[Opensim-users] Mesh based objects (was Re: Basic tutorials in portuguese

Karen Palen karen_palen at yahoo.com
Sun Nov 22 21:29:14 UTC 2009


It will be a week or so before I get to this anyway :-)

Looks like it will be well worth tying though.

Now all I have to do is restore my MySql database that I thought I had lost. Just discovered some DB  backups that were automatically generated into the wrong directory - sigh.

Karen

--- On Sun, 11/22/09, Toni Alatalo <antont at kyperjokki.fi> wrote:

> From: Toni Alatalo <antont at kyperjokki.fi>
> Subject: Re: [Opensim-users] Mesh based objects (was Re: Basic tutorials in portuguese
> To: opensim-users at lists.berlios.de
> Date: Sunday, November 22, 2009, 12:32 PM
> Karen Palen kirjoitti:
> > Thank you, if it runs under Linux now I will try it
> out and report any bugs I find.
> >   
> 
> That situation has been living a bit now - at 0.0.2 time
> some folks were 
> able to log in and move in a world ok, but some time after
> that new 
> things have introduced a crasher which is not hunted down
> yet. We now 
> (since Thursday/Friday) have a buildbot that builds with
> Linux after 
> each commit, and start adding it running tests too
> tomorrow, and 
> probably get someone busy with hunting the new bug there so
> hopefully 
> get that to good shape soon.
> 
> > Much of my Poser work involves customized characters
> based on such underlying meshes as the DAZ3 "Victoria"
> series.
> >   
> 
> In ReX an avatar can use any mesh, just like any other
> object. And 
> further the mesh can have any kind of UV layout and a
> skeleton for 
> animation, like in Ogre and in 3d gfx in general normally.
> 
> > designed ones. The range sold by DAZ3d gives you some
> idea of the potential here, humans, ogres, fish, various
> animals, (gasp) kids, and various cartoon characters.
> >   
> 
> For example in the 1 year old Beneath the Waves demo for
> ReX 0.4, the 
> game works so that there are statues of fishes in the
> lobby, and you 
> start by selecting the kind you want to be while playing.
> It then 
> changes your avatar to that type of a fish for the duration
> of the game.
> 
> > Karen
> >   
> 
> ~Toni
> 
> > --- On Sun, 11/22/09, Toni Alatalo <antont at kyperjokki.fi>
> wrote:
> >
> >   
> >> From: Toni Alatalo <antont at kyperjokki.fi>
> >> Subject: Re: [Opensim-users] Basic tutorials in
> portuguese
> >> To: opensim-users at lists.berlios.de
> >> Date: Sunday, November 22, 2009, 1:10 AM
> >> Karen Palen kirjoitti:
> >>     
> >>> I think realextend is working on that. There
> are still
> >>>       
> >> a lot of issues, but I think everyone would like
> to see the
> >> capability!
> >>     
> >>>    
> >>>       
> >> Yes, using normal meshes in the Ogre format has
> been
> >> working in reX for 
> >> 2 years now.
> >>
> >> First in the quick prototype, which was modified
> SLviewer
> >> where Ogre was 
> >> added, and a modified (fork) OpenSim which could
> store
> >> meshes and 
> >> materials etc. For about 6 months now the
> production
> >> version of the 
> >> server has been unmodified OpenSim with the ModRex
> plugin
> >> adding the 
> >> extensions that mesh support needs.
> >>
> >> The production viewer is still the prototype that
> uses both
> >> SLviewer and 
> >> Ogre code, and due to how it switches opengl
> contexts on
> >> the fly it 
> >> requires good opengl drivers (has always worked on
> nvidia
> >> and at least 
> >> nowadays on ati too, but afaik not in Intel). Also
> although
> >> it uses 
> >> cross-platform technologies, the build system etc.
> were not
> >>
> >> cross-platform, so people have been running it on
> Linux via
> >> WINE only. 
> >> But some folks for whom it works have been using
> it to
> >> build etc quite a 
> >> lot.
> >>
> >> The new viewer is quite ok under way, writing it
> started in
> >> March and 
> >> 0.0.2 preview pre-alpha was released about two
> weeks ago.
> >> Uses only Ogre 
> >> for drawing so works basically anywhere (either
> d3d or
> >> opengl, e.g. 
> >> intel integrated cards in laptops), and
> cross-platformness
> >> is a 
> >> requirement so builds on Linux too (and should on
> Mac).
> >> Renders scenes 
> >> ok and has basic UI for chat and inventory now,
> info &
> >> screenshots at: 
> >> http://wiki.realxtend.org/index.php/Getting_Started_with_Naali
> >> .
> >>
> >> We're planning the first actually usable release
> candidate
> >> by the end of 
> >> the year, beginning of next year then bugfixes
> & polish
> >> for that for 
> >> first production release. Then continue to add
> missing
> >> & new features 
> >> next year. Please anyone who is interested give
> 0.0.2 a
> >> shot now and 
> >> report back if there are probs (there is one known
> stupid
> >> bug: crashes 
> >> on vista with UAC on, doesn't have permissions to
> write
> >> user name to a 
> >> file in the user home dir - has been fixed in
> trunk, but if
> >> you get that 
> >> you can run 0.0.2 as admin). At least if you have
> a
> >> powerful machine you 
> >> can log-in to osgrid or whatever (the amount of
> prims there
> >> is a lot for 
> >> the unoptimized prim rendering code in Naali -
> places made
> >> with meshes 
> >> typically have much less objects so are lighter).
> >>
> >>     
> >>> For example I have almost 10 years of content
> that I
> >>>       
> >> have generated with Poser and similar tools which
> I would be
> >> delighted to move to OpenSim!
> >>     
> >>> Much of my Poser generated content could be
> shared
> >>>       
> >> with the community.
> >>     
> >>>    
> >>>       
> >> I think there's no reason to wait with that if you
> want, we
> >> could 
> >> experiment with some of those models etc. straight
> away.
> >> There are reX 
> >> demo scenes etc. and also our company has things
> we've made
> >> in Blender 
> >> for Ogre games before, but different kinds of
> content from
> >> folks with 
> >> different usage ideas etc. would be interesting.
> >>
> >> Oh and also the Idealist viewer (and the 3di
> browser plugin
> >> that uses 
> >> it) has reX-compatible(?) mesh support? And as
> Linden has
> >> been 
> >> experimenting with that too, is interesting to see
> if they
> >> actually take 
> >> it to production use. I hope everyone does and we
> get
> >> interoperability 
> >> and standards - the basics of meshes have been the
> same for
> >> so long now 
> >> (15 years?) that seems that there's a change.
> >>
> >> You are right that there are issues, but also
> working and
> >> even mature 
> >> technology that we can use today to get started.
> >>
> >>     
> >>> Karen
> >>>    
> >>>       
> >> ~Toni
> >>
> >>     
> >>> --- On Sat, 11/21/09, Jeremiah Spence <jeremiah.spence at gmail.com>
> >>>       
> >> wrote:
> >>     
> >>>    
> >>>       
> >>>> From: Jeremiah Spence <jeremiah.spence at gmail.com>
> >>>> Subject: Re: [Opensim-users] Basic
> tutorials in
> >>>>         
> >> portuguese
> >>     
> >>>> To: opensim-users at lists.berlios.de
> >>>> Date: Saturday, November 21, 2009, 2:20
> PM
> >>>> parabens Americo!
> >>>> a general question for all... can we
> import
> >>>> avatars and scenery from a content vendor
> like
> >>>>         
> >> Daz3D into an
> >>     
> >>>> OpenSim space?  If so, it would allow
> for the
> >>>>         
> >> rapid
> >>     
> >>>> improvement of content available in
> OpenSim.
> >>>> -Jeremiah
> >>>>
> >>>> On Nov 21, 2009, at 2:48 PM, Americo
> Damasceno
> >>>> wrote:
> >>>> If
> >>>> you read portuguese, can see (many videos)
> basic
> >>>>         
> >> tutorials
> >>     
> >>>> about the creation of an OpenSim region on
> 
> >>>>         
> >> our  
> >>     
> >>>> blog:
> >>>> http://www.opensimbr.blogspot.com/
> >>>>
> >>>> Aproveitem! Obrigado.
> >>>>
> _______________________________________________
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> >>>> Opensim-users at lists.berlios.de
> >>>> https://lists.berlios.de/mailman/listinfo/opensim-users
> >>>>
> >>>>
> >>>> -----Inline Attachment Follows-----
> >>>>
> >>>>
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> >>>>
> >>>>      
> >>>>         
> >>>        
> >>>
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> >
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