[realXtend] Re: Naali 0.3.3 released

2010-11-10 Thread MasterJ
ok i found a strange thing it's when the meshes have multiple submeshes for texture/material. on my computer (on Naali of course) each meshes with submehes (more than one) don't show me my textures when i put them on one of the submeshes lines as texture i explain it correctly : for example i have

Re: [realXtend] Re: Naali 0.3.3 released

2010-11-08 Thread Toni Alatalo
Edwige Lelievre - ENER lab kirjoitti: I am now swtiching to Maya 2011, I'll try to find an ogre exporter working with it ^^ Maybe it will fix this collision issue. I'll post Ok cool. Do you manage to make your 3D mesh project shadows ? They do to terrain by default, but there was a bu

[realXtend] Re: Naali 0.3.3 released

2010-11-08 Thread Edwige Lelievre - ENER lab
I have no idea of why, but the exporter I use is quite old, as well as the Maya version (2008). It works fine to export meshes, avatars, skeletons and animations, but not for collisions :p I am now swtiching to Maya 2011, I'll try to find an ogre exporter working with it ^^ Maybe it will fix this c

Re: [realXtend] Re: Naali 0.3.3 released

2010-11-08 Thread Bill
ah, ok guess that was stupid of me. Just wondering why I'm unable to get inventory / object access with a newly created first account? I've created another account but and that account can access, modify objects but environment is not under server tools either. On Mon, Nov 8, 2010 at 6:53 AM, Al

Re: [realXtend] Re: Naali 0.3.3 released

2010-11-08 Thread Ali Kämäräinen
Hi, Toni meant client-side Python. Many of the functionalities of Naali has been implemented with Python, which is shipped with Naali since day one IIRC. Grey skies, Ali -- http://groups.google.com/group/realxtend http://www.realxtend.org

Re: [realXtend] Re: Naali 0.3.3 released

2010-11-08 Thread Bill
Is Python a requirement for latest release? I'm unable to see Environment settings from Tools menu. Seems to me that I had this working at one time without python on the server. -- http://groups.google.com/group/realxtend http://www.realxtend.org

Re: [realXtend] Re: Naali 0.3.3 released

2010-11-08 Thread Toni Alatalo
On ma, 2010-11-08 at 12:29 +0200, Toni Alatalo wrote: > I guess best if Mikko could take a look at the shadows, 'cause not only > did he write the new texture blend weight painting, but also the new Ah apparently he had already fixed this, just happened to see this in the log when was searching fo

Re: [realXtend] Re: Naali 0.3.3 released

2010-11-08 Thread Peter Steinlechner
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 wrote: > Hi Peter, > > No the colli

Re: [realXtend] Re: Naali 0.3.3 released

2010-11-08 Thread Toni Alatalo
On la, 2010-11-06 at 12:56 -0700, MasterJ wrote: > hmmm i need to said i don't have default shadows here ( avatar shadows > and mesh when enabled) is that a bug or a wrong config? Probably some sort of a bug lurked in somewhere -- here we just looked with 0.3.3 release and saw that normal scene ob

[realXtend] Re: Naali 0.3.3 released

2010-11-08 Thread Matti
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 wrote: > Hi

Re: [realXtend] Re: Naali 0.3.3 released

2010-11-08 Thread Toni Alatalo
On su, 2010-11-07 at 14:14 -0800, Edwige Lelievre - ENER lab wrote: > I found my problem : I forgot meshes exported from Maya didn't worked > for collisions (I have to export them from another software) That > explains why old meshes worked fine and new not at all :) Do you know why/how that is? S

[realXtend] Re: Naali 0.3.3 released

2010-11-07 Thread Edwige Lelievre - ENER lab
I found my problem : I forgot meshes exported from Maya didn't worked for collisions (I have to export them from another software) That explains why old meshes worked fine and new not at all :) Sorry ! Edwige On 6 nov, 20:56, MasterJ wrote: > hmmm i need to said i don't have default shadows he

[realXtend] Re: Naali 0.3.3 released

2010-11-06 Thread MasterJ
hmmm i need to said i don't have default shadows here ( avatar shadows and mesh when enabled) is that a bug or a wrong config? MasterJ On 6 nov, 20:48, Peter Steinlechner 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'

[realXtend] Re: Naali 0.3.3 released

2010-11-06 Thread Matti
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 wrote: > I'

Re: [realXtend] Re: Naali 0.3.3 released

2010-11-05 Thread Jonne Nauha
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

Re: [realXtend] Re: Naali 0.3.3 released

2010-11-05 Thread Mark Malewski
> 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 I

Re: [realXtend] Re: Naali 0.3.3 released

2010-11-03 Thread Antti Ilomäki
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 : > According to the patch note "Sending ObjectDeselected packet to > OpenSim. This caused collisions never to recalculate for meshes/prims > after once selecti

[realXtend] Re: Naali 0.3.3 released

2010-11-03 Thread Edwige Lelievre - ENER lab
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 wro

[realXtend] Re: Naali 0.3.3 released

2010-11-02 Thread MasterJ
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