then. ~Toni I figure we should get a new test build out ASAP, and if that fix works for you, make a 0.4.1 soon then. On Jan 28, 11:58 pm, Toni Alatalo t...@playsign.net wrote: On Jan 29, 2011, at 6:21 AM, Peter Quirk wrote: It produces a mini crash dump each time. The console error is Program realXtend encountered an unexpected error. Crash dump was saved to location Where would you like me to place the crash dump? Oh great that it does, without the dump it is pretty impossible to know what is going on in the native code.. perhaps you can submit an issue to the google code tracker and attach the dump there? I think the only place now where we can debug it now is on the machine at Evocativi/Adminotech where the build for the release was made, but hopefully someone there can check the dump on Monday. And/or copy the debugging support files over so can do it elsewhere too. Peter ~Toni On Jan 28, 6:15 am, Toni Alatalo t...@playsign.net wrote: On to, 2011-01-27 at 18:30 -0800, Peter Quirk wrote: Did anyone find the fix? I'm having the same problem on two different Windows 7 systems. I deleted appdata\Roaming\realXtend and c:\Users \user\.naali-cookies, but it didn't change anything. I'm clueless so far. Just installed 0.4.0 on win7 and have no probs, build mode works etc. Do you get a crash dump? Or errors in the console? The console output goes to a log file, or alternatively you can run viewer.exe from command line when the output stays in the console after the crash. Probably there is no relevant output, though, but only a crash dump or being able to reproduce the problem when running with a debugger would help. I'll test on more machines. - Peter ~Toni On Jan 25, 10:04 am, Toni Alatalo t...@playsign.net wrote: On Jan 25, 2011, at 2:47 PM, Peter Steinlechner wrote: Yes, I tested the builds you mentioned and it sounds like its the same issue you must have had. Thanks for this hint and I will try laters to find those files. By any chance you have a hint about the file name ? 16:00 Pforce appdata/etc../configuration 16:00 Pforce .ini files from there 16:01 Pforce prolly some uiexternal.ini 16:01 Pforce matti had many crashes before clearing that file .. i think it's the appdata in your users home dir and realXtend dir there etc., am not on windows not so can't check Pedro ~copy-paste-man On Tue, Jan 25, 2011 at 1:25 PM, Toni Alatalo t...@playsign.net wrote: On Jan 24, 2011, at 5:20 PM, Peter Steinlechner wrote: When i try to use the build tool the viewer crashes no matter if I use it in Fisu or on the local Taiga 0.2.0 Did you test the Enne builds at some point on that machine, the ones where the external windows + docking feats were first introduced? I had the prob on one box that got crashes with 0.4 builds 'cause had incompatible .ini files (with the window setup saved) lying around. if that's the case, I don't know yet what ini file / where to remove, but we can figure out. Pedro ~Toni On Mon, Jan 24, 2011 at 4:14 PM, Toni Alatalo t...@playsign.net wrote: On Jan 21, 2011, at 1:45 PM, mattiku wrote: Naali viewer 0.4.0 is now ready for use. Apparently a bug sneaked in that broke old mediaurls (the ones attached to textures with the old viewer, not using EC_3dCanvasSource directly) -- had happened in a refactoring I made a while ago. Just noticed it today 'cause some friendly person had added one to world.realxtend.org:9000 and the test bot that logs in there after each commit reported the fail. Fix is in develop now, and at least the bot doesn't complain anymore. Will test more at some point, and I guess we'll have to do a fix release soon'ish.. can wait a while if people report other possible probs too. Matti Kuonanoja ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http
[realXtend] X11 Applications
Hi all, is there a possibility to use X11 applications inworld, similar to the 3d canvas for web content? I found this feature in open wonderland and think it could very usefull for collaborative and educational environments. Cheers Pedro -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Looking for an experienced realXtend software guru
Thanks Antti and Toni for lifting the clouds over my head a bit and for not getting me wrong. :-) But wasnt referring about sculpties and megaregions, as they are to me just sort of patches. With 3d meshes the sculpties will be well obsolete and the megaregions are not necessary, if the region size simply could be set bigger, like you demonstrated in the 1km by 1km region. I understand well that there are a few different goals and ideas, given by all the possibilities you made available with the naali+tundra+taiga framework. Also the way tundra works in a standalone mode on the desktop is a very promissing approach that opens up some nice possibilities (First time I imagined about how cool it could be to have a 3d desktop was about back in 1992). About taiga I was also thinking that WIFI might come in handy, though it seems to be made for opensim 0.7.2 AFAIK, so I didnt try that out yet as taiga still is based on opensim 0.6.9 RC1. I seen that mikko p started with 0.7.2 and guess that WIFI should relatively easy work then for starters. But as you mentioned, obviously tundra seems to be a better choice for some apps. Are there any recommendations or guidelines of how to implement authentication for a multi online user environment ? Maybe I missed out on something that is allready available in naali/tundra/tundra: how could I set up a portal to go from one region to another without using ether? Similar the way it is done in open cobalt or open wonderland? Anyhow - realxtend is an interesting project, well worth watching :-) Cheers On Fri, Jan 28, 2011 at 1:58 PM, Toni Alatalo t...@playsign.net wrote:d i On ke, 2011-01-26 at 14:44 +0100, Peter Steinlechner wrote: Greetings, their resources, I beleive that there is a need of a roadmap redefinition with focus on delivering an operational, administrateable client - server framework. Yes, I know they are working on it, all the partial results make sense and are great proof of concepts, but there is undeniable a cluttering which IMHO needs a focusing, consolidating, structuring and finetuning. I'm well aware, that this is easier said it is good that you defined what you meant in this way, 'cause from the earlier parts of the post I had no idea what exactly you meant by coming far off from the original roadmap etc. There are so many different ideas and requirements, and so many goals in the original Naali Taiga planning. First goal of Naali was to implement a viewer where the basics work, compatible with the earlier rexviewer and rexserver, using that protocol as is. That was achieved somewhat a year ago in 0.1 which showed the scenes and basics like chat worked, and uploading meshes + assigning textures. Then again, many of the features that the old viewer had due to the Linden base may never appear in Naali. So I did not know if you referred to such missing features, like scuplties or multiregions. Another goal was to make a platform which the participating companies, and anyone in the world, can use to develop applications. This has been achieved with the modular structure of the application, the extensible scene model with the entity-components, and the scripting support. This is most mature now with the Tundra server, as there is nothing hardcoded about the worlds (e.g. user controls) there so defining your own behaviours is easy. These extension mechanisms have also been a solid base for adding basic functionality -- basically the difficulty of adding features to the old base was what drove the project to make Naali. A different perspective is making a end user application for someone who wants to build an own world, using ready made tools and default functionality, without developing an own application. Antti's role in the planning has been typically to remind us of this perspective, whereas we from the different companies are mostly concerned with the platform part 'cause we have the programmers to do the apps we need. None of the current rex dev companies has been targetting an application like SL, or at least hosting one themselves. But we have wanted to make it so that others who do target that can use reX tech as a basis. So that's a bit of history and current status from my perspective. Future is largely open -- like Antti said, determined by what the individual companies and people do. In any case, it would be interesting to know what you mean by: - operational - administrable The easy package we have at least in the Tundra preview, 'cause you can just install it and run the server executable to have a server you can ask other's to connect to. Using the viewer executable in the same package. There is not much to administrate, though, 'cause out of the box it doesn't have authentication even :p . Don't know if from your perspective Tundra is just an experiment on the sidetracks, but for some here it already is the choice when developing apps .. even the only choice, 'cause
Re: [realXtend] NPC development
Hi Guo theres a description with samples: http://wiki.realxtend.org/index.php/NPC_BOT http://docs.realxtend.org/index.php/Setting_up_bots* *But i don't now if they still work in the actual server builds :-( Cheers* * On Sat, Jan 29, 2011 at 4:34 AM, HW G eniak...@msn.com wrote: Hi Guys: I remembered that someone told me there is source code in realXtend-server-0.5-BeneathTheWaves about developing a NPC. However, I have not found anything here. Can anybody let me know how to develop a NPC, like the path planning, log on the server, executing the animation. Many thanks. Best Regards Guo Hanwen 郭翰文 == *PhD Student Hanwen Guo* *School of Information Technology* *Science and Technology * *Queensland University of Technology* ** *[A] Level 3,126 Margaret St, Brisbane Queensland 4000 * *[T] +61 07 3138 9577* *[M] 00 61 431082193 * *[E] **eniak...@msn.com* eniak...@msn.com *[W] www.qut.edu.au* == *We are the captives of own identities* *Living in the prisons of own creations* == ** -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] b2rex release 0.7: import capabilities
That sounds awsome! Then blender would become a fullsize editor for realxtend. On Fri, Jan 28, 2011 at 10:30 PM, Pablo Martin cae...@doodo.org wrote: Hi! B2rex 0.7 has been released featuring import capabilities as well as specific character support. The import capabilities allow to browse scene objects directly from blender, update blender objects from realxtend and import whole realxtend regions into blender keeping the uuid link so objects can be synchonized back and forth. More information about the release at: https://sim.lorea.org/pg/blog/group:5/read/401/release-07 Specially, following pages of the manual detail the new capabilities: * https://sim.lorea.org/pg/pages/view/398/ (asset browser) * https://sim.lorea.org/pg/pages/view/400/ (character panel) For next release, I'll be focusing on real time synchronization of blender (to both naali and taiga) and realxtend, support for managing permissions, and adding support for blender2.5 and the new ogre exporter. Greetings!! Pablo -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Looking for an experienced realXtend software guru
Dear Jani I was following the realxtend project with a high interest since the early releases in 2008 which where very impressive and where showing a lot of great improvements. The realXtend project really stood out of all other virtual world environments at that time do to fact as it was based on common sense, practical approaches and was realized by a highly talented small team in a very short time. With high expectation I was following the naali project as well and had to notice that it came far off the initial roadmap and vision for whatever reasons. Without any doubts its not because a lack of skills or motivation of the involved people, as they delivered with naali and tundra some very innovative approaches to get towards a 3d Internet. So I guess that there must be probably a combination of political, organisational and man power related issues that lead to this backlog from the initial naali-taiga roadmap. A few things I noticed as an interested outsider of the realxtend project are that there where a lot of experimental and RD tasks, which for sure are benefitial on the longer run, but unfortunately seemed to have sidetracked the project into an extreme programming exercise which bypassed the expectations of the intended audience. Though the group in Oulu and the enne group from Spain made some miracles happen within their resources, I beleive that there is a need of a roadmap redefinition with focus on delivering an operational, administrateable client - server framework. Yes, I know they are working on it, all the partial results make sense and are great proof of concepts, but there is undeniable a cluttering which IMHO needs a focusing, consolidating, structuring and finetuning. I'm well aware, that this is easier said then done. So I hope that you soon find the software guru that makes realxtend work, as I personaly really would like to see it soar on the virtual skies. Cheers Pedro On Tue, Jan 25, 2011 at 1:31 PM, Jani Pirkola jpirk...@gmail.com wrote: Dear all, One of companies here in Oulu is looking for an experienced software guru to make realXtend work.* In case you are interested, please contact me ASAP*. The position is a senior position and the company in question is a stable and good place to work at. Best regards, Jani Pirkola -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Naali 0.4.0 release
Hi all V 0.4 looks great so far. Thanks for the great job you are doing. When i try to use the build tool the viewer crashes no matter if I use it in Fisu or on the local Taiga 0.2.0 Cheers Pedro On Mon, Jan 24, 2011 at 4:14 PM, Toni Alatalo t...@playsign.net wrote: On Jan 21, 2011, at 1:45 PM, mattiku wrote: Naali viewer 0.4.0 is now ready for use. Apparently a bug sneaked in that broke old mediaurls (the ones attached to textures with the old viewer, not using EC_3dCanvasSource directly) -- had happened in a refactoring I made a while ago. Just noticed it today 'cause some friendly person had added one to world.realxtend.org:9000 and the test bot that logs in there after each commit reported the fail. Fix is in develop now, and at least the bot doesn't complain anymore. Will test more at some point, and I guess we'll have to do a fix release soon'ish.. can wait a while if people report other possible probs too. Matti Kuonanoja ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Season´s Greetings from LudoCra ft
Merry Xmas and a happy new year to all of you. On Thu, Dec 23, 2010 at 9:10 PM, MasterJ djmat...@hotmail.com wrote: happy christmas and happy new year too thank you On 23 déc, 09:59, Ville Wittenberg ville.wittenb...@ludocraft.com wrote: SEASON S GREETINGS! Card for you:http://www.ludocraft.com/seasonsgreetings/2010/ Wishes Tony Manninen Pekka Salonp Anna Asplund Marja Kuipers Laura Vallius Tomi Kujanp Tuomo Korva Heikki Korva Ville Wittenberg and the whole team -- Ville Wittenberg PR and Communications LudoCraft Ltd.+358404835179begin_of_the_skype_highlighting+358404835179 end_of_the_skype_highlighting ville.wittenb...@ludocraft.comhttp://www.ludocraft.com -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Full body digitizing technologies
Are there any recommendations about the max polycount for the avatars in online environments like realxtend/opensim ? And how many polys are produced by the mentioned methods? But this can be really something interesting in the future. Paparazzis wouldn't just shoot pics of celebrities anymore but chase them with scanners :-) On Wed, Dec 1, 2010 at 6:27 PM, Gustavo Alberto Navarro Bilbao sombra.albe...@gmail.com wrote: We can do something similar using VideoTracehttp://www.acvt.com.au/research/videotrace/(VT). I have a beta license of VT and only lack of time, and because I haven't a professional video camera, has prevented me try it in depth, but if someone manages Bojou, can make things very interesting. Alberto ** 2010/12/1 David Simmons techieda...@gmail.com I remember one avatar artist that did custom avatars from just 5 pictures. On full body front, a full body back and close ups of the head, face, side and back. On Wed, Dec 1, 2010 at 7:56 AM, digitalmouse jimm.pr...@gmail.com wrote: On Dec 1, 1:34 pm, Antti Ilomäki antti.ilom...@gmail.com wrote: It would be interesting to know how feasible the technology already is for creating avatars for various purposes. Based on the documentation there, Creaform can export it's models to many different systems, such as Maya and 3D Studio Max. So, in principle, it could be used to make a very realistic avatar in SL/ realXtend environments. Although since they don't actually list prices on the website, it's probably not very feasible for most people in this community. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- “The greatest danger in modern technology isn't that machines will begin to think like people, but that people will begin to think like machines” Unknown http://www.google.com/profiles/techiedavid -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Full body digitizing technologies
Hola Alberto i was thinking about that too, do you know if somewhere some samples are around to see the quality of the polyreduced avatars ? On Wed, Dec 1, 2010 at 7:03 PM, Gustavo Alberto Navarro Bilbao sombra.albe...@gmail.com wrote: I know people than are design avatars for Unity3D, and are using the Digimi Developer Game Kit http://forum.daz3d.com/viewtopic.php?t=139026, to convert a Daz model, like Victoria 4, with textures, from the usual 15 poligons to 24000, converting it in fbx model, with animations. Alberto 2010/12/1 Peter Steinlechner psteinlech...@gmail.com Are there any recommendations about the max polycount for the avatars in online environments like realxtend/opensim ? And how many polys are produced by the mentioned methods? But this can be really something interesting in the future. Paparazzis wouldn't just shoot pics of celebrities anymore but chase them with scanners :-) On Wed, Dec 1, 2010 at 6:27 PM, Gustavo Alberto Navarro Bilbao sombra.albe...@gmail.com wrote: We can do something similar using VideoTracehttp://www.acvt.com.au/research/videotrace/(VT). I have a beta license of VT and only lack of time, and because I haven't a professional video camera, has prevented me try it in depth, but if someone manages Bojou, can make things very interesting. Alberto ** 2010/12/1 David Simmons techieda...@gmail.com I remember one avatar artist that did custom avatars from just 5 pictures. On full body front, a full body back and close ups of the head, face, side and back. On Wed, Dec 1, 2010 at 7:56 AM, digitalmouse jimm.pr...@gmail.com wrote: On Dec 1, 1:34 pm, Antti Ilomäki antti.ilom...@gmail.com wrote: It would be interesting to know how feasible the technology already is for creating avatars for various purposes. Based on the documentation there, Creaform can export it's models to many different systems, such as Maya and 3D Studio Max. So, in principle, it could be used to make a very realistic avatar in SL/ realXtend environments. Although since they don't actually list prices on the website, it's probably not very feasible for most people in this community. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- “The greatest danger in modern technology isn't that machines will begin to think like people, but that people will begin to think like machines” Unknown http://www.google.com/profiles/techiedavid -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
[realXtend] Strange Local Scene behaviour
Hi all I was trying to upload a scene in naali 0.3.4.1 which contained a 10MB mesh (yes - its's a bit big) and the following happened: - zip file is produced local - progressbar advances to 71% - after about 30-60 seconds I'm getting logged off (according the console) First I thought it's because the mesh size, but when I use the old realXtend 0.42 viewer, the upload works nicely. I can't attach the zip file as a reference to this post (max. 4 MB allowed) to the group, but if someone wants to have it, just let me know so i can send it. Cheers Pedro -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Strange Local Scene behaviour
Hola Alberto I used blender 2.49.b with the available exporters from the ogre website. Saludos Pedro On Mon, Nov 29, 2010 at 1:49 PM, Gustavo Alberto Navarro Bilbao sombra.albe...@gmail.com wrote: Hi. Appear an error in the console?. Was the scene exported from 3d max using OgreMax?. Just an user asked me for help some days ago, and we discovered that if we use the latest versions of ogremax, does not load the scene, and we had to retrieve the version 1.6. Alberto 2010/11/29 Peter Steinlechner psteinlech...@gmail.com Hi all I was trying to upload a scene in naali 0.3.4.1 which contained a 10MB mesh (yes - its's a bit big) and the following happened: - zip file is produced local - progressbar advances to 71% - after about 30-60 seconds I'm getting logged off (according the console) First I thought it's because the mesh size, but when I use the old realXtend 0.42 viewer, the upload works nicely. I can't attach the zip file as a reference to this post (max. 4 MB allowed) to the group, but if someone wants to have it, just let me know so i can send it. Cheers Pedro -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Strange Local Scene behaviour
nearly forgot - there where no errors regarding the upload in the console - just the user logoff. On Mon, Nov 29, 2010 at 1:57 PM, Peter Steinlechner psteinlech...@gmail.com wrote: Hola Alberto I used blender 2.49.b with the available exporters from the ogre website. Saludos Pedro On Mon, Nov 29, 2010 at 1:49 PM, Gustavo Alberto Navarro Bilbao sombra.albe...@gmail.com wrote: Hi. Appear an error in the console?. Was the scene exported from 3d max using OgreMax?. Just an user asked me for help some days ago, and we discovered that if we use the latest versions of ogremax, does not load the scene, and we had to retrieve the version 1.6. Alberto 2010/11/29 Peter Steinlechner psteinlech...@gmail.com Hi all I was trying to upload a scene in naali 0.3.4.1 which contained a 10MB mesh (yes - its's a bit big) and the following happened: - zip file is produced local - progressbar advances to 71% - after about 30-60 seconds I'm getting logged off (according the console) First I thought it's because the mesh size, but when I use the old realXtend 0.42 viewer, the upload works nicely. I can't attach the zip file as a reference to this post (max. 4 MB allowed) to the group, but if someone wants to have it, just let me know so i can send it. Cheers Pedro -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] scene file name extension
I would vote for the .rxb :-) 2010/11/25 Antti Ilomäki antti.ilom...@gmail.com Also on the blog now: http://realxtend.blogspot.com/2010/11/name-file-extension.html 2010/11/25 Toni Alatalo t...@playsign.net: Hi, I think we are really close to being able to release a kind of preview demo of Tundra, i.e. Naali with the server module executable. One key is that Jukka wrote a nice doc about how to use the document/scene/application files and explanation of what they are, and I changed the public doxygen to use the version from Tundra branch so the page is up at http://www.realxtend.org/doxygen/tundradocumentfiles.html . I think we basically just need to write a little more usage docs to at least point to where the example scenes are and make an installer. As you can read in the doc, the local server works nicely as a preview / editor thing -- it is not only for people who want to host servers, but also for e.g. modellers, texture artists and scripters to easily see how their things look and work in ReX. The server executable is a normal Naali app, shows the scene using Ogre etc (but you can optionally run it without gfx for server usage). A bit like the local scene preview in Naali now, but much nicer and faster 'cause you don't need a server connection anywhere -- just run Naali standalone to view local files. By clicking a file in your file manager so it starts Naali showing that scene. Besides these own document files in the internal format, you can of course also import dotscene files as well, and there's support for not only Ogre meshes but Collada too etc. There is one non-technical issue remaining, and I feel a bit stupid to bring it up 'cause is kind of nitpicking, but it is something we should get right the first time so is worth some consideration now. It is the file name extensions that I was asking about in sprint planning as well. We talked about with Antti yesterday but didn't conclude and he suggested posting here to get ideas feedback, so here we go. Because the issue is non-technical and I'd like to hear user opinions, decided on last minute to post this to users list instead of the -dev list. Currently, like that doc says, we use 'txml' and 'tbin' for so-called Tundra files. Previously they were just .xml and .bin but the guys added the t* to make them unique for registering to operating system so that opening them directly to the right application works. There is a couple of problems with these names: 1. That entity-component serialization system is not really Tundra specific, is not in the server module and not tied to any protocol. It is implemented in Naali core and was originally and will used with Taiga (to store Naali EC data on opensim, started in last March or so). I've been testing the idea of calling the format the 'realxtend format' instead, and it seems to make sense. Matti K. at least agreed in the meeting. The counterlogic here goes that Tundra is the name for the design, the legacy-free usage of pure EC data for making everything without things hardcoded in e.g. LLUDP / SL assumptions. And that Tundra is a strong nice sounding name! With this logic if there are some day other implementations that support the Tundra way, they also implement the Tundra protocol and the support for Tundra files etc. .. e.g. a modtundra to opensim? This might be confusing though 'cause otherwise Tundra is the name for the server module implementation in Naali. One funny point with the current 'txml' and 'tbin' names is that 'cause Taiga also start withs T, we could say they are both Tundra and Taiga files :) 2. Erno argued that there are also many other XML (and of course binary) files used with Tundra (i.e. Naali), and I think that's a good point. For example the module loading configuration files are xml, in modules/core/*.xml -- those could be called 'tundra xml files' as well. It would be good to say what is in the file in the name, and in one way it is the scene. Jukka's doc also says a scene file. So Erno was thinking .rts for RealXtend Tundra Scene could be it, which is logical enough but I don't think that sounds too great :o (even though one idea with the generic EC model is to allow making Real-Time Strategy games :) I was now thinking of these extensions again, but now with better logic: .rex - RealXtend Entity XML (earlier just thought it's RealExtendXml :p) .rxb - .rex binary (rxb just sounds like 'rex in a tight binary form', doesn't it?-) The files are exactly the entities, the whole idea of the formats is to store the entities, either a full scene or just some selected entities. There is nothing else in the files, not for example assets like Collada .dae files can have (dae is 'digital assets exchange'), nor some generic Tundra config stuff .. only the entity-components with their attribute values. Opinions? Please anyone tell yours, this is for end users, you don't need to
Re: [realXtend] Re: Naali 0.3.4 out
WOW Hi Toni - this sounds great! Looking forward to this. I just looked quickly at the new release and noticed some things with the 3dcanvas in naali 0.3.4: - Website displays nice on the prim, but after clicking on it just can see the native plywood material - strangely some youtube videos work, some others not (maybe i made something wrong?) About the 3dcanvas: is it possible to align and scale it on a surface like a texture before, or is there a different approach to display just certain parts of a website on an object? Cheers Pedro On Mon, Nov 22, 2010 at 5:33 PM, Toni Alatalo ant...@kyperjokki.fi wrote: On la, 2010-11-20 at 13:26 -0800, MasterJ wrote: i already have a problem in build mode i don't know how i turn that off but actually i can't click on ruler for use it i need to click directly on the numbers (x,Y,Z) for mod them. It's a bug in the release, thanks for reporting! We'll publish a bugfix release (again..) tomorrow. There was also another bug that Matteo noted: the alt-leftclick cam didn't work, that's also fixed now. The 3d editing one happened due to a refactoring which was finished recently (a few days) before the release -- the arrows/manipulator/3dgizmo is now made generic in the code so that it is not limited to only moving/rotating/scaling normal scene objects, but can be given attributes from any e.g. own custom entity-components for manipulating. For example if you make a mounted weapon that shoots to some direction with custom code, can use that builtin 3d widget to rotate the shooting direction. Nathan did that work and tested it, but it requires a new EC which accidentally wasn't included by other people who made the release build and no one noticed. Oops. I think in the future we could have an extended release candidate period -- now it's been just a day or two without much announcing, so has been just a couple of devs testing a little I think, so these have gone unnoticed. Perhaps from now on we announce them here and give a week for anyone to test? The next release is now planned to be 0.4.0 with a couple of major changes: there's a new entity-component data synchronization mechanism in Naali develop now (since today) for usage with Taiga 0.2, and the Enne folks have started to integrate their external ui widgets + menu + docking module. Let's see how these work and progress and make test builds available as soon as it makes sense. Otherwise most of the development is happening now in the Tundra branch, and if things work out well that becomes Naali 0.5 later .. which will ship with server module and support for the new protocol used with that, but which continues to work against vanilla OpenSim and Taiga too. If someone here doesn't know what this Tundra experiment is about, Antti blogged about it now in http://realxtend.blogspot.com/2010/11/tundra-project.html If someone wants to help us test the Taiga (i.e. opensim+modrex) compatibility of the Naali client in the 0.5 candidate branch (aka. Tundra branch), I uploaded a suitable zip of a windows build to the google code downloads on Friday, http://code.google.com/p/realxtend-naali/downloads/detail?name=naali_0.5.0-prealpha-with_uimodule-20101119.zip . That build is not suitable for using the Tundra server -- it does ship with it, but as the normal Naali GUI doesn't have means to login to it yet, you can't do any Tundra stuff with that :p Also this build does not have anything new compared to 0.3.4, actually is a bit older (a week before 0.3.4 perhaps), so is only for testing Taiga compatibility and not useful for any usage. There is one known issue: flying is either disabled or doesn't work, I don't know yet why. Antti Ilomäki here has been testing it otherwise and has found that otherwise things like webviews etc. have been working. We regularily pull all the new code from the main develop to the tundra branch, so everything coming to 0.4 will be in due time in the branch for the possible 0.5 too. If the client in the Tundra branch with the support for the alternative protocol etc. doesn't somehow work well with Taiga in the end, we have to start maintaining two clients .. one for OpenSim/Taiga servers and another version for Tundra servers. If this would happen, we need to bring all the server-independent improvements from the Tundra branch to mainline Naali .. especially the Javascript support has been worked on there a lot. Oh and it has a physics module using Bullet which we'll hopefully get to use for client side physics too (now is used only in server mode). But so far seems good, hopefully we can merge in due time (in December). For actual Tundra usage, there are already nice example scenes and application demos in the repo that some adventurous folks on irc have already tested, but as there are little usage info docs etc. yet I don't recommend anyone to try it yet. We'll see during this week when and how could make a first release
Re: [realXtend] Re: Naali 0.3.3 PF with Taiga 02.0RC5 issues
Hi Jonne - fyi Got the ubuntu 10.10 box working, yes 32bit. :-) When I try to install naali via the Software Center, where I got the following message: Dependency is not satisfiable: libqt4-phonon (=4.6.0) I will try via terminal as you mentioned and kee you updated. @mikkopa - just seen the video with the working flash - yay Cheers Pedro On Tue, Nov 9, 2010 at 10:06 AM, Jonne Nauha jonne.na...@evocativi.comwrote: Good stuff, hope its 32bit as 64bit is not out for the latest :) Let me know how it goes, provide some logs via pastebin if you get errors. Start the viewer via terminal cd /opt/naali ./run-linux.sh to see all the prints. Best regards, Jonne Nauha realXtend developer http://www.realxtend.org/ http://www.evocativi.com/ On Tue, Nov 9, 2010 at 10:57 AM, Peter Steinlechner psteinlech...@gmail.com wrote: Got it working, but had to delete the databases. @ jonne - will have an ubuntu box tomorrow and will test the ubuntu viewer Cheers Pedro On Mon, Nov 8, 2010 at 8:33 PM, Peter Steinlechner psteinlech...@gmail.com wrote: I forgot to mention that just the naali viewer from 0.3.0 up crashed. I havn't tested previous naali versions, but the old realXtend 0.42 viewer works fine. On Mon, Nov 8, 2010 at 8:27 PM, MasterJ djmat...@hotmail.com wrote: hmmm i don't know if it's match the problem because here i use Naali 0.3.3 postfixes and sometimes when i delete meshes the viewer crash too. it's happen more often when the mesh is an old one for me so if someone can help about that i can be happy too. MasterJ On 8 nov, 20:22, pedro psteinlech...@gmail.com wrote: Hi all After succesfully running naali with the latest taiga server I dared to upgrade an existing installation, managed to login once, loaded a opensim scene (the little animated robot i grabbed in fisu). After deleting it the viewer crashed and since then the viewer crashes at login. My working setup was a plain taiga wizard installation with an empty database, where i tested to upload opensim- and local scenes. User server, asset server, message server and region server run on the same machine and everything works fine. The taiga 0.1.4 which I upgraded to 0.2.0 runs distributed over 3 machines user-, asset- and message server one, 4 regions on a second and 2 regions on a third machine. I used the taiga wizard to configure the basics and followed the instructions here: http://wiki.realxtend.org/index.php/Configuring_ModreX In the modrex.ini i made the following changes : - EventQueue=true ;In grid mode or in Taiga it is necessary to use ModularRex.dll as you client stack ;instead of OpenSim.Region.ClientStack.LindenUDP.dll clientstack_plugin=ModularRex.dll RexEventQueue = true [UploadSceneConfig] ConnectionString=MySQLDialect;MySqlDataDriver;Data Source=localhost;Database=os_modrex;User ID=root;Password= Then i used the same region.ini files that where working in the 0.1.4 server Did i forgot to change some other settings ? Many thanks in advance for any hints Pedro -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Naali 0.3.3 PF with Taiga 02.0RC5 issues
Got it working, but had to delete the databases. @ jonne - will have an ubuntu box tomorrow and will test the ubuntu viewer Cheers Pedro On Mon, Nov 8, 2010 at 8:33 PM, Peter Steinlechner psteinlech...@gmail.comwrote: I forgot to mention that just the naali viewer from 0.3.0 up crashed. I havn't tested previous naali versions, but the old realXtend 0.42 viewer works fine. On Mon, Nov 8, 2010 at 8:27 PM, MasterJ djmat...@hotmail.com wrote: hmmm i don't know if it's match the problem because here i use Naali 0.3.3 postfixes and sometimes when i delete meshes the viewer crash too. it's happen more often when the mesh is an old one for me so if someone can help about that i can be happy too. MasterJ On 8 nov, 20:22, pedro psteinlech...@gmail.com wrote: Hi all After succesfully running naali with the latest taiga server I dared to upgrade an existing installation, managed to login once, loaded a opensim scene (the little animated robot i grabbed in fisu). After deleting it the viewer crashed and since then the viewer crashes at login. My working setup was a plain taiga wizard installation with an empty database, where i tested to upload opensim- and local scenes. User server, asset server, message server and region server run on the same machine and everything works fine. The taiga 0.1.4 which I upgraded to 0.2.0 runs distributed over 3 machines user-, asset- and message server one, 4 regions on a second and 2 regions on a third machine. I used the taiga wizard to configure the basics and followed the instructions here: http://wiki.realxtend.org/index.php/Configuring_ModreX In the modrex.ini i made the following changes : - EventQueue=true ;In grid mode or in Taiga it is necessary to use ModularRex.dll as you client stack ;instead of OpenSim.Region.ClientStack.LindenUDP.dll clientstack_plugin=ModularRex.dll RexEventQueue = true [UploadSceneConfig] ConnectionString=MySQLDialect;MySqlDataDriver;Data Source=localhost;Database=os_modrex;User ID=root;Password= Then i used the same region.ini files that where working in the 0.1.4 server Did i forgot to change some other settings ? Many thanks in advance for any hints Pedro -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Naali 0.3.3 released
Hi Matti thanks that would be appreciated - but no rush if it's too time consuming for you. I can wait until the next sprint. But if you want me to test them out, just toss it my way and I'm glad to try. :-) Cheers Pedro On Mon, Nov 8, 2010 at 11:15 AM, Matti matti.reijo...@adminotech.comwrote: Hi Peter, No the collision fix is not in 0.3.3, i've committed fix to develop branch. Without the fix i dont think any uploaded scene had collisions working.. of cource if you want the fix allready, i can throw you couple of py files that fix it. On Nov 6, 9:48 pm, Peter Steinlechner psteinlech...@gmail.com wrote: Hi Matti Is the collision fix allready in the naali 0.3.3 ? I tried with it on the taiga 0.2.0.rc5, but didn't notice a difference uploading a testscene which contained 2 meshes, each with one material.Maybe there was something wrong with the meshes used. The files I used are in the attached zip file. Cheers Pedro On Sat, Nov 6, 2010 at 12:03 PM, Matti matti.reijo...@adminotech.com wrote: If this is about uploaded scenes collisions not working, i just did fix for it, hopefully it works, i took me long time trying to find bug in server end, by debugging ode collisions and then i noticing differences that lead to fixing it at client end.. On Nov 5, 9:35 pm, Jonne Nauha jonne.na...@evocativi.com wrote: I'm not sure what Antti meant but as far as I know there is no collision tasks going on. The fix that I was talking is already in. We are not probably going to make this a habit to make postfixes to installers, I think the 3 week cycles are enough. All the release stuff takes time from one or two guys for a day from actually doing any new code. I dont think the external ui module will work without the core changes it inculudes to the ui interface classes, havent had time to look. If its coming to our core repo I cant say, not for me to decide I guess. Also can you tell me in more detail how collisions are broken. Please be spesific and maybe provide the meshes for testing. Best regards, Jonne Nauha realXtend developer http://www.realxtend.org/http://www.evocativi.com/ On Fri, Nov 5, 2010 at 8:39 PM, Mark Malewski mark.malew...@gmail.com wrote: Unless I'm mistaken that issue is being worked on at the moment. Hopefully not too difficult to fix. Can we expect to see an updated Naali_0.3.3.2 (or postfixes 2) with the collision fix? Also will the UiExternal module work properly with the latest Naali 0.3.3-postfixes? 2010/11/3 Antti Ilomäki antti.ilom...@gmail.com Unless I'm mistaken that issue is being worked on at the moment. Hopefully not too difficult to fix. 2010/11/3 Edwige Lelievre - ENER lab edwige.lelie...@gmail.com: According to the patch note Sending ObjectDeselected packet to OpenSim. This caused collisions never to recalculate for meshes/prims after once selecting a object in build mode. Does it mean the collisions should work now ? I tried but have seen no changes. Edwige On 2 nov, 19:28, MasterJ djmat...@hotmail.com wrote: well done!!! who said 3 weeks is an eternity? :) (joke). it's a lesson for Linden Lab look them they just start the mesh support and only part of beta not all ... ts... SLO Bohhh and they receive money for that??? ok .. no way :) Realxtend team is and still the best. time to test this famous drag and drop feature :) MasterJ On 2 nov, 11:08, Antti Ilomäki antti.ilom...@gmail.com wrote: The long awaited (three weeks is an eternity if you're waiting for a new Naali release) Naali 0.3.3 is now out. This version contains major changes in content creation / delivery, see full changelog here: http://wiki.realxtend.org/index.php/Getting_Started_with_Naali#Versio. .. Content delivery is one of the most important challenges for the Immersive Web or the open network of virtual worlds. Recently we've been doing a lot of work on easier and more powerful ways of importing and exporting objects, collections of objects and entire scenes, some of the results are now available in the 0.3.3 Naali release. Download yours here: http://code.google.com/p/realxtend-naali/downloads/list -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org test4.blend 264KViewDownload test4.scene.zip 45KViewDownload -- http://groups.google.com/group
Re: [realXtend] Re: Naali 0.3.3 PF with Taiga 02.0RC5 issues
I forgot to mention that just the naali viewer from 0.3.0 up crashed. I havn't tested previous naali versions, but the old realXtend 0.42 viewer works fine. On Mon, Nov 8, 2010 at 8:27 PM, MasterJ djmat...@hotmail.com wrote: hmmm i don't know if it's match the problem because here i use Naali 0.3.3 postfixes and sometimes when i delete meshes the viewer crash too. it's happen more often when the mesh is an old one for me so if someone can help about that i can be happy too. MasterJ On 8 nov, 20:22, pedro psteinlech...@gmail.com wrote: Hi all After succesfully running naali with the latest taiga server I dared to upgrade an existing installation, managed to login once, loaded a opensim scene (the little animated robot i grabbed in fisu). After deleting it the viewer crashed and since then the viewer crashes at login. My working setup was a plain taiga wizard installation with an empty database, where i tested to upload opensim- and local scenes. User server, asset server, message server and region server run on the same machine and everything works fine. The taiga 0.1.4 which I upgraded to 0.2.0 runs distributed over 3 machines user-, asset- and message server one, 4 regions on a second and 2 regions on a third machine. I used the taiga wizard to configure the basics and followed the instructions here:http://wiki.realxtend.org/index.php/Configuring_ModreX In the modrex.ini i made the following changes : - EventQueue=true ;In grid mode or in Taiga it is necessary to use ModularRex.dll as you client stack ;instead of OpenSim.Region.ClientStack.LindenUDP.dll clientstack_plugin=ModularRex.dll RexEventQueue = true [UploadSceneConfig] ConnectionString=MySQLDialect;MySqlDataDriver;Data Source=localhost;Database=os_modrex;User ID=root;Password= Then i used the same region.ini files that where working in the 0.1.4 server Did i forgot to change some other settings ? Many thanks in advance for any hints Pedro -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Estate management tools?
Strange - my estate tool is there. Have you tried to click on the LOAD ESTATE DATA button to refresh the values On Sun, Nov 7, 2010 at 10:39 PM, gfxguru gfxg...@gmail.com wrote: I just noticed the Estate Management under Server Tools is missing. Is this because the account type is OpenSim? or how do I access this menu? My default character first user is unable to modify inworld objects. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Naali external widgets
Hi :-) From a user perspective, I think this is a great idea to keep things handy while editing, specialy when using multiple screens. Cheers Pedro 2010/11/4 Antti Ilomäki antti.ilom...@gmail.com Hi Looks very interesting indeed. Jonne has been really busy during the past couple of days, so he probably hasn't had time to take a look at your work yet. Do you have plans for integrating the work to the main Naali Line? 2010/11/3 Enne RD enne.pampl...@gmail.com: Hello everyone, As we said a few weeks ago, Enne is a company very interested in the RealXtend project. We find the need of a different user interface where the editing windows could be moved outside the world visualization and several menus and toolbars were available. We have generated an installer for our UiExternal version of Naali to make it easier to perform tests without having to compile. We have uploaded the executable to our account of Google Docs; you can download the file here: https://docs.google.com/leaf?id=0B9DsRDvX1dXSNDJkNTRkMDQtZWUyYS00MWIxLTk4Y2YtMDhkNjA3ZDQ3YTdihl=en The main advantages of this idea are: - No module requires any change. - The UiModule is the only modified project and if the new optional module (UiExternalModule) is not included, everything works as is working now. - More customization: The developer can define each window as in/out/moveable. If a window is moveable, the user can place it in/out the scene in runtime with a mouse click; and also to add/remove menus anytime easily depending of the position of the widget. We have uploaded the code to github of the idea of dynamic widgets :) It is working now, and widgets can be placed inside the scene or outside (as DockWidgets) and change their position in runtime with a mouse click! The code is in http://github.com/enne/naali/tree/UiExternalModule (available for all who want to try/test) and more details can be found in the wiki: http://wiki.realxtend.org/index.php/Main_Page/Naali_ui_external_windo. .. and in the realXtend-dev group http://groups.google.com/group/realxtend-dev/browse_thread/thread/48bbf37d19c7ebd0 We will continue working in this way until we have your feedback. Your feedback/opinion will be much appreciated! Thanks in advance for it! Best Regards, Daniel Ventura ENNE ENTERTAINMENT STUDIOS www.enne.es -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Cannot log onto Taiga Server
Hi yuki, did you create a user in the grid server console? On Tue, Nov 2, 2010 at 11:05 AM, Mikko Pallari mikko.pall...@evocativi.comwrote: Can you tell more what parameters are you using on login? OpenSim or realXtend account? And what world url? And does UserServer print any error messages? Cheers, Mikko On Tue, Nov 2, 2010 at 10:41 AM, Yuki fuyu.s...@googlemail.com wrote: Hello Mikko, thank you, but I am still unable to login. The error message now reads: Failed to connect: connecting failed, reason unknown. World address probably not valid. Before that I had authentication problems. Thank you for your help. Yuki -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] blender2realxtend presentation at the Blender conference today
Awsome - i just sent an avatar there :-) 2010/10/29 Antti Ilomäki antti.ilom...@gmail.com It seems that there's something interesting going on now at http://live.engagetv.com/debalie.php 2010/10/29 Toni Alatalo ant...@kyperjokki.fi: Hi, we'll present Pablo's b2rex today at the Blender conference. There are nice screenshots of Naali showing objects with complex materials and scenes with shadows etc. in the Pablo's slides: https://sim.lorea.org/pg/file/openid_4/read/260/presentation-for-the-blender-conference. I got to finally test the tool yesterday here with him and it's awesome :) Can edit the full scene in Blender, publish it once to modrex with a press of a simple button, then move some object, press the update button again, and the object moves immediately to the new place on the server .. and brings the materials correctly for the rex SuperShader. Uses the same dotscene exports as the current realXtend things in releases, but has a nice simple one-click UI for the whole export meshes, the scene, and send to server -hurdle. And when assets haven't changed, but just positions in the scene etc., updating the changed scene is quick. It generates the UUIDs in Blender, and keeps them stored in custom properties in Blender, so the opensim metadata that Blender created is saved in the .blend files and updating changes afterwards works. I applied the b2rex patch needed on the server side it to the Taiga that had been using locally and it went ok, but now that tried to redo after updated to current modrex master got some conflicts .. but probably not too complex to solve, we'll have a look. We also looked at implementing it to the Naali http service (which now does REST to provide the image rendering service, and it seemed very easy to add xml-rpc for scene bundle uploads handling too .. so it would work also when using the Tundra (==Naali) server. Otherwise we've been thinking about game logic systems and probably do more during the weekend after the presentation .. Pablo has earlier developed a node editor and similar things for artists to configure AI logic state machines etc, and we are doing some game etc. logic things now for new realXtend demos and to complete the scripting APIs back in Oulu in November and December. Is good to get to focus on that too now that the basic scene data with advanced materials etc. works quite nicely already. ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: A bit unrelated maybe but interesting
Hi Mark - not yet, but you can try the sl group sweet sculpties - they will sure give a notice when the first release is ready. On Thu, Oct 28, 2010 at 9:19 PM, Mark Malewski mark.malew...@gmail.comwrote: Peter, Do you have a web page link, or any information on it? That others can read or see? On Thu, Oct 28, 2010 at 2:07 PM, Peter Steinlechner psteinlech...@gmail.com wrote: Hi MasterJ I was not talking about he studio nor sculpties, it's a brand new thing TBB showed last night first in public. The first public alpha should be available soon, but there is no fixed schedule. Cheers Pedro On Thu, Oct 28, 2010 at 8:26 PM, MasterJ djmat...@hotmail.com wrote: h if you speak about the famous software nammed The Studio it's a in-world tool and not really really opensource (you still need to use some l$ to buy this exceptionnal tool). it's related to *sculpty* the famous mesh tool on Second Life (a texture saved as .tga is used for reproducing some mesh). just a problem exist if you really speak about that it's extremly heavy scripted with LSL so surely only useable a few not a lot i actually don'^t know how many part (we can said percent) of LSL stuff is included on opensim/taiga. but you write it's a tool under developpement and an open source one so : of course if i understand totaly wrong and i'm *lost on my idea* i'm extremly sorry can you please give us the name of the tool? i'm extremly interessed too ;) theblack box is a very good scripter and a friend here :) MasterJ On 28 oct, 04:14, Toni Alatalo ant...@kyperjokki.fi wrote: pedro kirjoitti: I just seen a great demo of TheBlack Box's inworld mesh tool in SL - stunning simple to use and opensource too. I didn't find it with Google. What is it? A LSL script that makes collada of prim data? Or a viewer feature in some viewer that does that? If it is LSL, then it already works in Taiga too, because Taiga is Opensim. Basicaly one places a few prims the way the mesh should look and then the tool turns out a collada file. It is still under development, but it might be something that would be great in realxtend too and TheBlack Box would welcome if people would pick up that idea. Yah, well depending what it is, you can perhaps use it already. Naali doesn't currently have Collada import, but there are several tools that you can use to bring Collada to RealXtend (i.e. Ogre). Antti Ilom ki has been testing a collada - ogre converter by the immersive education folks that they wrote for rex use, and you can use also Blender to do that etc. But in the sprint that starts now, Heikki T rm l is actually adding an existing open source mesh format lib to Naali itself that can read Collada and many other formats. ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] lights and reflections in naali
Thanks for the hint Toni and welcome back from holidays :-) I will dig deeper into the ogre materials and shaders and experiment more with them. On Sun, Oct 24, 2010 at 7:08 AM, Toni Alatalo ant...@kyperjokki.fi wrote: On pe, 2010-10-15 at 09:54 -0700, pedro wrote: I just was watching nMechanics demo: http://www.youtube.com/watch?v=FUZT1KJJvuQ - is it possible to have this sorts of reflections in naali too or is it too early ? Also is there a possibility available to simulate neon lights and glow around lightsources or is it best to try simulating these effects with materials and textures? The lighting on the car is a shader, running on the GPU -- not related to logic scripting on server or client to which this thread jumped to later. And it is by no means too early to do that, has been possible since the beginning basically 'cause Ogre provides the mechanism. There used to be a realxtend demo world up with a car that has a similar shader, but that server hasn't been up recently in the old address at least .. perhaps someone from Evocativi can tell if they have it running somewhere. Ah this old mac screenshot actually shows it: http://dl.dropbox.com/u/3157753/naali-mac-0201-04-30.png With Ogre you define the shaders you want to use with the materials, http://www.ogre3d.org/tikiwiki/Materials There is a tutorial for how to use them with the old viewer, should show identically in Naali too (it is the same Ogre, and also Ogre just gives the shaders for the gfx card to run), http://www.armaghia.fr/DeltaLyrae6/realxtend-tutorial-complex-materials/ .. you can do the same authoring somehow with Naali too. That one uses the multiuse SuperShader that comes with both rexviewer and Naali, with which you can use the basics like specular maps for shinyness out of the box. Pedro ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Uploading Scene in Naali 0.3.2 Taiga 0.1.4
Hi Toni - thanks for the news, I was using the Edificio6 scene that Alberto had posted here in the group. So I think we both are using the same. I forgot to mention, that I used for this test a Taiga 0.1.4 and a Taiga 0.2.0 RC1 setup - both freshly installed. I don't know if that helps you, but when in local scene I choose the Save option, a file with the scene name and the ending .saved is created in the scene directory on the local PC. As for the zip file that should be created, I can confirm that they don't get created on my PC. To create the scenes I used Blender 2.49b with the ogre mesh and scene exporter found on the ogre site. On Mon, Oct 11, 2010 at 3:59 PM, Toni Alatalo ant...@kyperjokki.fi wrote: On su, 2010-10-10 at 13:09 +0200, Peter Steinlechner wrote: thanks for your reply, I had it run for about a half hour without any results. Also when I try to load Albertos sample scene, it doesn't show up local. But if I use my test scenes which have smaller mesh size, they show up local. I'm affraid it must be something related to the Win7 installation I have, as Albertos scene seems to run perfectly on his XP installation. About the zip file you mentioned, where should I look for it? I checked in the same folder where the scene files are. Yes it seems to make the zip in the same folder. I think that it gets stuck for you at 14% and you don't see .zip files there mean that the zip creation fails somehow. Unfortunately I think the errors from there are not going to the log nor f1 console now, only to the console window which is disabled in releases .. we have to fix that too. That worked for me with both of your test scenes, they both show locally and Naali makes the zips, but so far have managed to publish only the other to the server 'cause am encountering some other prob with my server setup perhaps. Alberto's EDIFICIO 6 gives me a parser error when reading the file locally. I suspect a bug / incompatibility in the simple dotscene loader from the python-ogre project. Are you saying that worked for you? Or did I find a different scene zip than the one you meant. Matti already did some fixes and little ui improvements today, we'll be testing more. Pedro ~Toni On Sun, Oct 10, 2010 at 8:47 AM, Toni Alatalo ant...@kyperjokki.fi wrote: On su, 2010-10-10 at 09:42 +0300, Toni Alatalo wrote: On la, 2010-10-09 at 15:29 +0200, Peter Steinlechner wrote: Have you tried also to export the scene without the camera and the lamp ? I just selected the objects and it worked well. That won't affect the zip making + uploading part. If you can see the scene locally after the load, it could be read ok. The publish button just blindly makes a zip of the files and uploads it using http. Oops sorry apparently I was wrong there -- the publisher actually does read the scene structure to find material references etc., I guess to know what textures etc. it needs to put in the zip, so it is indeed possible there is some bug there if it doesn't take into regard entities without mats like cameras. So this may be worth a try too. ~Toni The people who had problems: did you wait for long? The fact that the GUI status bar now gets stuck does not mean that he tool got stuck. It just is not yet implemented so that it would update incrementally -- it jumps in big steps when everything is done, so the GUI is misleading. I read the publish code now, and the zip making part apparently copies all the textures to a temporary directory etc. which can take a while. This is probably made worse by that zip making being run in a thread in the same process. So if you have Naali running at not-ultra-high fps, it can be slow (Naali eats all cpu of that processor, and if you are on multicore, the other processors are not utilized for the zip making now because cpython has a global lock). So if the people who had probs can please test again, let it run for a long time, and see if a .zip file finally appears etc. that would be helpful. On the dev side I think we should port that to use a subprocess -- then it will not be slowed down by Naali mainloop with the rendering etc., especially on multicore machines should be normal speed for zip making then. Matti R. can see an example in pychessview if wants to give this a shot. Fortunately it should be trivial, perhaps only
Re: [realXtend] KIND OF SERVER
With taiga you best get it distributed to several servers - as a rule of thumb you can have about 40 concurrent users per region in opensim On Sun, Oct 10, 2010 at 9:01 PM, john felipe urrego mejia ingenierofelipeurr...@gmail.com wrote: hello, what kind of machine I have to support 10 regions and 234 users online and at the same time? -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Uploading Scene in Naali 0.3.2 Taiga 0.1.4
Have you tried also to export the scene without the camera and the lamp ? I just selected the objects and it worked well. On Sat, Oct 9, 2010 at 3:01 PM, MasterJ djmat...@hotmail.com wrote: here i have same trouble too (and more becaue i have a python error with blender) the progress bar stop at 14%. but i use Naali 0.3.1 and Taiga 0.1.4 i have changed nothing on the opensim.ini here. and i never try uplaod scene from console because i can't found the command to type. for the ones know python my python error is : http://www.masterj.name/blendersceneerror.jpg MasterJ On 9 oct, 13:00, pedro psteinlech...@gmail.com wrote: Hi all Despite scene upload via console workes fine, scene upload via naali resists to work on my setup. On the server I have the following settings: serverside_object_permissions=true allow_grid_gods=false ; This allows somne control over permissions ; please note that this still doesn't duplicate SL, and is not intended to region_owner_is_god = true parcel_owner_is_god = true On the client side I run naali 0.3.2 on Win 7pro with Admin rights and the most actual updates. So when I load a local scene it looks fine, everything is there. When I try to publish the scene to the server nothing happens, except the progressbar jumps to 14% and gets stuck there. I can't see any activity on the consoles, so my wild guess is that it must get stuck at creating the zip file. Installed is 7zip, but I also tried after uninstalling it and also tried with switched off virus scanner without any success. What else could I try to make this strong feature working ? -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] big region test: fly thru a single 1km * 1km region on opensim (not a megaregion) with Naali
Hi Toni This is absolutely great. I imagine that free definable region sizes would be welcomed all over and valued over the seamless multiregion support. A 1x1km region would be comparable with 16 regular regions now, without border crossing effect. How was the memory/cpu usage? I hope this feature will be available in the near future. Cheers Pedro On Fri, Oct 8, 2010 at 1:38 AM, Toni Alatalo ant...@kyperjokki.fi wrote: http://www.youtube.com/watch?v=MOE_WNX05W0 (be patient the flight takes a while :) we agreed to do this test already in April or May, but the one who we figured would do this has been busy with other stuff, so has been pending. requires opensim 0.7 so now that i had it running for other reasons (added a http frontend to an image rendering service there, but that's a topic for another post :) figured to do this to finally see how things work out. worked out of the box, i didn't need to do anything. except disable ODE 'cause it crashed. and i tested 10km * 10km first, but that ended up with the terrain module creating a huge map image or something and writing that to sqlite trashed my laptop so had to kill that process. couldn't put meshes there 'cause modrex doesn't work with 0.7 yet, but with that and the new terrain entity-components in Naali now this should become really usable (you can now put several terrain entities in one scene/region in naali against taiga, and if not yet, later set their size and resolution too). our plan has been to first test big regions and ensure that Naali doesn't have artificial region size limits before possibly looking into seamless continuous sl style multiregion support. i think for many applications single big regions suffice, but there are of course others where separate but for the user continous multiple regions are needed. ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Ogrescene videotutorial
Hi Toni - thanks for the hint about enabling god mode in opensim.ini - somehow this helped that I can use the local preview now with the upgraded servers. Though, I'm still getting stuck when i try to upload them. The odd thing is that there is no reaction at the consoles at all. All I can see, is that a new file is getting created in the folder where I have the scene and mesh files on the local machine, called test03.saved. So I guess the issue must be there. I use a Win7pro workstation with 7-zip installed. The test servers are set up like this: 1 Grid Server running User Service, Opensim.Server and Messaging Server. The Regions run on different Servers only running Opensim32bitLaunch.exe. The import of the scene via console works like a charm. Cheers Pedro On Mon, Oct 4, 2010 at 10:56 AM, Gustavo Alberto Navarro Bilbao sombra.albe...@gmail.com wrote: Hi Toni, thanks for your fast and complete information. I'm going to test it again using the master avatar instead the albert's one and I'll to comment here the result this afternoon/night. Yes, I cleaned the prims from de database to get a new and clean scene without old buildings on it. Best Alberto 2010/10/4 Toni Alatalo ant...@kyperjokki.fi On su, 2010-10-03 at 16:27 +0200, Gustavo Alberto Navarro Bilbao wrote: Trying to test the Naali0.3.1, I have been unable to upload a picture. Naali tells me than no upload capability (see picture attached). That means you don't have permissions do to it. I don't know exactly how that permission/capability (or caps in general, am still an opensim newb :) are configured, but got it working for myself this way: Use the avatar that is the master avatar for that .. region(?). Test User is default. Weirdly enough the account itself didn't exist in my Taiga installs out of the box, so I just said 'create user' in the user server console and created Test User and somehow it indeed got the UUID that was set as the master avatar(?). Then enabled this in OpenSim.ini: region_owner_is_god = true Someone who knows how opensim permissions and CAPs etc actually works can hopefully fill in how that system actually works, and how you can grant some user that CAP etc., but that's what I did to get it working. Alberto ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Ogrescene videotutorial
This sounds great and of course I had to try it too. So I exported a scene and the meshes from blender and tried to load the created .scene file via naali local scene loader ..ehm... without any success on the test server I had upgraded manualy from taiga 0.1.3 to taiga 0.1.4 RC1 . Looks like i must have borked something as on a later installed complete empty server the loader performed nicely. Except for when i wanted to publish the scene to the server the processing of the zip file gets stuck at 14% . Anyhow - thats an awsome feature that soo makes sense and makes things easier in the future :-) @Alberto - in your video why did you delete first the objects in your database? On Sat, Oct 2, 2010 at 2:57 PM, Toni Alatalo ant...@kyperjokki.fi wrote: On la, 2010-10-02 at 12:18 +0200, Gustavo Alberto Navarro Bilbao wrote: http://vimeo.com/15476704. In this tutorial I tried to explain how to load a scene in Taiga created in 3dmax 2009, using the plugin OgreMax. Cool! Besides the command line ui for this on the server side, there is now a GUI tool for loading dotscenes now in Naali. You can test what happens with that for you, works in 0.3.1 at least .. don't know if it is in same shape in 0.3.0 which you seemed to have. Just point it to your .scene and it should load it. http://wiki.realxtend.org/index.php/Getting_Started_with_Naali#Uploading_Scenes The nice thing there is that local previews for big complex scenes is fast, 'cause it just loads the meshes and textures etc. directly from your local disk .. no network transfers nor databases are involved. You can then see whether the materials and scale etc. are correct, and press publish when it makes a zip of it and sends over to Taiga .. which then does the same as the command line load you used in the video. You can set the offset visually before upload. Hopefully useful also when using a remote / hosted opensim where can't access the server console etc. Alberto cheers, ~Toni -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (MingW32) Comment: Use GnuPG with Firefox : http://getfiregpg.org (Version: 0.8) iEYEARECAAYFAkynBP0ACgkQwzcCwq6pHOTDSACggVIw39fl2zNhSkEGdQ0d+0AP zpEAmwRHTAJW5rn+l8SXPJx24joZXI6t =rjAz -END PGP SIGNATURE- -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Ogrescene videotutorial
Following Albertos tutorial I tried also to upload the scene via the console - but there i got the following error message after trying to set the offset via ogrecene offset 128.128.31 : Could not parse new offset vector 128.128.30 On Sun, Oct 3, 2010 at 2:20 PM, Peter Steinlechner psteinlech...@gmail.comwrote: This sounds great and of course I had to try it too. So I exported a scene and the meshes from blender and tried to load the created .scene file via naali local scene loader ..ehm... without any success on the test server I had upgraded manualy from taiga 0.1.3 to taiga 0.1.4 RC1 . Looks like i must have borked something as on a later installed complete empty server the loader performed nicely. Except for when i wanted to publish the scene to the server the processing of the zip file gets stuck at 14% . Anyhow - thats an awsome feature that soo makes sense and makes things easier in the future :-) @Alberto - in your video why did you delete first the objects in your database? On Sat, Oct 2, 2010 at 2:57 PM, Toni Alatalo ant...@kyperjokki.fi wrote: On la, 2010-10-02 at 12:18 +0200, Gustavo Alberto Navarro Bilbao wrote: http://vimeo.com/15476704. In this tutorial I tried to explain how to load a scene in Taiga created in 3dmax 2009, using the plugin OgreMax. Cool! Besides the command line ui for this on the server side, there is now a GUI tool for loading dotscenes now in Naali. You can test what happens with that for you, works in 0.3.1 at least .. don't know if it is in same shape in 0.3.0 which you seemed to have. Just point it to your .scene and it should load it. http://wiki.realxtend.org/index.php/Getting_Started_with_Naali#Uploading_Scenes The nice thing there is that local previews for big complex scenes is fast, 'cause it just loads the meshes and textures etc. directly from your local disk .. no network transfers nor databases are involved. You can then see whether the materials and scale etc. are correct, and press publish when it makes a zip of it and sends over to Taiga .. which then does the same as the command line load you used in the video. You can set the offset visually before upload. Hopefully useful also when using a remote / hosted opensim where can't access the server console etc. Alberto cheers, ~Toni -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.9 (MingW32) Comment: Use GnuPG with Firefox : http://getfiregpg.org (Version: 0.8) iEYEARECAAYFAkynBP0ACgkQwzcCwq6pHOTDSACggVIw39fl2zNhSkEGdQ0d+0AP zpEAmwRHTAJW5rn+l8SXPJx24joZXI6t =rjAz -END PGP SIGNATURE- -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: creating account trought web site
Hi Jonne AFAIK the servers don't get shipped with the webinterface - the only one I know is the recent diva distro based on opensim 0.7 . There is also a redux around that worked with opensim 0.6.9. I think they just handle opensim registration but non of them handle openid or rex authentication. On Fri, Oct 1, 2010 at 3:29 PM, john felipe urrego mejia ingenierofelipeurr...@gmail.com wrote: hello, I'm already registered, that credential information placed in the taiga? thanks 2010/10/1 Jonne Nauha jonne.na...@evocativi.com I don't think what antti gave you is anyhow connected to OpenID. We had a nice openid provider (with signup pages etc) in Taiga but dropped that once ScienceSim got its own openid provider. I guess ours was better in some ways. What antti gave you will prolly work hand in hand with the old authentication and avatar storage servers! I didnt look so I could be wrong but if its supposed to bring you this http://users.realxtend.net/Register.aspx then im right. So this has nothing to do with taiga, legacy rex login stuff purely. I'm suprised if the servers dont ship with this web interface out of the box? Best regards, Jonne Nauha realXtend developer http://www.realxtend.org/ http://www.evocativi.com/ On Fri, Oct 1, 2010 at 10:59 AM, MasterJ djmat...@hotmail.com wrote: i still have a question i want to made an openID account so i try to log on : http://taigalife.ath.cx:8010/signup is my sever here but result is an error like you type a wrong adress. any idea why? i have try to repalce 8010 with 8004 but still have the error. Greetings, MasterJ On 30 sep, 20:20, MasterJ djmat...@hotmail.com wrote: thank you wow that's many files time for me to learn about editing those ;) MasterJ On 30 sep, 14:56, Antti Ilomäki antti.ilom...@gmail.com wrote: Here's the code (I think) for anyone interested. AuthenticationService.rar 1376KAfficherTélécharger -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Question about objetcts in standalone
Ola Manuel normalmente los objetos dejado en una region estan permanente y no hay differenca si estas usando mysql o sqlite. Saludos Pedro 2010/9/30 José Manuel Meza licmanuelm...@gmail.com Hi everybody! I have a question, How many time will be the objets in the server in the standalone mode?? The thing is thad I create a little scenario and I will use that the next week but I didn't use mysql only sqlite from the standalone mode. Now in spanish... Tengo una pregunta, cuanto tiempo duran los objetos en el modo standalone? lo que pasa es que la siguiente semana conectaré a varios alumnos para mostrarles un escenario y no quisiera que se borraran los objetos. Thanks!! -- _ Lic. José Manuel Meza Cano Educación a Distancia División de Educación Continua y Vinculación Facultad de Ciencias Políticas y Sociales Universidad Nacional Autónoma de México Profesor ordinario de asignatura Licenciatura en psicología Sistema de Universidad Abierta y Educación a Distancia Facultad de Estudios Superiores Iztacala Universidad Nacional Autónoma de México Nos vemos luego, en línea siempre -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] First impressions
Hi Antti, hypatiaa I can agree with antti's opinion about economy - this topic was crossing my mind as well. Micro transaction system might be a nice thing, specialy for folks that want to open online casinos as a case example. But for simple content trade I think all whats needed is a fully functional web browser - so content providers can open a normal webshop for digital content. After all it's done successfully for a few years. Some might argue about IP infringment - but at least Second Life is a living example that they can handle just an illusion of DRM. I made a more detailed essay about this at http://exaversum.info/index.php/news/micro-currency/ and I'm curious to hear what you all think about this. :-) Cheers Pedro 2010/9/23 Antti Ilomäki antti.ilom...@gmail.com This may come a bit late, but I went through my emails and realized I hadn't replied to this although I had planned to do so from the start. Any ideas and suggestions are of course always welcome, especially when they're as thoughtful as in this case. Note that people are free to contribute, many improvements are relatively straightforward to code and ideally the current core devs who know the system inside out focus on the difficult stuff and everyone can join in by helping with simpler things first, then progressing to deeper levels of reX-guruness. The question about economy is an interesting one. As an open source software project realXtend is not really interested in becoming a bank and I think that's best for everyone. A functional virtual economy in the Immersive Web would be a desirable thing, though, and ideally some payment companies would be interested in integrating their systems to realXtend. Technically it shouldn't even be too difficult and we're open to discussions with anyone who might be interested in such integration. In the name of openness, it wouldn't of course be just one service provider, but perhaps several different implementations for people to choose from. 2010/7/18 hypatiaa noirebijoucha...@googlemail.com: Hi list! I've off and on used RealXtend on a curiosity basis for a while. I'm a content creator, although I've been working with Second Life for quite a while, I use just about anything that's remotely called a virtual world and even some game engines (Unreal, BlueMars/Cryengine, etc). Been around virtual worlds since they were 2.5 d back in the 90s. So I'm pretty excited about what's up with this project, been lurking it for quite some time. Although I can use Blender, my tools of choice are modo, ZBrush and Carrara. I'm capable with 3ds Max too. My primary interests are in creating new avatars, accessories for avatars, as well as environments. I've come back to experimenting and seeing how the user experience is like. I've got some observations - 1. I fired up Taiga successfully this morning and logged into my private standalone world to get a feeling for where it's at. Thankfully this was relatively painfree - I had major issues a few months ago, this has seriously improved. 2. Cameras. Not to put too fine a point on it, they suck. Can't cam to look at the front of the avatar in default mode, which makes it hard to see what you are doing when customising the avatar. The free mode isn't really that great either - its better for building and no support for mouse wheel zoom, which I feel is more natural (and its supported in the default, it should be consistent IMO). 3. No onscreen camera and avatar movement controls. Think ahead for touchscreens - a gui for movement and camera makes navigation easier for those who are either visually inclined or may not have a mouse at hand. 4. Cannot minimise the IM window - takes up huge amount of screen real estate - clicking it away clicks away the IM. I do love that I can just have Google talk in my virtual world. That is fantastic. (I'm not a Facebook fan, but its nice to have that one too) 5. Economy - how will content delivery be handled? It needs to be easy to import, so that content creators like myself can make assets that are ready to go for a world creator to just buy and put it in the world. Also thought needs to be taken towards making it super easy to deliver this content to users, and make it super easy for them to customise and accessorise their avatars - as they will not in general have high technical skill. My focus is more on the avatar because IMO that is where you have to grab people to make them want to use the software. Pretty builds are empty without users, so their experience really needs to be center stage. Anyway, I don't want to sound critical, I do really love RealXtend and I want to see it succeed. I'm going to keep on using it as you guys put out new versions of the software as I do like the general direction its going. I'll be super excited when I see Apple support too (not just Macs, but also
Re: [realXtend] Re: Scripted objects in naali
On Tue, Sep 21, 2010 at 9:41 PM, Bill gfxg...@gmail.com wrote: Where can we find information on programming objects in C# within realxtend. On Tue, Sep 21, 2010 at 1:53 AM, Toni Alatalo ant...@kyperjokki.fiwrote: On ma, 2010-09-20 at 14:24 -0400, Bill wrote: I'm just wondering what scripting language can we use. We use drupal on the web and would love to be able to integrate functionality into our web applications. Are you still talking about for example a script that rotates an object? How would you like to integrate things like that to your web applications? With opensim+modrex you can use LSL or Python (or c#). The LSL example Peter posted in the first message of this thread works to set the angular velocity of an object, to set a constant rotation speed for it, works. Same can be done from the Python rexscript. Just that Naali fails to implement that kind of rotation currently but we'll need to fix it. To integrate web applications with VWs often the most straightforward thing is to use webviews (embedded browser in the viewer) to show your own web UIs to things. We'll probably test soon how it works to add custom javascript funcs to control in-world things from js code in such UIs running in Naali webview. ~Toni On Mon, Sep 20, 2010 at 2:08 PM, MasterJ djmat...@hotmail.com wrote: ho about scripting can we use the old demo python script we have with realxtend 0.42 on Naali 0.3.1? MasterJ On 17 sep, 19:29, Bill gfxg...@gmail.com wrote: Can you give us an example of creating a script that will rotate an object? Thanks On Wed, Sep 15, 2010 at 7:33 AM, Ali Kämäräinen ali.kamarai...@realxtend.org wrote: Hi, Naali doesn't currently support LSL basically at at all (there might be few exceptions). Grey skies, Ali -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Scripted objects in naali
Toni, Jonne, thanks for reply :-) The object runs fine in the old r042 viewer - but not in naali. I havnt tested with other viewers, as i can't see meshes there. As its naali only I cant resist your offer of an example script as you mentioned, but no need to rush - it was just an observation I thought it might be of interest and it would look great having some moving objects for some video shots, so there is no need to affect server side effects. I'm just testing 0.3.1 - so far awsome - specialy the tilt for the cam got my attention. I will look at the rest after dinner and keep you postet if i notice something fancy. cheers pedro On Wed, Sep 15, 2010 at 6:21 PM, Toni Alatalo ant...@kyperjokki.fi wrote: Jonne Nauha kirjoitti: We provide the EC system for c++ devs for custom components that can do nice things. Also for scripting python and javascript, but other people are more qualified to talk about those :) But I know there will be script stuff done in the next sprint, EC_Script that can run both JS and py. Dunno if this helps if you want to do server side scripting, modrex has python stuff too. Yah the LSL should work, 'cause it's server side so running in opensim like usually. So Peter, you see an object rotating in other viewers but not in Naali? Probably llTargetOmega uses some packet that we haven't implemented, 'cause it is a constant smooth rotation which needs to be done on the client side .. not so that server sends each rotation change. If this is the case, I think we should consider implementing support for that. Nothing we've done in rex yet replaces LSL for the purpose that Linden made it: untrusted sandboxed code running on servers. If you are doing this on your own server, can alternatively use the old rexscript Python system, but it mostly calls the same open functions than the LSL calls so target omega setting probably won't work to Naali. You can of course just use llSetRot or so from either LSL or rex Py, but that won't give you the smooth constant rotation which targetOmega does. If you are fine with a Naali only tech, you can use the new scripting scripting support there to get smooth rotation on the client side. Basically a piece of code attached to your object that says: myentity.placeable.Orientation += rotchange in Python or Javascript. We plan to later have scripts using the Naali API run on the server too, then we will have a LSL replacement. I can make you a working example of this if you're interested, can do that tomorrow. But this is currently client only, so won't rotate the object on the server (just in all clients) so it won't affect the server side collisions etc. which may or may not be a problem for you depending on the case. I wonder if even with the Linden tech all the clients and the server have an identical rotation when using llTargetOmega, 'cause it would seem it depends on when each client got the command .. and the server can't know what rot the clients are at. Do collisions and visuals stay in sync if you e.g. make a big rotating door with TargetOmega and stand so that get pushed by it? ~Toni On Wed, Sep 15, 2010 at 5:02 PM, Peter Steinlechner psteinlech...@gmail.com mailto:psteinlech...@gmail.com wrote: Thanks for the confirmation :-) Actualy I'm glad to hear less and less LL - I will try to figure out how i can get that to work the proper way. On Wed, Sep 15, 2010 at 1:37 PM, Jonne Nauha jonne.na...@evocativi.com mailto:jonne.na...@evocativi.com wrote: You cant set/edit/view LL scripts with Naali but of course if you script rotates some obj inworld (or other manipulation) in the server then Naali will show it. But I guess we cant help you much with your LL script coding, we have few devs that have done something with it but most not like me :) Best regards, Jonne Nauha realXtend developer http://www.realxtend.org/ http://www.evocativi.com/ On Wed, Sep 15, 2010 at 2:33 PM, Ali Kämäräinen ali.kamarai...@realxtend.org mailto:ali.kamarai...@realxtend.org wrote: Hi, Naali doesn't currently support LSL basically at at all (there might be few exceptions). Grey skies, Ali -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Taiga 0.1.3 released
Hi Edwige have youcreated a user account in the user server console ? and looking at your screenshot you don't need the IP adress in the: user n...@127.0.0.1 if you use opensim login On Wed, Sep 8, 2010 at 10:13 AM, Edwige Lelievre - ENER lab edwige.lelie...@gmail.com wrote: I am working on XP, and I am pretty sure there is no problem of firewall, considering the fact that I have no problem with the old realxtend server, that uses the same port, as far as I know (and I run it both locally and externally). I tried also to use my Network IP, without any success either. Thanks anyway for your answers ! Here is a screenshot of how I try to log : http://www.armaghia.fr/temporaire/testlogin.jpg Am I doing something wrong ? I have looked at all the windows of the servers, there is absolutely no notice that someone tried to connect. Anyone else has a clue of why it is not working ? Thanks Edwige On 7 sep, 19:05, Peter Steinlechner psteinlech...@gmail.com wrote: Hi Edwige i think you need to use your Network IP instead of 127.0.0.1 Easy to find when opening a command prompt and entering the command: ipconfig On Tue, Sep 7, 2010 at 7:00 PM, Nathan Letwory nathan.letw...@gmail.com wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 7.9.2010 19:57, Edwige Lelievre - ENER lab wrote: Thanks a lot for your answers ! But I don't manage to connect to my server with login : testu...@127.0.0.1 password : test and world : 127.0.0.1 The error message is Authentication failed to 127.0.0.1:10001, please check your Authentication adress and port I tried with Naali 0.3.0 and the old Realxtend viewer, same issue. Make sure you start your servers as administrator and that all necessary ports are open in case you run a firewall. /Nathan - -- Nathan Letwory Letwory Interactive http://www.letworyinteractive.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (MingW32) Comment: Using GnuPG with Mozilla -http://enigmail.mozdev.org/ iQEcBAEBAgAGBQJMhm+sAAoJEKtfN7KsE0Ttk88IAJTDAg7846X68nL+lK1mNSii E0BQYkShzSB0v+r0BmpGFoceV9RANlb3J8mbomIur9xUi4r8RJoeqPlIgGwqux0l C9VVC3/3gHIAuMW2Rdbx1blUDZ9XjFvz1iEjqNBjc/lU9X8A0PkgOZaDsX8T9cZe fEKvtKISaQS0JdfRr2Ku0ZeOmctZoccakTknRYMMKkeU5ujHecfvJ4ZpizyKJYvM quRBZdxUs7hP1LMSN/tVmG8L9OaEp7FFpxpIZf11VyE+1UV1eXVHfwTAxhFmAu+q uQn7QTrfQPVvuLVKmRQACKAgocuEtgBAloWQgomd1sbwDP8S+PtxKFXhHlzXEOs= =ifsT -END PGP SIGNATURE- -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Taiga 0.1.3 released
Hi Edwige you will need to use then: edwige lelievre as username (2 words) On Wed, Sep 8, 2010 at 10:53 AM, Edwige Lelievre - ENER lab edwige.lelie...@gmail.com wrote: Yes, I tried with a user I created also (it is in the database of the grid) But I don't really understand how it works (different from the old server) for instance I created an user like that. I write create user in the grid window (OpenSim.Grid.UserServer.exe) it asks me : First Name [default] : edwige Last Name [user] : lelievre Password : mypassword So I should log with : login : lelievre password : mypassword server 127.0.0.1 ? It looks like using lelievre or edwige never works : when I clic on connect, nothing happens. It I don't add @127.0.0.1 at the end, it doesn't even try to connect ! On 8 sep, 10:25, Peter Steinlechner psteinlech...@gmail.com wrote: Hi Edwige have youcreated a user account in the user server console ? and looking at your screenshot you don't need the IP adress in the: user n...@127.0.0.1 if you use opensim login On Wed, Sep 8, 2010 at 10:13 AM, Edwige Lelievre - ENER lab edwige.lelie...@gmail.com wrote: I am working on XP, and I am pretty sure there is no problem of firewall, considering the fact that I have no problem with the old realxtend server, that uses the same port, as far as I know (and I run it both locally and externally). I tried also to use my Network IP, without any success either. Thanks anyway for your answers ! Here is a screenshot of how I try to log : http://www.armaghia.fr/temporaire/testlogin.jpg Am I doing something wrong ? I have looked at all the windows of the servers, there is absolutely no notice that someone tried to connect. Anyone else has a clue of why it is not working ? Thanks Edwige On 7 sep, 19:05, Peter Steinlechner psteinlech...@gmail.com wrote: Hi Edwige i think you need to use your Network IP instead of 127.0.0.1 Easy to find when opening a command prompt and entering the command: ipconfig On Tue, Sep 7, 2010 at 7:00 PM, Nathan Letwory nathan.letw...@gmail.com wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 7.9.2010 19:57, Edwige Lelievre - ENER lab wrote: Thanks a lot for your answers ! But I don't manage to connect to my server with login : testu...@127.0.0.1 password : test and world : 127.0.0.1 The error message is Authentication failed to 127.0.0.1:10001, please check your Authentication adress and port I tried with Naali 0.3.0 and the old Realxtend viewer, same issue. Make sure you start your servers as administrator and that all necessary ports are open in case you run a firewall. /Nathan - -- Nathan Letwory Letwory Interactive http://www.letworyinteractive.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (MingW32) Comment: Using GnuPG with Mozilla -http://enigmail.mozdev.org/ iQEcBAEBAgAGBQJMhm+sAAoJEKtfN7KsE0Ttk88IAJTDAg7846X68nL+lK1mNSii E0BQYkShzSB0v+r0BmpGFoceV9RANlb3J8mbomIur9xUi4r8RJoeqPlIgGwqux0l C9VVC3/3gHIAuMW2Rdbx1blUDZ9XjFvz1iEjqNBjc/lU9X8A0PkgOZaDsX8T9cZe fEKvtKISaQS0JdfRr2Ku0ZeOmctZoccakTknRYMMKkeU5ujHecfvJ4ZpizyKJYvM quRBZdxUs7hP1LMSN/tVmG8L9OaEp7FFpxpIZf11VyE+1UV1eXVHfwTAxhFmAu+q uQn7QTrfQPVvuLVKmRQACKAgocuEtgBAloWQgomd1sbwDP8S+PtxKFXhHlzXEOs= =ifsT -END PGP SIGNATURE- -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Taiga 0.1.3 released
I forgot:you need to use the port in the Login URL too - like: http://192.168.X.X:8002 - you should use here your IP Adress you entered in the taiga configuration not 127.0.0.1 If it doesnt show the grid infos then there might be something wrong with the port On Wed, Sep 8, 2010 at 11:06 AM, Edwige Lelievre - ENER lab edwige.lelie...@gmail.com wrote: Additional question : is there more port to open with this new version ? (I already have open 7000, 8000, 9000, 1 and 10001 for the old realxtend, but in my memories, it was only required if I wanted external server, it was not necessary for local server) On 8 sep, 10:59, Edwige Lelievre - ENER lab edwige.lelie...@gmail.com wrote: Ok, it looks better with login with edwige lelievre The error message in Naali window is : connexion failed, reason unknown. World address probably not valid. Now I also have an error message on the server (that is a progress ! ;) ) : 10:54:11 - [BASE HTTP SERVER]: Requested method [login_to_simulator] from 127.0.0.1 threw exception: La référence d'objet n'est pas définie à une instance d'un objet.à ModularRex.RexNetwork.RexLogin.RexLoginModule.XmlRpcLoginMethod(XmlRpcReque st request, IPEndPoint client) (a part is in french because my computer is in brefnch, sorry) Thanks for your help Peter :) On 8 sep, 10:25, Peter Steinlechner psteinlech...@gmail.com wrote: Hi Edwige have youcreated a user account in the user server console ? and looking at your screenshot you don't need the IP adress in the: user n...@127.0.0.1 if you use opensim login On Wed, Sep 8, 2010 at 10:13 AM, Edwige Lelievre - ENER lab edwige.lelie...@gmail.com wrote: I am working on XP, and I am pretty sure there is no problem of firewall, considering the fact that I have no problem with the old realxtend server, that uses the same port, as far as I know (and I run it both locally and externally). I tried also to use my Network IP, without any success either. Thanks anyway for your answers ! Here is a screenshot of how I try to log : http://www.armaghia.fr/temporaire/testlogin.jpg Am I doing something wrong ? I have looked at all the windows of the servers, there is absolutely no notice that someone tried to connect. Anyone else has a clue of why it is not working ? Thanks Edwige On 7 sep, 19:05, Peter Steinlechner psteinlech...@gmail.com wrote: Hi Edwige i think you need to use your Network IP instead of 127.0.0.1 Easy to find when opening a command prompt and entering the command: ipconfig On Tue, Sep 7, 2010 at 7:00 PM, Nathan Letwory nathan.letw...@gmail.com wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 7.9.2010 19:57, Edwige Lelievre - ENER lab wrote: Thanks a lot for your answers ! But I don't manage to connect to my server with login : testu...@127.0.0.1 password : test and world : 127.0.0.1 The error message is Authentication failed to 127.0.0.1:10001 , please check your Authentication adress and port I tried with Naali 0.3.0 and the old Realxtend viewer, same issue. Make sure you start your servers as administrator and that all necessary ports are open in case you run a firewall. /Nathan - -- Nathan Letwory Letwory Interactive http://www.letworyinteractive.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (MingW32) Comment: Using GnuPG with Mozilla -http://enigmail.mozdev.org/ iQEcBAEBAgAGBQJMhm+sAAoJEKtfN7KsE0Ttk88IAJTDAg7846X68nL+lK1mNSii E0BQYkShzSB0v+r0BmpGFoceV9RANlb3J8mbomIur9xUi4r8RJoeqPlIgGwqux0l C9VVC3/3gHIAuMW2Rdbx1blUDZ9XjFvz1iEjqNBjc/lU9X8A0PkgOZaDsX8T9cZe fEKvtKISaQS0JdfRr2Ku0ZeOmctZoccakTknRYMMKkeU5ujHecfvJ4ZpizyKJYvM quRBZdxUs7hP1LMSN/tVmG8L9OaEp7FFpxpIZf11VyE+1UV1eXVHfwTAxhFmAu+q uQn7QTrfQPVvuLVKmRQACKAgocuEtgBAloWQgomd1sbwDP8S+PtxKFXhHlzXEOs= =ifsT -END PGP SIGNATURE- -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Taiga 0.1.3 released
you where close then :-) did you try with http://192.168.0.10:8002 yet ? On Wed, Sep 8, 2010 at 11:25 AM, Edwige Lelievre - ENER lab edwige.lelie...@gmail.com wrote: I tried to get grid info with http://127.0.0.1 and http://192.168.0.10 (my network IP), but it doesn't works : Could not retrieve grid info With 192.168.0.10, it takes more time to give me this error ;) Absolutely no effect on the server ! Thanks for your patience :) On 8 sep, 11:06, Peter Steinlechner psteinlech...@gmail.com wrote: Best you start over in adding a new avatar in naali (ether) and choose avatar type opensim. Enter first name, last name and password and save. Then click on new world - enter there the login URL and then click on the GET GRID INFO button at the bottom, this should fill out the other fields. Save the settings and you should be god to go. On Wed, Sep 8, 2010 at 10:59 AM, Edwige Lelievre - ENER lab edwige.lelie...@gmail.com wrote: Ok, it looks better with login with edwige lelievre The error message in Naali window is : connexion failed, reason unknown. World address probably not valid. Now I also have an error message on the server (that is a progress ! ;) ) : 10:54:11 - [BASE HTTP SERVER]: Requested method [login_to_simulator] from 127.0.0.1 threw exception: La référence d'objet n'est pas définie à une instance d'un objet.à ModularRex.RexNetwork.RexLogin.RexLoginModule.XmlRpcLoginMethod(XmlRpcReque st request, IPEndPoint client) (a part is in french because my computer is in brefnch, sorry) Thanks for your help Peter :) On 8 sep, 10:25, Peter Steinlechner psteinlech...@gmail.com wrote: Hi Edwige have youcreated a user account in the user server console ? and looking at your screenshot you don't need the IP adress in the: user n...@127.0.0.1 if you use opensim login On Wed, Sep 8, 2010 at 10:13 AM, Edwige Lelievre - ENER lab edwige.lelie...@gmail.com wrote: I am working on XP, and I am pretty sure there is no problem of firewall, considering the fact that I have no problem with the old realxtend server, that uses the same port, as far as I know (and I run it both locally and externally). I tried also to use my Network IP, without any success either. Thanks anyway for your answers ! Here is a screenshot of how I try to log : http://www.armaghia.fr/temporaire/testlogin.jpg Am I doing something wrong ? I have looked at all the windows of the servers, there is absolutely no notice that someone tried to connect. Anyone else has a clue of why it is not working ? Thanks Edwige On 7 sep, 19:05, Peter Steinlechner psteinlech...@gmail.com wrote: Hi Edwige i think you need to use your Network IP instead of 127.0.0.1 Easy to find when opening a command prompt and entering the command: ipconfig On Tue, Sep 7, 2010 at 7:00 PM, Nathan Letwory nathan.letw...@gmail.com wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 7.9.2010 19:57, Edwige Lelievre - ENER lab wrote: Thanks a lot for your answers ! But I don't manage to connect to my server with login : testu...@127.0.0.1 password : test and world : 127.0.0.1 The error message is Authentication failed to 127.0.0.1:10001, please check your Authentication adress and port I tried with Naali 0.3.0 and the old Realxtend viewer, same issue. Make sure you start your servers as administrator and that all necessary ports are open in case you run a firewall. /Nathan - -- Nathan Letwory Letwory Interactive http://www.letworyinteractive.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (MingW32) Comment: Using GnuPG with Mozilla -http://enigmail.mozdev.org/ iQEcBAEBAgAGBQJMhm+sAAoJEKtfN7KsE0Ttk88IAJTDAg7846X68nL+lK1mNSii E0BQYkShzSB0v+r0BmpGFoceV9RANlb3J8mbomIur9xUi4r8RJoeqPlIgGwqux0l C9VVC3/3gHIAuMW2Rdbx1blUDZ9XjFvz1iEjqNBjc/lU9X8A0PkgOZaDsX8T9cZe fEKvtKISaQS0JdfRr2Ku0ZeOmctZoccakTknRYMMKkeU5ujHecfvJ4ZpizyKJYvM quRBZdxUs7hP1LMSN/tVmG8L9OaEp7FFpxpIZf11VyE+1UV1eXVHfwTAxhFmAu+q uQn7QTrfQPVvuLVKmRQACKAgocuEtgBAloWQgomd1sbwDP8S+PtxKFXhHlzXEOs= =ifsT -END PGP SIGNATURE- -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Taiga 0.1.3 released
Way to go :-) Glad it helped :-) On Wed, Sep 8, 2010 at 11:52 AM, Edwige Lelievre - ENER lab edwige.lelie...@gmail.com wrote: With http://192.168.0.10:8002, I manage to get grid info ! Whoot ! Here are the informations I get : nickname : hippogrid mode : grid plateform : OpenSim (the rest is empty) Is that ok ? And I managed to login, awesome !! I will write a tutorial about that all :) Thanks you so much !! Edwige On 8 sep, 11:31, Peter Steinlechner psteinlech...@gmail.com wrote: you where close then :-) did you try withhttp://192.168.0.10:8002yet ? On Wed, Sep 8, 2010 at 11:25 AM, Edwige Lelievre - ENER lab edwige.lelie...@gmail.com wrote: I tried to get grid info withhttp://127.0.0.1andhttp://192.168.0.10 (my network IP), but it doesn't works : Could not retrieve grid info With 192.168.0.10, it takes more time to give me this error ;) Absolutely no effect on the server ! Thanks for your patience :) On 8 sep, 11:06, Peter Steinlechner psteinlech...@gmail.com wrote: Best you start over in adding a new avatar in naali (ether) and choose avatar type opensim. Enter first name, last name and password and save. Then click on new world - enter there the login URL and then click on the GET GRID INFO button at the bottom, this should fill out the other fields. Save the settings and you should be god to go. On Wed, Sep 8, 2010 at 10:59 AM, Edwige Lelievre - ENER lab edwige.lelie...@gmail.com wrote: Ok, it looks better with login with edwige lelievre The error message in Naali window is : connexion failed, reason unknown. World address probably not valid. Now I also have an error message on the server (that is a progress ! ;) ) : 10:54:11 - [BASE HTTP SERVER]: Requested method [login_to_simulator] from 127.0.0.1 threw exception: La référence d'objet n'est pas définie à une instance d'un objet.à ModularRex.RexNetwork.RexLogin.RexLoginModule.XmlRpcLoginMethod(XmlRpcReque st request, IPEndPoint client) (a part is in french because my computer is in brefnch, sorry) Thanks for your help Peter :) On 8 sep, 10:25, Peter Steinlechner psteinlech...@gmail.com wrote: Hi Edwige have youcreated a user account in the user server console ? and looking at your screenshot you don't need the IP adress in the: user n...@127.0.0.1 if you use opensim login On Wed, Sep 8, 2010 at 10:13 AM, Edwige Lelievre - ENER lab edwige.lelie...@gmail.com wrote: I am working on XP, and I am pretty sure there is no problem of firewall, considering the fact that I have no problem with the old realxtend server, that uses the same port, as far as I know (and I run it both locally and externally). I tried also to use my Network IP, without any success either. Thanks anyway for your answers ! Here is a screenshot of how I try to log : http://www.armaghia.fr/temporaire/testlogin.jpg Am I doing something wrong ? I have looked at all the windows of the servers, there is absolutely no notice that someone tried to connect. Anyone else has a clue of why it is not working ? Thanks Edwige On 7 sep, 19:05, Peter Steinlechner psteinlech...@gmail.com wrote: Hi Edwige i think you need to use your Network IP instead of 127.0.0.1 Easy to find when opening a command prompt and entering the command: ipconfig On Tue, Sep 7, 2010 at 7:00 PM, Nathan Letwory nathan.letw...@gmail.com wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 7.9.2010 19:57, Edwige Lelievre - ENER lab wrote: Thanks a lot for your answers ! But I don't manage to connect to my server with login : testu...@127.0.0.1 password : test and world : 127.0.0.1 The error message is Authentication failed to 127.0.0.1:10001, please check your Authentication adress and port I tried with Naali 0.3.0 and the old Realxtend viewer, same issue. Make sure you start your servers as administrator and that all necessary ports are open in case you run a firewall. /Nathan - -- Nathan Letwory Letwory Interactive http://www.letworyinteractive.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (MingW32) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iQEcBAEBAgAGBQJMhm+sAAoJEKtfN7KsE0Ttk88IAJTDAg7846X68nL+lK1mNSii E0BQYkShzSB0v+r0BmpGFoceV9RANlb3J8mbomIur9xUi4r8RJoeqPlIgGwqux0l C9VVC3/3gHIAuMW2Rdbx1blUDZ9XjFvz1iEjqNBjc/lU9X8A0PkgOZaDsX8T9cZe fEKvtKISaQS0JdfRr2Ku0ZeOmctZoccakTknRYMMKkeU5ujHecfvJ4ZpizyKJYvM quRBZdxUs7hP1LMSN/tVmG8L9OaEp7FFpxpIZf11VyE
Re: [realXtend] Problems uploading .mesh files.
Hi George Have you tried to use the latest Taiga server? On Tue, Sep 7, 2010 at 5:24 PM, George van Zeeland vanzeeland.geo...@gmail.com wrote: hi guys. How big are the meshes you want to upload ? I just made a very simple .mesh file of 45kb to test it before i would spend a lot of time in to making something that doesn't work. Just a few min ago i ran in to another problem to. Particle scripts don't show either. The compile just fine and start, getting msg the are running but the don't show. [8:04] Compile successful [8:04] Primitive: Script running. I am in the dark at the moment nothing shows an error but its not visible on the region. when i ran server 0.4 a year ago i could not set nor save ground textures but ok, everything els worked. server 0.5 has a lot more problems, flying controls are not set, you can only go up but not down. mesh uploads don't work, particle scripts don't work. Cant edit water visuals, light and ambient setting are not getting saved. Sound does not work. setting media textures dont work wind/flying/menu sounds missing or not playing. Water visuals using windlight does not work. I would go back to 0.4 if it was not for the fact it wont run properly on my windows 7, it acts weird around writing permission or something but it does not work. Not sure what els ill run in to but so far i am experiencing a lot of problems and I am not getting any information about errors on the console windows the say it all good wile obviously its not. little problem is i need to have this world up i have people waiting to get on it. but i think i will have to disappoint them. and me being a programmer worst nightmare noob kind of guy is not helping either haha. I could use the server of someone who has it running and working right now haha. Lot of crap ai ?? I really hope someone is willing and able to help me puppy eye's Best regards George. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Taiga 0.1.3 released
Hi Edwige i think you need to use your Network IP instead of 127.0.0.1 Easy to find when opening a command prompt and entering the command: ipconfig On Tue, Sep 7, 2010 at 7:00 PM, Nathan Letwory nathan.letw...@gmail.comwrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 7.9.2010 19:57, Edwige Lelievre - ENER lab wrote: Thanks a lot for your answers ! But I don't manage to connect to my server with login : testu...@127.0.0.1 password : test and world : 127.0.0.1 The error message is Authentication failed to 127.0.0.1:10001, please check your Authentication adress and port I tried with Naali 0.3.0 and the old Realxtend viewer, same issue. Make sure you start your servers as administrator and that all necessary ports are open in case you run a firewall. /Nathan - -- Nathan Letwory Letwory Interactive http://www.letworyinteractive.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (MingW32) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iQEcBAEBAgAGBQJMhm+sAAoJEKtfN7KsE0Ttk88IAJTDAg7846X68nL+lK1mNSii E0BQYkShzSB0v+r0BmpGFoceV9RANlb3J8mbomIur9xUi4r8RJoeqPlIgGwqux0l C9VVC3/3gHIAuMW2Rdbx1blUDZ9XjFvz1iEjqNBjc/lU9X8A0PkgOZaDsX8T9cZe fEKvtKISaQS0JdfRr2Ku0ZeOmctZoccakTknRYMMKkeU5ujHecfvJ4ZpizyKJYvM quRBZdxUs7hP1LMSN/tVmG8L9OaEp7FFpxpIZf11VyE+1UV1eXVHfwTAxhFmAu+q uQn7QTrfQPVvuLVKmRQACKAgocuEtgBAloWQgomd1sbwDP8S+PtxKFXhHlzXEOs= =ifsT -END PGP SIGNATURE- -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Legacy 256x256m region limits ?
Hi Toni that is so teasing to think about a 10*10km region - i was at an os 512*512m megaregion, and that was realy a better experience than with the region crossing, specialy for vehicle usage. On Mon, Sep 6, 2010 at 9:06 AM, Toni Alatalo ant...@kyperjokki.fi wrote: On ma, 2010-09-06 at 08:21 +0200, Peter Steinlechner wrote: terrain creation. Could the region size then be set on a per region base or just globaly per opensim server ? Either way would be fine for me, if we could run then a 512x512m area instead of 4 normal regions per server. Could i change the required setting somewhere in the taiga server or in the database ? Reportedly (opensim devs told us) that it's a compile time constant in OpenSim. REGIONSIZE = 256 or so. So it is AFAIK global, and you can't have variable sizes. This constant is respected more in 0.7 than in earlier versions, so they recommended that it would be good to test with that. So to test this you need to change some config and recompile. The reason why it's been fixed at 256 so far is that the Linden protocol and viewer, I suppose exactly in the multiregion part, supposes that. Naali doesn't (currently) have regions at all, just a single global scene, and it doesn't have size limits. There is a couple places in UI now where we've hacked a couple 0-255 checks currently, I think for when you move objects when editing and in camera movement code. But these are easy to remove when testing this. I'm looking forward to seeing a 10km * 10km sim and testing some racing there :) (Nebadon of osgrid fame has a racing megaregion, iirc 8km*8km, and said that would be interested in testing that thing on a single big region with Naali) ~Toni 2010/9/6 Antti Ilomäki antti.ilom...@gmail.com We've been intending to do big region tests for a while now, it shouldn't actually be too difficult. The Naali viewer doesn't limit the region size and changing it in OpenSim is relatively easy as well. Terrain is a bit problematic since it doesn't scale, but you can generate a suitably large terrain mesh in Blender or Max for example. 2010/9/6 George van Zeeland vanzeeland.geo...@gmail.com: Hi there. Pedro wrote: I'm sure it must be some legacy from opensimulator that regions can have just a size of 256x256m. But would'nt it be somehow great to have free definable region sizes A region is hosted on the grid and the grid is 1000x1000 so i guess it might be posible to create a region as big as 1000x1000. And i guess it would still be possible to have different (sort of regions) by navigating on the hypergrid that allows navigation between all the grids hosted on the open sim. Pedro worte: though it might then need bigger terrain textures maybe. This would be undesirable. Not only would bigger ground textures (referring to higher resolution put a lot more pressure on you system rendering the texture, it would also put more pressure on the bandwidth of your connection. If you could create a region as big as 1000x1000 the to render ground patches would still be 256x256 the don't stretch with the region land the would just tile the same way over a bigger pice of land. Pedro wrote: IMHO this would open up some great possibilities, specially for bigger sceneries I doubt it one would benefit from having bigger regions, one of the great advantages of heaving more than one region is that its possible to set a new set of textures for every region. One big region would mean one texture set for the complete scenery, and especially with bigger scenes different texture sets are a great + If you like the same textures blending the same way your first region does just copy the settings. Perdo wrote: I don't have a clue if it's technically a miracle to make this happen, but i definitly know that the dev's here are achieving one miracle after the other. Hell yes the are :)) Best regards George z. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com
Re: [realXtend] Legacy 256x256m region limits ?
Another idea that just came up. I wonder if it would be possible to have sort of like a grid teleporter ? Now if we want to go to a different place we can easy do this via ether, but it might be great if this could be mimicked via an object inworld, without going to ether. On Mon, Sep 6, 2010 at 9:18 AM, Peter Steinlechner psteinlech...@gmail.comwrote: Hi Toni that is so teasing to think about a 10*10km region - i was at an os 512*512m megaregion, and that was realy a better experience than with the region crossing, specialy for vehicle usage. On Mon, Sep 6, 2010 at 9:06 AM, Toni Alatalo ant...@kyperjokki.fi wrote: On ma, 2010-09-06 at 08:21 +0200, Peter Steinlechner wrote: terrain creation. Could the region size then be set on a per region base or just globaly per opensim server ? Either way would be fine for me, if we could run then a 512x512m area instead of 4 normal regions per server. Could i change the required setting somewhere in the taiga server or in the database ? Reportedly (opensim devs told us) that it's a compile time constant in OpenSim. REGIONSIZE = 256 or so. So it is AFAIK global, and you can't have variable sizes. This constant is respected more in 0.7 than in earlier versions, so they recommended that it would be good to test with that. So to test this you need to change some config and recompile. The reason why it's been fixed at 256 so far is that the Linden protocol and viewer, I suppose exactly in the multiregion part, supposes that. Naali doesn't (currently) have regions at all, just a single global scene, and it doesn't have size limits. There is a couple places in UI now where we've hacked a couple 0-255 checks currently, I think for when you move objects when editing and in camera movement code. But these are easy to remove when testing this. I'm looking forward to seeing a 10km * 10km sim and testing some racing there :) (Nebadon of osgrid fame has a racing megaregion, iirc 8km*8km, and said that would be interested in testing that thing on a single big region with Naali) ~Toni 2010/9/6 Antti Ilomäki antti.ilom...@gmail.com We've been intending to do big region tests for a while now, it shouldn't actually be too difficult. The Naali viewer doesn't limit the region size and changing it in OpenSim is relatively easy as well. Terrain is a bit problematic since it doesn't scale, but you can generate a suitably large terrain mesh in Blender or Max for example. 2010/9/6 George van Zeeland vanzeeland.geo...@gmail.com: Hi there. Pedro wrote: I'm sure it must be some legacy from opensimulator that regions can have just a size of 256x256m. But would'nt it be somehow great to have free definable region sizes A region is hosted on the grid and the grid is 1000x1000 so i guess it might be posible to create a region as big as 1000x1000. And i guess it would still be possible to have different (sort of regions) by navigating on the hypergrid that allows navigation between all the grids hosted on the open sim. Pedro worte: though it might then need bigger terrain textures maybe. This would be undesirable. Not only would bigger ground textures (referring to higher resolution put a lot more pressure on you system rendering the texture, it would also put more pressure on the bandwidth of your connection. If you could create a region as big as 1000x1000 the to render ground patches would still be 256x256 the don't stretch with the region land the would just tile the same way over a bigger pice of land. Pedro wrote: IMHO this would open up some great possibilities, specially for bigger sceneries I doubt it one would benefit from having bigger regions, one of the great advantages of heaving more than one region is that its possible to set a new set of textures for every region. One big region would mean one texture set for the complete scenery, and especially with bigger scenes different texture sets are a great + If you like the same textures blending the same way your first region does just copy the settings. Perdo wrote: I don't have a clue if it's technically a miracle to make this happen, but i definitly know that the dev's here are achieving one miracle after the other. Hell yes
Re: [realXtend] Naali World Building demo video
Hi Jonne thats quite a cute teaser :-) and awsome to see how the building tool progressed in this short time. It looks like we soon can get over the old r0.42 viewer. Now i can't wait until the new viewer get's available. realxtend rocks! On Mon, Sep 6, 2010 at 5:36 PM, Jonne Nauha jonne.na...@evocativi.comwrote: Good afternoon, I've been working on the world building mode for Naali and people (Antti Ilomäki mostly) have been asking a video of the new features/building UI. I've finally made a video and blog post to go along with it. Let me know what you think! Note that its still work in progress and you will find bugs here :) All that you see on the video will be available in our next release 0.3.1 thats due next week. Blog: http://realxtend.blogspot.com/2010/09/building-with-naali.html for more info on the subject Youtube video: http://www.youtube.com/watch?v=ifJtJreQIZg I recommend 720p fullscreen to get the most of it Direct download: http://dl.dropbox.com/u/3589544/building/realXtend-Naali_world-building.x264.avi still uploading to dropbox, will be up in 30 mins or so Best regards, Jonne Nauha realXtend developer http://www.realxtend.org/ http://www.evocativi.com/ -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: I can't upload
Sketchup doesn't make automaticly a collission model, you need to make that manualy On Fri, Sep 3, 2010 at 11:38 PM, Toni Alatalo ant...@kyperjokki.fi wrote: On pe, 2010-09-03 at 14:34 -0700, DiogoLuiz wrote: Ok, now I got this, but my object is now a white object and I can walk inside that, how could I fix this? You must assign materials or textures to it. Collisions currently work only for the first submesh, the first material index. There is a patch for the server that should fix it to work an all, but there was some problem with it so it's not in current version yet. Now you can make a collision model which is all in one part, and set that as the collision model of your object. I don't know if Sketchup can do that for you (i know Blender can). ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Naali saving avatar trouble
Here is a little Quickstarter for the Taiga Installation: - Check on your Server that Microsoft .net 3.5 and the most actual patches are installed - Check if MySQL 5 or higher is installed - Install MySQL and search for the my.ini file. - search for max_allowed_packet, most likely the default value is 1M, change this to 16M - If not present, then add the following line In the Section [MySQLD]: max_allowed_packet=16M - restart the MySQL Service and follow the Taiga installation instructions. BTW - if anyone has some issues with uploading meshes that are smaller then the 16M set check for the time when this happens - if its after exactly 60 seconds, then i assume its .net timeout and a faster internet connection helps substantialy. Cheers, Pedro 2010/8/28 Antti Ilomäki antti.ilom...@gmail.com Well here's some initiative for you: http://wiki.realxtend.org/index.php/Getting_Started_with_Taiga#Frequently_Asked_Questions_About_Taiga My internet is barely working for some reason, I'll try to get the Taiga release mail out shortly. Anyway, ANYONE who has good ideas about additions or modifications to the wiki are welcome to contribute. Creating tutorials and maintaining the wiki is very time consuming work for the developers who are very busy with other tasks as well, so it would be a good way to contribute for people who know how to use stuff, but don't want to do programming. 2010/8/28 Jonne Nauha jonne.na...@evocativi.com: Yeah we would first need to make a FAQ as we dont have one for naali or tationaiga ;) Someone just needs to make the initiative! Best regards, Jonne Nauha realXtend developer http://www.realxtend.org/ http://www.evocativi.com/ On Sat, Aug 28, 2010 at 10:34 AM, Peter Steinlechner psteinlech...@gmail.com wrote: Hi Ali, Jonne That's a good idea to post it in the FAQ, as most people will trip over this max_allowed_packet thingy at least once. Maybe it's good to mention it in the Taiga Setup Wizzard too. On Fri, Aug 27, 2010 at 11:09 PM, MasterJ djmat...@hotmail.com wrote: thank you for the fast reply, hmmm i found my.ini but i have nothing related to max_allowe_packet inside. any idea why? this my.ini is on MySql server 5.1 folder not directly inside the main MySql folder. ha i found just now when i type it's named here : my-huge.ini i have lot of my-XXX.ini . h ok i test them all. Greetings, MasterJ On 27 août, 22:08, Ali Kämäräinen ali.kamarai...@realxtend.org wrote: Hi ya'll, For me this max_allowed_packet thing seems like a poster boy of Taiga FAQ material for the wiki page? Greys skies, Ali -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Naali saving avatar trouble
Hi Ali, Jonne That's a good idea to post it in the FAQ, as most people will trip over this max_allowed_packet thingy at least once. Maybe it's good to mention it in the Taiga Setup Wizzard too. On Fri, Aug 27, 2010 at 11:09 PM, MasterJ djmat...@hotmail.com wrote: thank you for the fast reply, hmmm i found my.ini but i have nothing related to max_allowe_packet inside. any idea why? this my.ini is on MySql server 5.1 folder not directly inside the main MySql folder. ha i found just now when i type it's named here : my-huge.ini i have lot of my-XXX.ini . h ok i test them all. Greetings, MasterJ On 27 août, 22:08, Ali Kämäräinen ali.kamarai...@realxtend.org wrote: Hi ya'll, For me this max_allowed_packet thing seems like a poster boy of Taiga FAQ material for the wiki page? Greys skies, Ali -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Naali saving avatar trouble
If i can help out somehow, i would be glad. On Sat, Aug 28, 2010 at 9:52 AM, Jonne Nauha jonne.na...@evocativi.comwrote: Yeah we would first need to make a FAQ as we dont have one for naali or taiga ;) Someone just needs to make the initiative! Best regards, Jonne Nauha realXtend developer http://www.realxtend.org/ http://www.evocativi.com/ On Sat, Aug 28, 2010 at 10:34 AM, Peter Steinlechner psteinlech...@gmail.com wrote: Hi Ali, Jonne That's a good idea to post it in the FAQ, as most people will trip over this max_allowed_packet thingy at least once. Maybe it's good to mention it in the Taiga Setup Wizzard too. On Fri, Aug 27, 2010 at 11:09 PM, MasterJ djmat...@hotmail.com wrote: thank you for the fast reply, hmmm i found my.ini but i have nothing related to max_allowe_packet inside. any idea why? this my.ini is on MySql server 5.1 folder not directly inside the main MySql folder. ha i found just now when i type it's named here : my-huge.ini i have lot of my-XXX.ini . h ok i test them all. Greetings, MasterJ On 27 août, 22:08, Ali Kämäräinen ali.kamarai...@realxtend.org wrote: Hi ya'll, For me this max_allowed_packet thing seems like a poster boy of Taiga FAQ material for the wiki page? Greys skies, Ali -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Grid setup question
Hi Ryan Taiga 0.1.3 works nicely - but i still have the same issue with the old viewer. I noticed the folowing error message at startup of the region : 10:13:49 - [CABLE BEACH ASSETS]: Failed to locate an IImprovedAssetCache. Storage for local and temporary assets will be disabled Though i get the same message on the region i have on the same server where the grid services run. Grid Service shows the region as connecting successfully Well - i only use the old viewer to build and because i can see into neighbouring regions and enter them without teleport. On Fri, Aug 27, 2010 at 1:08 PM, Peter Steinlechner psteinlech...@gmail.com wrote: Found it :-) On Fri, Aug 27, 2010 at 1:03 PM, Peter Steinlechner psteinlech...@gmail.com wrote: Hi Ryan not yet - atm i am still using Taiga 0.1.2 but im glad to give it a try. Where can I find it ? Cheers :-) On Fri, Aug 27, 2010 at 12:38 PM, Ryan McDougall sempu...@gmail.comwrote: Did you try using the TaigaWizard setup application? Taiga 0.1.3 RC? On Fri, Aug 27, 2010 at 1:30 PM, pedro psteinlech...@gmail.com wrote: I still wonder where i got things wrong in adding a region to a grid that's on a different server? The Region.ini file i use looks like this: [Sandbox] ExternalHostName=165.1.1.1 InternalPort=9001 Location=1004,1000 MasterAvatarFirstName=User MasterAvatarLastName=User MasterAvatarSandboxPassword=user RegionUUID=c114bc50-9d8e-4ba9-b65e-28f7eacc5363 region_name=Sandbox InternalAddress=165.1.1.1 AllowAlternatePorts=False The grid servers entry in the opensim ini point all to the correct IP and ports of the server where all grid services run. On the server where the above mentioned region is located i just start up OpenSim.32BitLaunch.exe When i try to get from a region thats located on the same server where the grid servers run to the sandbox box by using the r0.42 viewer, i get the following messages in the console of the Sandbox server: 12:23:22 - [CONNECTION BEGIN]: Region Sandbox told of incoming child agent test user d7e1567b-ce97-4b0d-a085-82fe9ae09482 (circuit code 1954024387, teleportflag s 16) 12:23:22 - [OGS1 USER SERVICES]: Verifying user session for d7e1567b- ce97-4b0d-a 085-82fe9ae09482 12:23:22 - [CONNECTION BEGIN]: User authentication returned True 12:23:22 - [CONNECTION BEGIN]: Region Sandbox authenticated and authorized incom ing child agent test user d7e1567b-ce97-4b0d-a085-82fe9ae09482 (circuit code 195 4024387) 12:23:22 - [CAPS]: Registered seed capability /CAPS/2eee15b0-e186-40f6- abc1-17ec 6ef41679/ for d7e1567b-ce97-4b0d-a085-82fe9ae09482 12:23:22 - [EVENTQUEUE]: Adding new queue for agent d7e1567b-ce97-4b0d- a085-82fe 9ae09482 in region Sandbox 12:23:22 - [OBJECTADD]: /CAPS/OA/cf0c5b53-0ecc-4b31-aff9-39d978f93803/ 12:23:22 - [GETTEXTURE]: /CAPS/ccd11f07-4121-4816-9c09-98980da9643c 12:23:24 - --- 12:23:24 - uri=/agent/d7e1567b-ce97-4b0d-a085-82fe9ae09482/ 12:23:24 - content-type=application/json 12:23:24 - http-method=PUT 12:23:24 - --- 12:23:54 - --- 12:23:54 - uri=/agent/d7e1567b-ce97-4b0d- a085-82fe9ae09482/1103909674543104/ 12:23:54 - content-type= 12:23:54 - http-method=DELETE 12:23:54 - --- 12:23:54 - [REST COMMS]: Agent Deleted. Region (Sandbox) # Any hint of what i could have got wrong is highly appreciated, the good or better the surprising thing is that the same settings work nicely in naali. Cheers On Aug 19, 9:56 am, pedro psteinlech...@gmail.com wrote: Hi all I tried to setup a grid by using Taiga 0.1.2 server on 2 independent servers Server 1 runs the grid services and 1 region Server 2 only runs 2 regions With naali i can teleport perfectly from server 1 to the 2 regions on server 2 and back With the the r0.42 viewer i can see the regions located on server 2 on the map, but when i try to connect via TP after a while i get the message: Could not teleport Problems connecting to destination. Any hints appreciated, but as the old viewer won't be in use much longer, it's just an observation :-) While making this setup, another question came up: knowing the ip addresses of the grid services and some coordinates to place a region, anyone could place a region in that grid? If this is the case, i think that some procedures will be necessary that allows grid operators and admins to manage who can place regions and where they can be placed. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Grid setup question
Thanks Jonne It was the only warning i had found while starting up the region, so i thought i will mention it. I wonder if I am the only one that has this issue? Anyhow when testing on some local desktops taiga0.1.3 i got a realy funny Norton Sonar behaviour that declared taigawizard.exe as dangerous and deleted it. :-( On Sat, Aug 28, 2010 at 11:09 AM, Jonne Nauha jonne.na...@evocativi.comwrote: Well that is only a warning and you can enable the better cache mechanisms in the configs if you know where to look. I'm not sure if this is needed for your average sim. OpenSim spews out a lot of warnings and even errors that you dont need to be concerned of in normal usage. Best regards, Jonne Nauha realXtend developer http://www.realxtend.org/ http://www.evocativi.com/ On Sat, Aug 28, 2010 at 11:51 AM, Peter Steinlechner psteinlech...@gmail.com wrote: Hi Ryan Taiga 0.1.3 works nicely - but i still have the same issue with the old viewer. I noticed the folowing error message at startup of the region : 10:13:49 - [CABLE BEACH ASSETS]: Failed to locate an IImprovedAssetCache. Storage for local and temporary assets will be disabled Though i get the same message on the region i have on the same server where the grid services run. Grid Service shows the region as connecting successfully Well - i only use the old viewer to build and because i can see into neighbouring regions and enter them without teleport. On Fri, Aug 27, 2010 at 1:08 PM, Peter Steinlechner psteinlech...@gmail.com wrote: Found it :-) On Fri, Aug 27, 2010 at 1:03 PM, Peter Steinlechner psteinlech...@gmail.com wrote: Hi Ryan not yet - atm i am still using Taiga 0.1.2 but im glad to give it a try. Where can I find it ? Cheers :-) On Fri, Aug 27, 2010 at 12:38 PM, Ryan McDougall sempu...@gmail.comwrote: Did you try using the TaigaWizard setup application? Taiga 0.1.3 RC? On Fri, Aug 27, 2010 at 1:30 PM, pedro psteinlech...@gmail.com wrote: I still wonder where i got things wrong in adding a region to a grid that's on a different server? The Region.ini file i use looks like this: [Sandbox] ExternalHostName=165.1.1.1 InternalPort=9001 Location=1004,1000 MasterAvatarFirstName=User MasterAvatarLastName=User MasterAvatarSandboxPassword=user RegionUUID=c114bc50-9d8e-4ba9-b65e-28f7eacc5363 region_name=Sandbox InternalAddress=165.1.1.1 AllowAlternatePorts=False The grid servers entry in the opensim ini point all to the correct IP and ports of the server where all grid services run. On the server where the above mentioned region is located i just start up OpenSim.32BitLaunch.exe When i try to get from a region thats located on the same server where the grid servers run to the sandbox box by using the r0.42 viewer, i get the following messages in the console of the Sandbox server: 12:23:22 - [CONNECTION BEGIN]: Region Sandbox told of incoming child agent test user d7e1567b-ce97-4b0d-a085-82fe9ae09482 (circuit code 1954024387, teleportflag s 16) 12:23:22 - [OGS1 USER SERVICES]: Verifying user session for d7e1567b- ce97-4b0d-a 085-82fe9ae09482 12:23:22 - [CONNECTION BEGIN]: User authentication returned True 12:23:22 - [CONNECTION BEGIN]: Region Sandbox authenticated and authorized incom ing child agent test user d7e1567b-ce97-4b0d-a085-82fe9ae09482 (circuit code 195 4024387) 12:23:22 - [CAPS]: Registered seed capability /CAPS/2eee15b0-e186-40f6- abc1-17ec 6ef41679/ for d7e1567b-ce97-4b0d-a085-82fe9ae09482 12:23:22 - [EVENTQUEUE]: Adding new queue for agent d7e1567b-ce97-4b0d- a085-82fe 9ae09482 in region Sandbox 12:23:22 - [OBJECTADD]: /CAPS/OA/cf0c5b53-0ecc-4b31-aff9-39d978f93803/ 12:23:22 - [GETTEXTURE]: /CAPS/ccd11f07-4121-4816-9c09-98980da9643c 12:23:24 - --- 12:23:24 - uri=/agent/d7e1567b-ce97-4b0d-a085-82fe9ae09482/ 12:23:24 - content-type=application/json 12:23:24 - http-method=PUT 12:23:24 - --- 12:23:54 - --- 12:23:54 - uri=/agent/d7e1567b-ce97-4b0d- a085-82fe9ae09482/1103909674543104/ 12:23:54 - content-type= 12:23:54 - http-method=DELETE 12:23:54 - --- 12:23:54 - [REST COMMS]: Agent Deleted. Region (Sandbox) # Any hint of what i could have got wrong is highly appreciated, the good or better the surprising thing is that the same settings work nicely in naali. Cheers On Aug 19, 9:56 am, pedro psteinlech...@gmail.com wrote: Hi all I tried to setup a grid by using Taiga 0.1.2 server on 2 independent servers Server 1 runs the grid services and 1 region Server 2 only runs 2 regions With naali i can teleport perfectly from server 1 to the 2 regions on server 2 and back With the the r0.42 viewer i can see the regions located on server 2 on the map, but when i try to connect via TP after
Re: [realXtend] Re: Grid setup question
Hi Ryan not yet - atm i am still using Taiga 0.1.2 but im glad to give it a try. Where can I find it ? Cheers :-) On Fri, Aug 27, 2010 at 12:38 PM, Ryan McDougall sempu...@gmail.com wrote: Did you try using the TaigaWizard setup application? Taiga 0.1.3 RC? On Fri, Aug 27, 2010 at 1:30 PM, pedro psteinlech...@gmail.com wrote: I still wonder where i got things wrong in adding a region to a grid that's on a different server? The Region.ini file i use looks like this: [Sandbox] ExternalHostName=165.1.1.1 InternalPort=9001 Location=1004,1000 MasterAvatarFirstName=User MasterAvatarLastName=User MasterAvatarSandboxPassword=user RegionUUID=c114bc50-9d8e-4ba9-b65e-28f7eacc5363 region_name=Sandbox InternalAddress=165.1.1.1 AllowAlternatePorts=False The grid servers entry in the opensim ini point all to the correct IP and ports of the server where all grid services run. On the server where the above mentioned region is located i just start up OpenSim.32BitLaunch.exe When i try to get from a region thats located on the same server where the grid servers run to the sandbox box by using the r0.42 viewer, i get the following messages in the console of the Sandbox server: 12:23:22 - [CONNECTION BEGIN]: Region Sandbox told of incoming child agent test user d7e1567b-ce97-4b0d-a085-82fe9ae09482 (circuit code 1954024387, teleportflag s 16) 12:23:22 - [OGS1 USER SERVICES]: Verifying user session for d7e1567b- ce97-4b0d-a 085-82fe9ae09482 12:23:22 - [CONNECTION BEGIN]: User authentication returned True 12:23:22 - [CONNECTION BEGIN]: Region Sandbox authenticated and authorized incom ing child agent test user d7e1567b-ce97-4b0d-a085-82fe9ae09482 (circuit code 195 4024387) 12:23:22 - [CAPS]: Registered seed capability /CAPS/2eee15b0-e186-40f6- abc1-17ec 6ef41679/ for d7e1567b-ce97-4b0d-a085-82fe9ae09482 12:23:22 - [EVENTQUEUE]: Adding new queue for agent d7e1567b-ce97-4b0d- a085-82fe 9ae09482 in region Sandbox 12:23:22 - [OBJECTADD]: /CAPS/OA/cf0c5b53-0ecc-4b31-aff9-39d978f93803/ 12:23:22 - [GETTEXTURE]: /CAPS/ccd11f07-4121-4816-9c09-98980da9643c 12:23:24 - --- 12:23:24 - uri=/agent/d7e1567b-ce97-4b0d-a085-82fe9ae09482/ 12:23:24 - content-type=application/json 12:23:24 - http-method=PUT 12:23:24 - --- 12:23:54 - --- 12:23:54 - uri=/agent/d7e1567b-ce97-4b0d- a085-82fe9ae09482/1103909674543104/ 12:23:54 - content-type= 12:23:54 - http-method=DELETE 12:23:54 - --- 12:23:54 - [REST COMMS]: Agent Deleted. Region (Sandbox) # Any hint of what i could have got wrong is highly appreciated, the good or better the surprising thing is that the same settings work nicely in naali. Cheers On Aug 19, 9:56 am, pedro psteinlech...@gmail.com wrote: Hi all I tried to setup a grid by using Taiga 0.1.2 server on 2 independent servers Server 1 runs the grid services and 1 region Server 2 only runs 2 regions With naali i can teleport perfectly from server 1 to the 2 regions on server 2 and back With the the r0.42 viewer i can see the regions located on server 2 on the map, but when i try to connect via TP after a while i get the message: Could not teleport Problems connecting to destination. Any hints appreciated, but as the old viewer won't be in use much longer, it's just an observation :-) While making this setup, another question came up: knowing the ip addresses of the grid services and some coordinates to place a region, anyone could place a region in that grid? If this is the case, i think that some procedures will be necessary that allows grid operators and admins to manage who can place regions and where they can be placed. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Naali 0.3.0 Release Candidate 1
So far it looks great to me - the only issues i had was when trying the cave settings that the screens stayed black. I have to check that laters again, just changed a bit the camera angles - but thats an awsome feature!!! One issue I have seen on a first look, is that the IM connect window seems to freeze after i click on it, so i can't even choose or enter some IM settings. Looks like its time to rush out and get some 3d glasses and beamers to setup a cave :-) Cheers and keep up the good work On Thu, Aug 26, 2010 at 6:55 PM, Toni Alatalo ant...@kyperjokki.fi wrote: Feel free to test if want to help in the release candidate phase -- if there are no showstoppers this becomes 0.3.0 final tomorrow. http://realxtend-naali.googlecode.com/files/Naali-0.3.0-RC1.exe We'll update release notes and docs tomorrow and send a proper release announcement then with more info. There are no big changes after 0.2.5 but some cool things, like proper fullscreen support (ctrl-f) (also for the folks who wanna test nvidia stereographic 3d). It is changed to 0.3 because we now have the internal entity-component system in place so that it can be used to make more features later on in the 0.3.x series .. or custom ones in your own applications! Those won't work with the old viewer anymore (0.2.x was mostly about backwards compatible legacy). But more info about that too later. Please report if have bad probs with the rc so we fix it for a proper final. There are no remaining critical probs known from the testing we've been doing with the devs, except for the annoying buggy gui widget docking behaviour for which we'll either get a fix or disable it. cheers, ~Toni From: Jonne Nauha Sent: Thursday, August 26, 2010 5:04 PM * Installer Get it, test it: http://realxtend-naali.googlecode.com/files/Naali-0.3.0-RC1.exe * Test worlds world.realxtend.org:9000 // Old fisu, legacy server, supports no auth I believe and rex auth. world.realxtend.org:8002 // Taiga server, supports rex auth at least. Best regards, Jonne Nauha realXtend developer http://www.realxtend.org/ http://www.evocativi.com/ -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Naali 0.3.0 Release Candidate 1
Correction about the CAVE view - it works like a charm - it was a typical new user thing. Maybe what would help,* *but i assume you have that allready planned in, might be a little preview vindow that helps setting the values. naali gets more impressive with every release :- ) Cheers On Thu, Aug 26, 2010 at 7:46 PM, Peter Steinlechner psteinlech...@gmail.com wrote: So far it looks great to me - the only issues i had was when trying the cave settings that the screens stayed black. I have to check that laters again, just changed a bit the camera angles - but thats an awsome feature!!! One issue I have seen on a first look, is that the IM connect window seems to freeze after i click on it, so i can't even choose or enter some IM settings. Looks like its time to rush out and get some 3d glasses and beamers to setup a cave :-) Cheers and keep up the good work On Thu, Aug 26, 2010 at 6:55 PM, Toni Alatalo ant...@kyperjokki.fiwrote: Feel free to test if want to help in the release candidate phase -- if there are no showstoppers this becomes 0.3.0 final tomorrow. http://realxtend-naali.googlecode.com/files/Naali-0.3.0-RC1.exe We'll update release notes and docs tomorrow and send a proper release announcement then with more info. There are no big changes after 0.2.5 but some cool things, like proper fullscreen support (ctrl-f) (also for the folks who wanna test nvidia stereographic 3d). It is changed to 0.3 because we now have the internal entity-component system in place so that it can be used to make more features later on in the 0.3.x series .. or custom ones in your own applications! Those won't work with the old viewer anymore (0.2.x was mostly about backwards compatible legacy). But more info about that too later. Please report if have bad probs with the rc so we fix it for a proper final. There are no remaining critical probs known from the testing we've been doing with the devs, except for the annoying buggy gui widget docking behaviour for which we'll either get a fix or disable it. cheers, ~Toni From: Jonne Nauha Sent: Thursday, August 26, 2010 5:04 PM * Installer Get it, test it: http://realxtend-naali.googlecode.com/files/Naali-0.3.0-RC1.exe * Test worlds world.realxtend.org:9000 // Old fisu, legacy server, supports no auth I believe and rex auth. world.realxtend.org:8002 // Taiga server, supports rex auth at least. Best regards, Jonne Nauha realXtend developer http://www.realxtend.org/ http://www.evocativi.com/ -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Evocativi runs realXtend on a MeeGo Mobile phone
Hi Jonne A few questions about the release. When do you think a release will be to expect ? Will megaregions be supported too and also the WIFI from Diva for simple administration tasks ? cheers and realXtend rocks :-) On Fri, Aug 20, 2010 at 6:51 PM, Nathan Letwory nathan.letw...@gmail.comwrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 20.8.2010 19:14, Jonne Nauha wrote: You'll have to understand that MeeGo is in quite early dev phase. At least for the apps like screen capture. The unix foundation is basically getting there, but UI and app wise its quite useless. Keeping that in mind it was a nice feeling to get Naali to run on it :) So there is a lot of potential even if the platform is not release ready yet. You mean that vnc doesn't work either? Surely that works with a linux-based phone? You could use that to create high-quality screenshots. /Nathan - -- Nathan Letwory Letwory Interactive http://www.letworyinteractive.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.10 (MingW32) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iQEcBAEBAgAGBQJMbrKoAAoJEKtfN7KsE0Tt76EH/jNGZVJGXovDcFQjb4PQA0fW 5SlNKHWJr33ZSe/qdxhzIYIrc+3GwNmhDQAZeEG9hZaNO+8jM/ocXv6Y4pJzjMi9 wVfPlJHTFz8IPxEPa2iakMZzwx/k9C+3MYn9Z2FAoEB+72XgVOCTs4LYQednW+g4 dDHSdfQ0RZwYQmJj3FjUO+bLtX0N0u1xb7trS39Zkwhn1q/5kxZli5cuf3ndjmhq udUjwBvUlpVr2beFx3fimM0HHt1N/hKHh+M8LRffBJhreG8l1oxYyvbxQeZgHy+G XyA6nNrYieXwjHWmRhuC9voOL+O1C73z85FoB/mFfiDCcSyLEIVG1uO0CFIwPJQ= =dr6m -END PGP SIGNATURE- -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Evocativi runs realXtend on a MeeGo Mobile phone
That sounds great Jani i still got some minor issues to set up a showcase grid, but i hope that will be resolved with the next server and viewer release. realXtend rocks :-) On Thu, Aug 19, 2010 at 10:01 PM, Jani Pirkola jpirk...@gmail.com wrote: Good news! http://maxping.org/business/news/evocativi-runs-virtual-worlds-on-a-meego-mobile-phone.aspx Br, Jani -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Evocativi runs realXtend on a MeeGo Mobile phone
psst :-) On Fri, Aug 20, 2010 at 12:10 AM, Jonne Nauha jonne.na...@evocativi.comwrote: You should probably note in the article that the screenshot is from the Nokia N900 maemo 5 device. I'm sure you know this but most readers might not :) Best regards, Jonne Nauha realXtend developer http://www.realxtend.org/ http://www.evocativi.com/ On Thu, Aug 19, 2010 at 11:48 PM, caocao jjww...@gmail.com wrote: That is a great job! 2010/8/20 Peter Steinlechner psteinlech...@gmail.com That sounds great Jani i still got some minor issues to set up a showcase grid, but i hope that will be resolved with the next server and viewer release. realXtend rocks :-) On Thu, Aug 19, 2010 at 10:01 PM, Jani Pirkola jpirk...@gmail.comwrote: Good news! http://maxping.org/business/news/evocativi-runs-virtual-worlds-on-a-meego-mobile-phone.aspx Br, Jani -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: unexpected difficulties uploading assets after a while
Have you checked if maybe a certain object you try to upload is causing this behaviour ? On Sun, Aug 8, 2010 at 3:41 AM, ShortPieceOf String stringshortpiec...@googlemail.com wrote: It's still happening every time I try to use it. I'm using realXtend Viewer 0.42 and realXtend Server 0.5 . There are absolutely no error messages in the Opensim console window. All that is logged is the successful adding of a few textures and sounds. I can still walk around and create new prims on the ground, but any attempt to add new assets is greeted with Unable to upload whatever asset UUID due to the following reason: The server is experiencing unexpected difficulties. Since the Opensim console window has no errors, you might think it's a problem with the viewer. However, if I close down the Realxtend viewer and restart it, and then try to log back in, I am greeted with... Unable to connect to world server: Received no response from http://192.168.1.100:9000; So clearly the server has gone wrong, despite the previous lack of error messages in the console. One thing I've noticed is that the prims I have created after the unexpected difficulties message are still there in the sim. So it seems that prim information can be stored, but no textures or other assets. Has anyone got any clue how to resolved this? Am I looking in the right place for error messages? Also, is this the best place to be asking for help, or is there a bigger RealXtend forum I'm unaware of? -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Naali 0.2.5 released
Found a way to replicate the above mentioned freezes - using at the same time the realxtend 0.42 viewer and manipulating the mediaurl of some displayed textures in the same region lets the other avatar on naali freeze. Other thing i noticed: I'm still using rx 0.42 for building and uploading. When i log in later with naali, using the same user i used before for building, the inv doesnt shows any content on naali. Even having set serverside_object_permissions=true other avatars then the creator/owner can edit objects (only in naali,but not r0.42) When using a mediaurl that contains flash elements i get a message, that claims that flash isn't installed yet. When in detached camera, i can not zoom or tilt the cam. But i bet you are allready working on that :-) So far my 5 cents from a first glimps on naali 0.25 you devs do an outstanding job On Thu, Aug 5, 2010 at 6:24 PM, Peter Steinlechner psteinlech...@gmail.comwrote: Thats great news Jonne the shadows look realy great, I experienced some randome freezes that looked like disconnects. After a reconnect via ether all was fine again. If i find a way to reproduce them i will post it. One situation i could reproduce was when getting to close to the region border - but the other freezes i can't figure out yet. On Thu, Aug 5, 2010 at 3:06 PM, Jonne Nauha jonne.na...@evocativi.comwrote: Naali 0.2.5 now available, get the windows installer here: http://realxtend-naali.googlecode.com/files/Naali-0.2.5.exe Linux users can refer to the wiki on how to build and realxtend-dev mailing list on any problems building. *Features* - Video support for media urls. If mime type of mediaurl is video and supported by Phonon backend Naali will play the video in endless loop using refresh ratio defined with media url texture. - Include new version of EC_DynamicComponent. - Refactored ECEditor's property browser (ECBrowser). - World Building: new object, clone object and delete object. Selected object viewport on the right side can now be rotated with mouse and zoomed with mouse wheel. New shortuts for manipulating selected object, Ctrl = move, Ctrl+Alt = Scale, Ctrl+Shift = Rotate. - Module and service getter API improvements - Couple of new stats for network profiling + dumping network traffic to file - Use dummy Loading... items in each inventory folder when using OpenSim inventory for increased responsiveness: the expansion arrow is visible even though the folder has no children retrieved yet. - Scene complexity tab in the Profiler window. Shows information about objects, materials and textures, including total triangle count, to assist world builders in keeping within their chosen complexity performance budgets. *Bug Fixes* - Shadows now fixed. On DirectX we use multiple shadowmaps for better shadow quality. On openGL we are forced to use only 1 shadowmap which degrades shadow quality. - Notification message boxes now blend in with the background. Bug introduced when we changed the Naali QStyle. - Better handling of webdav exceptions when connecting to inventory. - Chat bubble and name tag appearance fixes. http://wiki.realxtend.org/index.php/Getting_Started_with_Naali#Version_0.2.5_.2805.08.2010.29 *Notes:* When you are checking out the world building mode in Naali. Please note that right clicking items means multi selection. This feature has a bug in the python code that will rotate the object you just multi selected. You can potentially do some harm to worlds with this so be careful, I'd suggest selecting objects with left mouse :) This bug will be fixed asap. Best regards, Jonne Nauha realXtend developer http://www.realxtend.org/ http://www.evocativi.com/ -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Naali 0.2.5 released
Hi Jonne Thanks for the fast reply :-) I was testing this on a local Taiga 0.1.2 installation running on a W7 machine, and i think i could pinpoint it to the opensimulator FreeView TV - which runs great in the old viewer, but doesnt show any videaos on my naali installation, though the menu and the texture changing functions of that work fine. About the Inventory thing, thanks for confirming my thoughts about this and hopefully we can somewhere soon forget about using the old viewer :-) About the streaming media I will check what Matti made, looks like i must have made something wrong, as i just added the mediaurl to a texture like in the old viewer, pointing to some quicktime movie embedded in a html page on the web. While looking for a non flash video I just noticed how dominant flash video has become on the web. The object as pivot point is a great feature as well as the viewport in the build window, also the profiler and the estate management tools look realy good. Its realy awsome what you are getting done Cheers Peter On Fri, Aug 6, 2010 at 2:46 PM, Jonne Nauha jonne.na...@evocativi.comwrote: Something gone wrong in the media url handling in naali then, I have tested this quite much with old viewer and naali in same world (as naali cant set the media urls yet :) and didnt notice this kind of freeze. Will have to revisit testing at some stage. What server are you using? If you use Taiga and OS account, old viewer will use the opensim inventory. When you get in with naali, it will use webdav inventory for OS accounts also. This might be why you don't see your stuff. If not taiga then I cant think of anything that would clear your inv when hopping to Naali, hmm... We use QWebViews to show urls. This does not have build in flash and haven't looked into how to enable it yet. Please check out the new feature that Matti Kuonanoja made where you can put a stream url directly as media url. This will invoke phonon library in naali and ask if it can play that stream. It's not flash but quite nice for direct streams :) Detach camera as in go into free fly mode? I don't think we have zoom or tilt coming for that mode, but better camera controls are in the things to do list for sure :) Object as pivot point camera mode was already added: hold Alt and mouse click on a object, should focus and you can rotate with mouse. Zoom for this is coming. Also build mode now has object viewport that you can manipulate with mouse and zoom with mouse wheel. Best regards, Jonne Nauha realXtend developer http://www.realxtend.org/ http://www.evocativi.com/ -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Naali 0.2.5 released
Thats great news Jonne the shadows look realy great, I experienced some randome freezes that looked like disconnects. After a reconnect via ether all was fine again. If i find a way to reproduce them i will post it. One situation i could reproduce was when getting to close to the region border - but the other freezes i can't figure out yet. On Thu, Aug 5, 2010 at 3:06 PM, Jonne Nauha jonne.na...@evocativi.comwrote: Naali 0.2.5 now available, get the windows installer here: http://realxtend-naali.googlecode.com/files/Naali-0.2.5.exe Linux users can refer to the wiki on how to build and realxtend-dev mailing list on any problems building. *Features* - Video support for media urls. If mime type of mediaurl is video and supported by Phonon backend Naali will play the video in endless loop using refresh ratio defined with media url texture. - Include new version of EC_DynamicComponent. - Refactored ECEditor's property browser (ECBrowser). - World Building: new object, clone object and delete object. Selected object viewport on the right side can now be rotated with mouse and zoomed with mouse wheel. New shortuts for manipulating selected object, Ctrl = move, Ctrl+Alt = Scale, Ctrl+Shift = Rotate. - Module and service getter API improvements - Couple of new stats for network profiling + dumping network traffic to file - Use dummy Loading... items in each inventory folder when using OpenSim inventory for increased responsiveness: the expansion arrow is visible even though the folder has no children retrieved yet. - Scene complexity tab in the Profiler window. Shows information about objects, materials and textures, including total triangle count, to assist world builders in keeping within their chosen complexity performance budgets. *Bug Fixes* - Shadows now fixed. On DirectX we use multiple shadowmaps for better shadow quality. On openGL we are forced to use only 1 shadowmap which degrades shadow quality. - Notification message boxes now blend in with the background. Bug introduced when we changed the Naali QStyle. - Better handling of webdav exceptions when connecting to inventory. - Chat bubble and name tag appearance fixes. http://wiki.realxtend.org/index.php/Getting_Started_with_Naali#Version_0.2.5_.2805.08.2010.29 *Notes:* When you are checking out the world building mode in Naali. Please note that right clicking items means multi selection. This feature has a bug in the python code that will rotate the object you just multi selected. You can potentially do some harm to worlds with this so be careful, I'd suggest selecting objects with left mouse :) This bug will be fixed asap. Best regards, Jonne Nauha realXtend developer http://www.realxtend.org/ http://www.evocativi.com/ -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: unexpected difficulties uploading assets after a while
That sounds like it goes into Voodoo mode! What happens after you restart the server? On Tue, Aug 3, 2010 at 12:57 AM, ShortPieceOf String stringshortpiec...@googlemail.com wrote: I've now set RealXtend up to use MySql instead of SQLIte, but I get the same problem. I can upload stuff and everything seems fine, but after a while, perhaps 10 minutes things seem to go wrong. When I try to upload anything I get the Unable to upload whatever asset UUID due to the following reason: The server is experiencing unexpected difficulties. message. I'm not the only person getting this. Does anyone have any idea what might be going on because this is pretty much a show-stopper. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Training
Hi Kordou there isn't much around yet - the best hints you will find on the realxtend.org site as it is still under quite some development, but i think it might change as soon as the development progresses very good and the dev team does an awsome job. Thumbs up for the devs :-) On Tue, Jul 20, 2010 at 6:27 PM, kordou kor...@gmail.com wrote: Hi Does anyone know any training source for realxtend like webinars, online courses, books e.t.c. Thank you in advanced Kostas -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Website down ?
Maybe someone unplugged the server to get an air conditioner running :-) On Thu, Jul 15, 2010 at 12:22 PM, Gustavo Alberto Navarro Bilbao sombra.albe...@gmail.com wrote: Hi To me has been the same 2010/7/15 pedro psteinlech...@gmail.com Hi all just tried to look at the realxtend.org website but cant reach it. Looks like somethings seems to got stuck. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Testing meshes and scenes with the viewer RX 0.5 and Naali 0.2.2
Holla Alberto That looks quite good - about the collisions it might be a similar issue i had when exporting models from Sketchup - so i used the following workaround: I created the basic model without texturing it and saved it as a mesh for collisions - then i started to create the detailed and textured model based on the basic mesh, uploaded them both and the collisions worked perfect. Maybe its not the most efficient way, but it has the advantage, that you easy can modify just the collision mesh. In case of stairs for example you can achieve a smoother movement of the avatar when you use a ramp in the collision mesh instead of the steps. Hope that this will work for you too using 3d studio On Thu, Jul 15, 2010 at 2:22 PM, Gustavo Alberto Navarro Bilbao alberto.navarro.bil...@gmail.com wrote: It appears that there is a problem in Google docs and it puts all the images repeatedly, and Picassa doesn't load them either (holiday time, perhaps ;-D ), because that, I put them here. Alberto 2010/7/15 Gustavo Alberto Navarro Bilbao alberto.navarro.bil...@gmail.com I've made some tests uploading the building attached with some curious results: Google docs Ogrescene and mesheshttp://docs.google.com/document/pub?id=1swTXf5JP8B-ZXqlJHgecEveZtEhF2vWDmAFJ69FFXVc Alberto -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Testing meshes and scenes with the viewer RX 0.5 and Naali 0.2.2
Impressionante :-) Indeed thats impressing, not only the price, but how easy they create roads, terrains and buildings. But IMHO i think there is not yet a way around to have collisions with interior building parts like staircases or features like opening and closing doors, elevators other then touching each model manualy. But i got to admit - if i would have to build a realistic city model for interective online simulators, i would go for a tool like this to create the layout and the basic city. And their water looks great too - i hope hydrax or something similar might make it eventualy into one of the next releases. On Thu, Jul 15, 2010 at 3:09 PM, Gustavo Alberto Navarro Bilbao sombra.albe...@gmail.com wrote: Is a very good suggestion, and it works perfectly when only try with a building, but now i'm testing some ways to use Procedural Generationhttp://en.wikipedia.org/wiki/Procedural_generationsystems, and in that case, the software to generate in some cases nearly 2000 meshes, and that is impossible. PixelActivehttp://pixelactive3d.com/offers a free version of their soft (the original costs 19.000$) for 3dmax 2011 (http://pixelactive3d.com/News/Blog/?postId=1021) and with it you can do this: http://www.youtube.com/watch?v=BwpqU3lRfMo If we can use that to create then the scene, you can to imagine all the potential of this way to build a city, for example, and using the GiS importation (http://www.youtube.com/user/PixelActive3d#p/u/3/C3jiw_0jfsI). But with hundreds or thousands of meshes, is impossible that way to get than the collisions works right. Alberto Specifically, I want to try the version of CityScapehttp://pixelactive3d.com/Products/CityScape/for 2010/7/15 Peter Steinlechner psteinlech...@gmail.com Holla Alberto That looks quite good - about the collisions it might be a similar issue i had when exporting models from Sketchup - so i used the following workaround: I created the basic model without texturing it and saved it as a mesh for collisions - then i started to create the detailed and textured model based on the basic mesh, uploaded them both and the collisions worked perfect. Maybe its not the most efficient way, but it has the advantage, that you easy can modify just the collision mesh. In case of stairs for example you can achieve a smoother movement of the avatar when you use a ramp in the collision mesh instead of the steps. Hope that this will work for you too using 3d studio On Thu, Jul 15, 2010 at 2:22 PM, Gustavo Alberto Navarro Bilbao alberto.navarro.bil...@gmail.com wrote: It appears that there is a problem in Google docs and it puts all the images repeatedly, and Picassa doesn't load them either (holiday time, perhaps ;-D ), because that, I put them here. Alberto 2010/7/15 Gustavo Alberto Navarro Bilbao alberto.navarro.bil...@gmail.com I've made some tests uploading the building attached with some curious results: Google docs Ogrescene and mesheshttp://docs.google.com/document/pub?id=1swTXf5JP8B-ZXqlJHgecEveZtEhF2vWDmAFJ69FFXVc Alberto -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Testing meshes and scenes with the viewer RX 0.5 and Naali 0.2.2
WOW - all i can say is that female avatars in SL look a bit more sexy :-) But the rest is kick ... stuff - wow On Thu, Jul 15, 2010 at 4:28 PM, Gustavo Alberto Navarro Bilbao sombra.albe...@gmail.com wrote: Ejem, ejem Peter says: ...But IMHO i think there is not yet a way around to have collisions with interior building parts like staircases or features like opening and closing doors, elevators other then touching each model manualy. .. Yes, that is possible today using procedural (and very expansive) soft like this: But IMHO i think there is not yet a way around to have collisions with interior building parts like this: http://www.circus3d.com/ But suere than in some few years we cand get somothing better with Taiga and Naali ;-) Albert 2010/7/15 Peter Steinlechner psteinlech...@gmail.com Impressionante :-) Indeed thats impressing, not only the price, but how easy they create roads, terrains and buildings. But IMHO i think there is not yet a way around to have collisions with interior building parts like staircases or features like opening and closing doors, elevators other then touching each model manualy. But i got to admit - if i would have to build a realistic city model for interective online simulators, i would go for a tool like this to create the layout and the basic city. And their water looks great too - i hope hydrax or something similar might make it eventualy into one of the next releases. On Thu, Jul 15, 2010 at 3:09 PM, Gustavo Alberto Navarro Bilbao sombra.albe...@gmail.com wrote: Is a very good suggestion, and it works perfectly when only try with a building, but now i'm testing some ways to use Procedural Generationhttp://en.wikipedia.org/wiki/Procedural_generationsystems, and in that case, the software to generate in some cases nearly 2000 meshes, and that is impossible. PixelActivehttp://pixelactive3d.com/offers a free version of their soft (the original costs 19.000$) for 3dmax 2011 (http://pixelactive3d.com/News/Blog/?postId=1021) and with it you can do this: http://www.youtube.com/watch?v=BwpqU3lRfMo If we can use that to create then the scene, you can to imagine all the potential of this way to build a city, for example, and using the GiS importation (http://www.youtube.com/user/PixelActive3d#p/u/3/C3jiw_0jfsI ). But with hundreds or thousands of meshes, is impossible that way to get than the collisions works right. Alberto Specifically, I want to try the version of CityScapehttp://pixelactive3d.com/Products/CityScape/for 2010/7/15 Peter Steinlechner psteinlech...@gmail.com Holla Alberto That looks quite good - about the collisions it might be a similar issue i had when exporting models from Sketchup - so i used the following workaround: I created the basic model without texturing it and saved it as a mesh for collisions - then i started to create the detailed and textured model based on the basic mesh, uploaded them both and the collisions worked perfect. Maybe its not the most efficient way, but it has the advantage, that you easy can modify just the collision mesh. In case of stairs for example you can achieve a smoother movement of the avatar when you use a ramp in the collision mesh instead of the steps. Hope that this will work for you too using 3d studio On Thu, Jul 15, 2010 at 2:22 PM, Gustavo Alberto Navarro Bilbao alberto.navarro.bil...@gmail.com wrote: It appears that there is a problem in Google docs and it puts all the images repeatedly, and Picassa doesn't load them either (holiday time, perhaps ;-D ), because that, I put them here. Alberto 2010/7/15 Gustavo Alberto Navarro Bilbao alberto.navarro.bil...@gmail.com I've made some tests uploading the building attached with some curious results: Google docs Ogrescene and mesheshttp://docs.google.com/document/pub?id=1swTXf5JP8B-ZXqlJHgecEveZtEhF2vWDmAFJ69FFXVc Alberto -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: RealXtend exporter for blender
Thanks Toni for bringing the light back into the scene and me back on track :-) The question that now came up is the following and any hints are highly appreciated: Is it possible to have a grid accessible for public access via CB for everyone, but just give the region owners the right to create things in their corresponding region at the same time ? I could see a case where a school would like to keep some persistent public accesible basic installations and at the same time assign to each teacher their own classroom (region), where the teacher could be able to customize it and asign his/her students to access the place? As well as giving the students some rights to create their own things? Another idea just crossed my mind, concerning the backup and restore of the regions and i dont know if that would be a technical sound approach. If the regions could be stored each into its own database instead of having all regions on a server in the opensim db, then it might be easy to make a complete independent and scheduled backup/restore of the regions with all the meshes via the db, instead of creating some oar's and some workaround to keep the meshes. But im affraid that this procedure might break away too far of the opensim build,even if i personaly think, that this would benefit the opensimulator scene as well. Anyhow - keep up the great work - realxtend realy rocks :-) On Tue, Jul 6, 2010 at 9:04 AM, Toni Alatalo ant...@kyperjokki.fi wrote: On ti, 2010-07-06 at 08:33 +0200, Peter Steinlechner wrote: Now I am completly confused. What is the difference between Taiga Server and opensim + modrex ? Either its to early in the morning or I just must have a massive misunderstanding. Based on a quick reading of what Tara was writing below, the distinction here seems to refer to authentication. Taiga is opensim + modrex + cable beach, and CB brings web techs for auth inventory, openid + webdav, which are not connected to any SL like grid but work anywhere on the web. I.e. with vanilla Opensim you have to make a new account, with Taiga you don't. BTW CB is nowadays merged with the VWRAP effort which is otherwise worked on mostly by Linden folks, and Opensim itself has also adopted webdav inventory too, so can well be that vwrap opensim / simiangrid taiga are essentially the same things soon. Or I don't know but we'll see. Of course anyone can still configure their servers to be closed, e.g. accept only accounts created for that game / service , or allow anon access like websites usually, or whatever. I think many of the debates that seem like big political decisions around these things are technically simple configuration setups that don't affect the programming work much. ~Toni On Tue, Jul 6, 2010 at 6:43 AM, Tara Desoto tarades...@gmail.com wrote: Hello I was simply giving my opinion to the designer of this project . I fully realise that my point of view is going to be different than yours , simply because of the differences between my project and yours ( if you even have a Rex project ) .. I attempted to present a collaborative viewpoint to the situation . Since the designers' project is about the Integration of Blender and Realxtend , the scope of this discussion is wider than simple asset pipelining ... In brief , I approached this topic from the aspect of community building and collaborative integration , rather than solitary asset pipelining. I am not saying that my points of view are any more possible or probable than the next , given the scope of the mission . I simply presented this to the designer in a cordial manner . IF he thinks that all my ideas are dumb or if he thinks that some of them are good , then so be it , I am happy that he gave me the chance to express those ideas and expect nothing more . An asset creation pipeline is essential for Realxtend , there is no doubt about it . Some Ideas are for solitary or even offline creative environments and other ideas are for collaborative environments . The logical conclusion to make in this case is that the final product will probably be a mix between the two paradigms. You speak of creating appealing contant , offline . Why would there even be an offline situation. Why not just bring a preview grid right there with you and view the content in world as you create it, where ever you are . IF you think that its drama to speak face to face with at least an avatar of a person before you decide if you can work together , then you are Naeve in the extreme as to how collaborative work gets done in this Environment . Why did you use such obviously inflammatory
Re: [realXtend] Re: RealXtend exporter for blender
IMHO i think a smooth as possible blender upload would benefit the entire content production and bring the community of blender artists with their great works on board. For people that love rapid prototyping Sketchup is a great, easy to learn and free option and after all - those who love to use prims like back in sl they can. From the social aspects i see no reason why this should hinder the artisan from inworld activities as well as from collaborative works and it rather frees them to work with less distractions. So much for my 5 cents in this topic and YAY! We are not in SL anymore! realxtend rawks big time On Mon, Jul 5, 2010 at 7:40 PM, Tara Desoto tarades...@gmail.com wrote: HI Senor Martin .. I hope you have been well !I would like to give you a few comments .From my perspective , I would hope that you don't remove Talented Craftsmen , Artisans and Architects from the world Grids by creating only an OFF line content creation pipeline that removes the Artisans avatar from the worlds .There are several reasons why I would like to see builders remain in world and not simply pipeline content .Some reasons are social and cultural , some of the other reasons are economic . Some Concerns I have :: Content Creators are very good citizens of a world grid .Serious , large scale grid owners know that these content creators are critical to there early success . I personally sponser these creators much like a Rennaissance Era Princess would . I give them everything they need , money , land etc to succeed . But they also need to see me in world , in order to remain highly motivated as I want and need them to be .I suppose I could require the guys to be in world while they pipeline content , but then its easy for them to say they were AFK working ..So in terms of Global management of a crew , I feel its essential that work is done in world.. Economically , I would hope to see builders in world , because these are good jobs . They also bring more content creators to the world grid as they say that the world is a good place to live a virtual life ...What kinds of jobs and opportunities do we have in world if we remove the construction trades from our world grids ? We also do not want a world full of game players . Game players do not contribute content generally so they are not productive in world . They are consumers .. We need consumers and producers in world . Economically , I feel its essential that people are able to project there vision and plans upon the world ( while they are in world ) . IF people only see a world as being a place for them to play a game , this is going to dramatically reduce the amount of content that is in world . It could possibly lead to a near monopoly of content where the world owner needs to create much of the content herself . This is viable in small scale operations , but is impossible in larger grids for one person to create content for 1000 regions , for example . I could go on and on about my reasons as to why I need to see my artisans in world creating there masterpieces and my biggest concerns that I have is that I am very precise in what I require my guys to do and they dont motivate like they do when they are with me . In many cases , if they do not see me , they may not even really care about the job too much . Who knows if I can get the person to even produce in such a situation without them having direct contact with me . I also see mistakes that others do not see and In my view , Its going to be hard for most of them to meet the requirements of my builds if they do not have direct contact with me during the building process in world . Part of this reason , is because they all like to take short cuts , regardless of how much money they are being paid . I have never seen a build where a person has created exactly what i want without changes having to take place . For example , I could say , this flooring is not right , I do not like those windows .. That should have been pure white cement and not that shade you used... ETC .. So a method of fixing things , some what on the fly like this , would be very helpful . IF they can't do it in world at least in some modest way , I think we are going to get less work done than we would like to , because it is going to take them longer to fix there builds. In short and if possible senor Martin , I would like you to integrate blender into the world building system so that we can some how keep builders in world . You probably have a colloborative solution in place already , I am simply saying that this solution is important to the success of larger grids. Lastly , while it is probably a defeat for me if all of my builders are creating content off world , but we all sincerely appreciate your efforts in creating a working build system for Taiga . Thank you Senor Martin
Re: [realXtend] Re: RealXtend exporter for blender
Even if its a bit boldly pointed out - but we realy should try to think more like the web then like a single world with a central government like SL. I don't want to downsize the merits of Linden Labs and others that came up with a niche product. A thing I realy like in SL is the ability to have several online groups and wonder if it would be possible to have simultaneously several jabber connections to different accounts - that could maybe solve the whole group implementation. I wouldnt wonder if its allready in naali and i just didnt found the button yet :-) On Mon, Jul 5, 2010 at 8:55 PM, Mark Malewski mark.malew...@gmail.comwrote: * IMHO i think a smooth as possible blender upload would benefit the entire * * content production and bring the community of blender artists with their great works on board. * I completely agree. This is not all about the SL people (who are stuck in the mindset of Second Life). We need to get beyond the mindset of those stuck in Second Life mentality, and instead this needs to be viewed as look at all the Blender artists (and other non-SL artists that do 3D graphic design) and giving them an opportunity to take their creative work, and import it directly into OpenSim + ModRex. (Without having any SL experience at all). I believe the best thing we can possibly do is create better content creation tools for artists, and make it as EASY as possible to bring good content in. There is absolutely no reason to REQUIRE a persistent always on Sync with the server (and content should be able to be created offline, that's the whole point of using blender, and then simply uploaded with a quick touch of the SYNC button). Although it might not be a bad idea to have a toggle on/toggle off sync button that could be left on (with a persistent sync to the server) for those that just really enjoy burning up bandwidth (or for those working/collaborating with others in real-time). But please make sure that persistent internet connectivity is not a requirement, because mobile users (such as myself) would really prefer to design things whenever/wherever and not have to have a persistent internet connection to a server. I would prefer to develop locally (offline), and then simply just sync (import/export) the finished creation to a server when I'm at a place with a high bandwidth internet connection. On Mon, Jul 5, 2010 at 1:41 PM, Peter Steinlechner psteinlech...@gmail.com wrote: IMHO i think a smooth as possible blender upload would benefit the entire content production and bring the community of blender artists with their great works on board. For people that love rapid prototyping Sketchup is a great, easy to learn and free option and after all - those who love to use prims like back in sl they can. From the social aspects i see no reason why this should hinder the artisan from inworld activities as well as from collaborative works and it rather frees them to work with less distractions. So much for my 5 cents in this topic and YAY! We are not in SL anymore! realxtend rawks big time On Mon, Jul 5, 2010 at 7:40 PM, Tara Desoto tarades...@gmail.com wrote: HI Senor Martin .. I hope you have been well !I would like to give you a few comments .From my perspective , I would hope that you don't remove Talented Craftsmen , Artisans and Architects from the world Grids by creating only an OFF line content creation pipeline that removes the Artisans avatar from the worlds .There are several reasons why I would like to see builders remain in world and not simply pipeline content .Some reasons are social and cultural , some of the other reasons are economic . Some Concerns I have :: Content Creators are very good citizens of a world grid .Serious , large scale grid owners know that these content creators are critical to there early success . I personally sponser these creators much like a Rennaissance Era Princess would . I give them everything they need , money , land etc to succeed . But they also need to see me in world , in order to remain highly motivated as I want and need them to be .I suppose I could require the guys to be in world while they pipeline content , but then its easy for them to say they were AFK working ..So in terms of Global management of a crew , I feel its essential that work is done in world.. Economically , I would hope to see builders in world , because these are good jobs . They also bring more content creators to the world grid as they say that the world is a good place to live a virtual life ...What kinds of jobs and opportunities do we have in world if we remove the construction trades from our world grids ? We also do not want a world full of game players . Game players do not contribute content generally so they are not productive in world . They are consumers .. We need consumers and producers in world . Economically
Re: [realXtend] Server version to use for development
Hi Pablo It sounds like an issue i had too. Probably the mesh size is too big. Have you changed the the my.ini on your MySQL installation to max_allowed_packet = 16M On Tue, Jun 29, 2010 at 1:26 PM, Pablo Martin cae...@doodo.org wrote: On 29/06/10 13:19, Mikko Pallari wrote: On Tue, Jun 29, 2010 at 2:03 PM, Pablo Martin cae...@doodo.org wrote: On 29/06/10 09:22, Mikko Pallari wrote: I see... ok, I tried the preferred combination and could get it to work nicely without too much trouble :). Anyways, thinking about it.. what I really want is to follow with the modrex trunk, because that's where the latest advances in the ogre importer are. What opensim version should I use in this case? Well, the trunk should follow the OpenSim master, but as told, unfortunately we haven't had time to update that branch for some time. As we are currently developing against the taiga-0.1 branch, latest ogre scene importer stuff are there. Ok, ok. So the problem with incorrect assets is normal with trunk versions, or maybe I messed up the configuration? So now I have a test server at http://delcorp.dyne.org with b2rex extensions. The issue I have is I don't see all the uploaded asset meshes properly (sometimes ones show, and sometimes others, but the more complex one seem to be less likely to appear), not sure where the problem is coming from... I think either a network reliability issue, or something with differring mono version on the server (i compiled on an ubuntu lucid, but installed on a debian stable with backports..). I haven't yet had time to look at what does b2rex extension adds to ModreX part, so can't say if it because of that. It just adds a couple of convenience methods to upload assets to a scene and clear a scene through xmlrpc. Also, this only happens sometimes. But if you are using the reaXtend viewer 0.4x then the meshes won't show probably because of the UDP download of assets. If you try to connect with Naali then it is able to download assets with http. I'm using the head from the repository for naali, so I don't think that should be the problem. I was more thinking either a problem during upload (doesn't seem likely because it uploads a zipfile and there are no errors uncompressing), or a problem during udp download to the client. Anyways, i'll keep investigating the issue, for now I'm happy it's running on a public server :) Greetings and thanks! p. -- http://groups.google.com/group/realxtend http://www.realxtend.org
[realXtend] Single Regions Backup - Restore
Hi all Is there a best way to backup and restore single regions in taiga server ? I created an OAR of a region, but when loading it to a different region, the meshes where missing, but all container prims rezzed at the right place. Cheers Peter -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] RealXtend exporter for blender
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 cae...@doodo.org 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
[realXtend] Error at mesh import
Hi all looks like I'm good in crashing things :-) I dont know to whom i should adress this issue, the server or viewer devs? I made a few objects in sketchup and used the ogre exporter with the rexmesh tool. I made 2 seperate meshes, a more detailed one for the look and a simplified one for the collisions. After removing the textures from the collision mesh i uploaded both and whe i applied the collision mesh, i got a huge error message in the server console and the collisions didnt work. But the worst thing was that when i tried to restart the region, that object caused the server to crash at startup. (a restore of the database to a previous working state solved the situation) So far i have no clue if this is caused by the exporter but think this could lead to some troubles if people upload erroneous meshes in some public available environments. Where would it be best to post the mesh and error messages ? -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Taiga 0.1.2 changing regions
Hi Mikko - thanks for that hint, i tried that too and the regions get listed correctly but still couldnt change the regions. Maybe its an issue of the used OS build in Taiga 0.1.2 ? But i noticed also something new when tinkering around and i know it doesnt makes much sense - but i incremented the max_packet size on the MySQL server to 24 MB and tried to load a mesh of about 17MB which failed to load. Is this a limit of the old rexviewer i was using to build or a server limit? As i was testing it out on a local installation, so i dont think it was some timeout. Cheers and a good start into the new week On Mon, Jun 21, 2010 at 7:44 AM, Mikko Pallari mikko.pall...@evocativi.comwrote: Use command show regions to view valid region names. If the region you are changing to is not on the list then the change region command won't work. Cheers, Mikko On Sat, Jun 19, 2010 at 7:32 PM, Peter Steinlechner psteinlech...@gmail.com wrote: Hi all I got a strange issue when i want to change the regions in the opensim console: Region (root) # change region TaigaSim02 Couldn't select region TaigaSim02 Currently selected region is root Region (root) # So i cant change the regions for uploading terrains for example. This just happens on my Win7 (64) Pro box, but not on my XP Pro box. Any hints are highly welcome. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
[realXtend] Taiga 0.1.2 changing regions
Hi all I got a strange issue when i want to change the regions in the opensim console: Region (root) # change region TaigaSim02 Couldn't select region TaigaSim02 Currently selected region is root Region (root) # So i cant change the regions for uploading terrains for example. This just happens on my Win7 (64) Pro box, but not on my XP Pro box. Any hints are highly welcome. -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] It works :)
Hi Laurent did the mesh show up in your inventory or do you get an upload error? Have you tried the realxtend 0.42 to upload ? On Wed, Jun 16, 2010 at 9:31 PM, Laurent Rathle lrat...@gmail.com wrote: Hello again, I’ve finally connected to Taiga. Now I’ve found a 3ds max object and would like to export it with ogremax to open in Taiga. Should I export the whole scene in 3ds ? I get a .mesh file of around 78 ko . how can I send it to taiga ? I’ve tried upload menu in the inventory without success thank you -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org