The solution we have found to save as is to change te name of the material.
Hope it helps :) Edwige from ENER lab On Mar 26, 8:27 am, "[email protected]" <[email protected]> wrote: > Another issue is that "save as" doesn't work (grayed out) on material > scripts for me. > > On Mar 23, 8:05 pm, Gustavo Alberto Navarro Bilbao > > <[email protected]> wrote: > > Hi Antti: > > > First of all, I would also like to thank and recognize for your hard > > and wonderful work. > > You have changed the perspective of creating Metaversos free, and in > > my name, and for my team, I give infinite thanks. > > > As already mentioned, the owners of grids and testing sites such as > > ours, we could better show visitors the advantages of using the RX > > viewer as an alternative to the LL one, and the tremendous potential > > offered by the RX environment , if it were easier to show how easy it > > is to use mesh-free models as those offered Sketechup, attracting > > architects, designers etc. > > As already Doeke mentioned, which can only locate those 3D objects in > > the inventory, than they have been uploaded, with the problem of the > > limitations of size by bandwidth, hardware, etc., difficult a lot to > > do it. > > By other side, the multimedia options, with others possibilities than > > skype would be very helpful. > > > /////////////////////////////////////////////////////////////////////////// > > //// > > > 2009/3/23 Paul Fishwick <[email protected]>: > > > > Antti: > > > > I would suggest that the kind of Rexviewer fixes that rise to the top > > > of the > > > list are those that involve improved compatibility with the current > > > OpenSim > > > code, developer, and user base. This strategy would allow people running > > > OpenSim grids to recommend the rex viewer as a valid alternative to > > > LLviewer. For this to happen, the viewer has to: > > > > (1) be compatible with viewing and interacting with existing OpenSim > > > regions > > > (2) provide a pathway for improvement over (1) > > > > Item (1) is consistent with the development of modrex, and will lead > > > naturally to > > > RexNG adoption. The following is a partial list of high priority items > > > (some from > > >http://modrex.wordpress.com), at least from my perspective: > > > > 1. Recommended performance settings need to be determined for existing > > > OpenSim > > > worlds, since the opensim user will experience reduced FPS rates in > > > denser areas > > > as compared with LLviewer > > > > 2. Primitives and objects that can be seen in LLviewer, but not in > > > Rexviwer, need to be > > > implemented (trees, flexiprims, particle systems...via LSL > > > invocation). > > > > 3. Shadows need to be made a Preferences->Graphics option rather than > > > having to > > > manually set a flag in each prim. Otherwise, opensim regions will be > > > unable to take > > > advantage of shadows. > > > > 4. Terrain texture mapping at different height levels > > > > 5. ..Anything that OpenSim users expect to see when they go in and > > > interact with their > > > regions using LLviewer. > > > > Some of these features may already work with your server, but are not > > > passed through > > > to modrex? > > > > For (2), you have "significant value added" - improved lighting, > > > shadows, meshes. But > > > thsi value added will not be realized practically, without (1) > > > > Regarding your first statement on "improved authentication/storage" > > > services, I hope > > > that you are working closely with the OpenSim dev community so that > > > everyone can benefit and that RexNG remains a human interface > > > controller. Let > > > OpenSim handle the asset and authentication services--if they need > > > improvement, > > > work with their devs. Just my 2c. > > > > -p > > > > Antti Ilomäki wrote: > > >> We're currently considering our options. As you all probably know, > > >> we're focusing on the new architecture, including an entirely new > > >> viewer and improved authentication / storage services. > > > >> Our internal resources are naturally limited and we are looking to the > > >> community to join in and assist in the production. It has been heart > > >> warming to see all the great conversation on our mailing lists, it > > >> appears that many brilliant people are genuinely interested in what we > > >> are doing. It is also very important to note that we are working for > > >> you guys, one of the important measurements of success for us is how > > >> many interested developers and users we have, so all the feedback and > > >> contributions are vital for us. Thank you for everything you have done > > >> so far. > > > >> I realize that the present realXtend viewer is something relatively > > >> few people are interested in working on for licensing issues. It's > > >> also important to note that fixing certain issues is a lot of work; > > >> one of the very reasons we chose to start building a new viewer was > > >> that creating the features we really wanted was becoming excessively > > >> difficult and time consuming on the current codebase. > > > >> I have many things I would like to see fixed in the present viewer as > > >> well and the NG architecture is still some time away. I would > > >> appreciate your help in deciding what kind of fixes we should focus on > > >> right now, so write down your ideas and let's discuss them in this > > >> thread. Let's see what the community can come up with, find out the > > >> crucial problems and see who, how and when they could be fixed. > > >> Although the progress on the new viewer is quite promising, we don't > > >> intend to just abandon the present one. Then again, this is an open > > >> source project, so if you know people who could help us fix the issues > > >> we find, it would greatly benefit us all. > > > >> So let's hear your thoughts! > > > >> Here's one to begin with: > > >> - The default click & drag function for users with building rights > > >> seems to cause more problems than it's worth. Moving objects could be > > >> done exclusively in a slightly more complicated (push button to grab & > > >> move for example) but far less accident-prone way. > > > >> 2009/3/23 Jani Pirkola <[email protected]>: > > > >>> Dear realXtend, Antti, > > > >>> Modrex seems to advance fast and I am truly excited to see it starting > > >>> to > > >>> work! Thank you! > > > >>> As Paul Fishwick noted in his new modrex blog, there are new issues that > > >>> need work to be done at the viewer side. I hope it is not DIY, but you > > >>> guys > > >>> have some plans to make basic fixes. If so, do you have plans or > > >>> schedules > > >>> already for 0.5 release of the viewer? > > > >>> Best regards, > > >>> Jani > > > > -- > > > Paul Fishwick, PhD > > > Professor and Director, Digital Arts and Sciences Programs > > > University of Florida > > > Computer & Information Science and Eng. Dept. > > > Bldg. CSE, Room 301 > > > P.O. Box 116120 > > > Gainesville, FL 32611 > > > Email: [email protected] > > > Phone: (352) 392-1414 > > > Fax: (352) 392-1220 > > > Web:http://www.cise.ufl.edu/~fishwick --~--~---------~--~----~------------~-------~--~----~ http://groups.google.com/group/realxtend http://www.realxtend.org -~----------~----~----~----~------~----~------~--~---
