ModRex

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==Overview==
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__NOTOC__
ModRex is a joint effort between RealXtend and OpenSim developers to make it
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{{Quicklinks}}
possible to join the RealXtend viewer to the OpenSim codebase. The RealXtend
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viewer employs the open source [http://www.ogre3d.org OGRE game engine]
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{{archive}}
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'''Purpose:''' The information on this page is out of date. However, it may still hold value to some people (examples are chat logs, version history, or OpenSimulator 0.6x specific info) or needs to be preserved for other reasons. It should be marked as archived information to prevent confusion.
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<br />
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== Overview ==
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[[Image:modrex.jpg|250px|thumb|left|ModRex with mesh support, running on Linux]]
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ModRex is a joint effort between RealXtend and OpenSimulator developers to make it
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possible to join the RealXtend viewer to the OpenSimulator codebase. The RealXtend
 +
viewer employs the open source [http://www.ogre3d.org OGRE 3D engine]
 
and differs from the Linden Lab viewer (LLviewer) in several ways. The most distinct
 
and differs from the Linden Lab viewer (LLviewer) in several ways. The most distinct
 
difference is in the new rendering potential offered by OGRE. When using
 
difference is in the new rendering potential offered by OGRE. When using
 
RealXtend as a viewer for OpenSim, one obtains real-time shadows, improved
 
RealXtend as a viewer for OpenSim, one obtains real-time shadows, improved
lighting simulation, and more importantly, the OGRE mesh. The mesh is hierarchical
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lighting simulation, and more importantly, the [http://www.youtube.com/watch?v=yEXqiv2_kbE&feature=channel_page OGRE mesh]. The mesh is hierarchical
 
(multiple meshes and sub-meshes) and can include a skeleton for defining avatar motion and dynamics.
 
(multiple meshes and sub-meshes) and can include a skeleton for defining avatar motion and dynamics.
  
ModRex is important to the OpenSim community mainly because, like the base
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ModRex is important to the OpenSimulator community mainly because, like the base
 
opensim code base itself, the RealXtend viewer is open source and breaks away
 
opensim code base itself, the RealXtend viewer is open source and breaks away
 
from some of the key contraints imposed by the LLviewer, such as inability to
 
from some of the key contraints imposed by the LLviewer, such as inability to
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trunk code.
 
trunk code.
  
Here is an image built from using Opensim+ModReX [[image:modrex.jpg|250px|thumb|left|ModRex with mesh support, running on Linux]] and a [http://www.youtube.com/watch?v=yEXqiv2_kbE&feature=channel_page movie] to illustrate some of the mesh and lighting effects in the viewer:
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and a to illustrate some of the mesh and lighting effects in the viewer:
  
To use ModRex, you need the following: (1) The RealXtend viewer, (2) ModRex, and (3) OpenSim.
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To use ModRex, you need the following:  
The viewer (1) is downloaded from [http://www.realxtend.org/page.php?pg=downloads here]. Make sure to download the latest viewer and any patches that have been added since that viewer version. They should be located on in the sourceforge page. For Windows, the viewer is run
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* [http://realxtend.org/download/ RealXtend viewer (CodeName: Tundra)]
directly as an .exe, and for Linux, wine is used to launch the viewer. OpenSim (3) is
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* Alternatively you can also use the new [http://wiki.realxtend.org/index.php/Getting_Started_with_Naali Naali viewer]
compiled as instructed elsewhere in this wiki (Get OpenSim and Building). The setup
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* [http://forge.opensimulator.org/gf/project/modrex/ ModRex]
for ModRex is documented below for Windows and Linux.
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* [OpenSim-SVN (rev. 8814+)
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* [http://www.mono-project.com/Main_Page Mono] (Linux)
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* [http://nant.sourceforge.net/ NAnt] (Linux)
  
 
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== Links ==
 
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Key areas on the web where modrex and RealXtend functionality is documented:
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* [http://forge.opensimulator.org/gf/project/modrex/ Source Code]
 
* [http://forge.opensimulator.org/gf/project/modrex/ Source Code]
* [http://rexdeveloper.org/wiki/index.php?title=Features_supported_currently ModRex Features/Status]
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* [http://wiki.realxtend.org/index.php/Features_supported_currently ModRex Features/Status]
 
* [http://www.realxtend.org Main RealXtend]
 
* [http://www.realxtend.org Main RealXtend]
* [http://rexdeveloper.org/wiki/index.php?title=Main_Page Rex Developer]
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* [http://wiki.realxtend.org/ RealXtend community wiki]
  
==Setup==
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== Setup ==
===Linux===
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mkdir /opt/opensim opt/opensim/simulator /opt/opensim/authentication /opt/opensim/avatarstorage /opt/opensim/builds
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cd /opt/opensim/builds/8218
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svn co http://opensimulator.org/svn/opensim/trunk .
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sh runprebuild.sh
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nant
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mkdir modrex modrex/build
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cp -R bin/*.dll modrex/build
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cd modrex
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svn checkout http://forge.opensimulator.org/svn/modrex/trunk .
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cd ModularRex
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vi prebuild.xml
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* Change each ../../../bin to ../../build, and each ../../bin to ../build, save and exit
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mono ../../bin/Prebuild.exe /target monodev
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* Open /opt/opensim/builds/8218/OpenSim.sln with MonoDevelop
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* Add existing project > modrex/ModularRex/RexFramework/ModularRex.RexFramework.mdp
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* Add existing project > modrex/ModularRex/NHibernate/ModularRex.NHibernate.mdp
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* Add existing project > modrex/ModularRex/RexOdePlugin/ModularRex.RexOdePlugin.mdp
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* Add existing project > modrex/ModularRex/ModularRex.mdp
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* Change the runtime version for these projects to mono 3.5
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* Replace the broken OpenSim reference in the ModularRex project with the equally named OpenSim project
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* Replace the broken OpenSim.Region.Physics.Meshing and OpenSim.Region.Physics.OdePlugin references in the RexOdePlugin project with the equally named OpenSim projects
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* Build the modularRex projects. If no errors occured, The dll's are stored in /opt/opensim/builds/8218/modrex/build
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cp /opt/opensim/builds/8218/modrex/build/ModularRex.* /opt/opensim/builds/8218/bin
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* Copy python-engine dependencies
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  cp -R /opt/opensim/builds/8218/modrex/ModularRex/RexParts/RexPython/Resources/* /opt/opensim/builds/8218/bin/ScriptEngines
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cd /opt/opensim/builds/8218/bin
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cp OpenSim.ini.example OpenSim.ini
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* edit OpenSim.ini, and add this:
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;This goes under [startup]
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rex_python = true
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[realXtend]
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enabled = true
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db_connectionstring = "MySQLDialect;MySqlDataDriver;Data Source=localhost;Database=opensim;User ID=root;Password=mypw;"
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* Copy the modrex enabled OpenSimulator to the production dir
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cp -R /opt/opensim/builds/8218/* /opt/opensim/simulator
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* Add the [[rex mysql]] tables to the opensim database
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* Download and build the authentication service
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svn co https://realxtendserver.svn.sourceforge.net/svnroot/realxtendserver/authentication/tags/0.4 /opt/opensim/authentication
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cd /opt/opensim/authentication
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mono bin/Prebuild.exe /target nant
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nant
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* Create a mysql database "authentication"
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cd bin
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mono Authentication.exe
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* Setup authentication
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MySql_SqlHandler.dll (or SQLite_SqlHandler.dll. MySql_SqlHandler.dll gives not implemented messages but seems to work ok)
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<enter>(AuthenticationEngine=AuthenticationEngine.dll)
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<enter>(logging enabled=False)
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<enter>(def. region x 1000)
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<enter>(def. region y 1000)
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<enter>(avatarstorageurl 172.16.1.65:10000)
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<enter>(default gridurl 172.16.1.65:9000)
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<enter>(default dns)
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<enter>(dbserver 127.0.0.1)
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<enter>(dbname authentication)
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<enter>(dbuser root)
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*******(dbpw for root)
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172.16.1.65 (httpsettings LAN-IP)
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''The authentication daemon should run by now''
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* Create a user in the authentication screenconsole
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create user
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* Download and build the avatarstorage service
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First launch realXtend authentication and avatar storage servers. You can download them from [http://sourceforge.net/projects/realxtendserver/files/ SourceForge project page]. Documentation for these servers can be found from [http://docs.realxtend.org/ realXtend user documentation wiki].
svn co https://realxtendserver.svn.sourceforge.net/svnroot/realxtendserver/avatarstorage/tags/0.4 /opt/opensim/avatarstorage
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cd /opt/opensim/avatarstorage
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bin/Prebuild.exe /target nant
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nant
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* Create a database "avatarstorage"
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cd bin
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mono AvatarStorage.exe
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* Setup avatarstorage
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MySql_SqlHandler.dll
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<enter>(AuthenticationEngine.dll)
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<enter>(Inventory True)
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<enter>(PersonalInventoryService.dll)
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PersonalInventory.SQLITE.dll
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<enter>(logging_enabled False)
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<enter>(dbserver 127.0.0.1)
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avatarstorage (dbname)
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<enter>(dbuser root)
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********(dbpw root)
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172.16.1.65 (httpsettings LAN-IP)
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<enter>(http port 10000)
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<enter>(ssl False)
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''The avatarstorage daemon should run by now''
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* You can use this [[rex serverscript]] to manage and start the services(uses screen)
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Most important screen-commands are:
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screen -list (shows screen sessions)
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screen -r screenname (attaches to the screensession)
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ctrl-a + d (detaches from the screensession)
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the 'Account' part is the first part in your rex-username(account@myauthenticationdaemonuri)
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After successfully launching authentication and avatar storage server, build ModreX according to instructions in [http://wiki.realxtend.org/index.php/Building_ModreX realXtend wiki]. To configure ModreX follow the instructions in [http://wiki.realxtend.org/index.php/Configuring_ModreX this wiki page].
* Check in the Simulator console if everything started the way it's supposed to
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''Once the three services are running, an initial user was made, fire up the realXtend client from wine and login with your credentials.''
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If any bugs occur, please report them to [http://forge.opensimulator.org/gf/project/modrex/tracker/ ModreX bug tracker]. Note that to run realXtend 0.4 series viewer on Linux, you need to follow [[RealXtend Viewer Linux|these instructions]].
  
===Windows===
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== Known Issues ==
The following procedure is used to set up modrex:
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* Some parts of the LLViewer interface do not yet exist in the RealXtend viewer. This is related to ModRex not allowing the viewer to set or retrieve certain data.
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* Inter-mesh collisions not yet implemented, although avatar w/ primitive collisions work
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* Shift-copied Objects may loose their texture after a sim restart
  
* Download and build the latest version of opensim. To differentiate it from other opensim builds that you may have, call it opensim_modrex, for example. Then, you will remember that this build requires the RealXtend viewer. We'll assume you have your opensim implementation stored in C:\opensim_modrex.
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== Recent Fixes ==
* Prebuild (i.e., running Prebuild2008) and compile as you would do normally just to make sure that this build of opensim is executing. Start up opensim and make sure that you can view the region using the LLviewer.
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* Multiregion Support with RexQueue
* Create a new folder such as C:\modrex, and then get the latest version of modrex into this folder. Modrex is obtained using a version of svn, such as TortoiseSVN. The checkout URL is http://forge.opensimulator.org/svn/modrex. You will need to enter "anonymous" when asked to check out modrex. Make note of the revision of modrex after all files have been downloaded, just for reference in case you encounter difficulties and need to report a concern or bug.
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* Multiple standalones on one machine supported
* Copy the folders located in C:\modrex\trunk to C:\opensim_modrex\opensim
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* NHibernate-db supports mysql, sqlite and mssql2005. Meshes are persistent
* Run the prebuild (if using VC # 2005) or prebuild2008 (if using VC# 2008) that is now located  under C:\opensim_modrex\opensim\ModularRex.
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* Mesh collisions with primitives work
* Go to your c:\opensim_modrex\bin, launch VC# on the OpenSim solution, and enter 3 projects to the existing OpenSim solution (right-mouse click on the solution name, Add->Existing Project): ModularRex (found in C:\opensim_modrex\opensim\ModularRex), ModularRex.Nhibernate (found in C:\opensim_modrex\opensim\Nhibernate), and ModularRex.RexFramework (found in C:\opensim_modrex\opensim\RexFramework).
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* Python scripting works for the most part (some functions are not working yet)
* Re-build the opensim solution. There should not be any errors. This, in turn, will add new region modules especially for the RealXtend viewer/OpenSim connection inside of C:\opensim_modrex\bin.
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* Shift-copy keeps mesh as primdata
* Inside of c:\opensim_region\bin\OpenSim.ini, add the following section:
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* OpenSimulator library useable now
<pre>
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[realXtend]
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db_connectionstring = "SQLiteDialect;SQLite20Driver;Data Source=RexObjects.db;Version=3"
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</pre>
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* We are almost ready to run the viewer, except that the current incarnation of modrex requires authentication and avatar storage to be run separately in addition to opensim. Therefore, the way to run modrex, is to (1) Start the Authentication server, (2) Start the Avatar Storage server, and finally to (3) run opensim. The server is located in the general web page as the client viewer [http://realxtend.org/page.php?pg=downloads here]. The  authentication server and avatar storage servers are .exe files located in the primary server download. Do not run the server, only Authentication and Avatar Storage. Use the Authentication window to add new users as required.
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* Launch opensim.exe. This will now run opensim, access the new Modrex region modules inside of C:\opensim_modrex\bin, and start up your opensim server.
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* Launch the RealXtend viewer and enter your username, password, and connection. Your username, in contrast to Opensim user names, will be one string such as "testuser". If the domain of your server is myserver.com, then you log in as "testuser@myserver.com" entered in the "User Name" field. Enter the password. For "Connect To:", enter  your server: myserver.com. Then, press "Connect" in the viewer.
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* You should be inside of your opensim world but using the RealXtend viewer. Caveats and Bugs are located below.
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* the RealXtend viewer can run python scripts. To enable python, first add the following line in the [startup] section of OpenSim.ini:  rex_python=true. Then, you must copy the following two directories: C:\opensim_modrex\opensim\ModularRex\RexParts\RexPython\Resources\Lib and PythonScript to C:\opensim_modrex\bin\ScriptEngines
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* If you ever wish to use the LLviewer on the region you have created, temporarily move the RealXtend region modules under C:\opensim_modrex\bin out of there, and launch LLviewer. Move the region modules back to continue with the RealXtend viewer. Note that RealXtend-specific artifacts (mesh, shadows) will not appear in LLviewer.
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==Known Quirks==
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* Important: only one region is currently supported. If your opensim has more than one region, you will not be able to visit regions other than home
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* Avatar is stored, but appearance changes only after viewer restart
 
* Avatar is stored, but appearance changes only after viewer restart
* Inter-mesh collisions not yet implemented, although avatar w/ primitive collisions work
 
* Scripts must be entered into Inventory and copied to the prim. In-world editing in the prim's contents doesn't save script.
 
  
==Recent Fixes==
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== See Also ==
* NHibernate-db supports mysql, sqlite and mssql2005. Meshes are persistant
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* Mesh collisions with primitives work
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* [[Rex_serverscript]] - Example Linux SysVinit startup scripts for ModRex
* Python scripting works
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* [[Rex_mysql]] - Example MySQL table definitions for ModRex
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* [[Simxtd]] - BASH script for building and install OpenSimulator with ModRex and RealXtend support

Latest revision as of 08:19, 18 September 2020

Purpose: The information on this page is out of date. However, it may still hold value to some people (examples are chat logs, version history, or OpenSimulator 0.6x specific info) or needs to be preserved for other reasons. It should be marked as archived information to prevent confusion.


[edit] Overview

ModRex with mesh support, running on Linux

ModRex is a joint effort between RealXtend and OpenSimulator developers to make it possible to join the RealXtend viewer to the OpenSimulator codebase. The RealXtend viewer employs the open source OGRE 3D engine and differs from the Linden Lab viewer (LLviewer) in several ways. The most distinct difference is in the new rendering potential offered by OGRE. When using RealXtend as a viewer for OpenSim, one obtains real-time shadows, improved lighting simulation, and more importantly, the OGRE mesh. The mesh is hierarchical (multiple meshes and sub-meshes) and can include a skeleton for defining avatar motion and dynamics.

ModRex is important to the OpenSimulator community mainly because, like the base opensim code base itself, the RealXtend viewer is open source and breaks away from some of the key contraints imposed by the LLviewer, such as inability to create meshes, shadows, realistic avatars, and advanced lighting effects. ModRex while not part of the viewer, is the glue that connects the viewer to the opensim trunk code.

and a to illustrate some of the mesh and lighting effects in the viewer:

To use ModRex, you need the following:

[edit] Links

[edit] Setup

First launch realXtend authentication and avatar storage servers. You can download them from SourceForge project page. Documentation for these servers can be found from realXtend user documentation wiki.

After successfully launching authentication and avatar storage server, build ModreX according to instructions in realXtend wiki. To configure ModreX follow the instructions in this wiki page.

If any bugs occur, please report them to ModreX bug tracker. Note that to run realXtend 0.4 series viewer on Linux, you need to follow these instructions.

[edit] Known Issues

  • Some parts of the LLViewer interface do not yet exist in the RealXtend viewer. This is related to ModRex not allowing the viewer to set or retrieve certain data.
  • Inter-mesh collisions not yet implemented, although avatar w/ primitive collisions work
  • Shift-copied Objects may loose their texture after a sim restart

[edit] Recent Fixes

  • Multiregion Support with RexQueue
  • Multiple standalones on one machine supported
  • NHibernate-db supports mysql, sqlite and mssql2005. Meshes are persistent
  • Mesh collisions with primitives work
  • Python scripting works for the most part (some functions are not working yet)
  • Shift-copy keeps mesh as primdata
  • OpenSimulator library useable now
  • Avatar is stored, but appearance changes only after viewer restart

[edit] See Also

  • Rex_serverscript - Example Linux SysVinit startup scripts for ModRex
  • Rex_mysql - Example MySQL table definitions for ModRex
  • Simxtd - BASH script for building and install OpenSimulator with ModRex and RealXtend support
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