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 a tree with two submeshes lines on material part:
texture/material :----- 1st texture/material file
texture/material:----2nd texture/material file
so if i put any of my textures on one of the submesh line the mesh
appear grey same thing done if i drag and drop some meshes from rexlib
content library (forest for example appear grey).

only the meshes with one line as submehses (without submesh) work
perfectly with all of my textures and same if a content library drag
and dropped mesh with only one line as material it's  work perfectly.

strange no?

MasterJ

On 8 nov, 19:28, Toni Alatalo <[email protected]> wrote:
> 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 bug in 0.3.3 that broke
> it for the terrain. Works on other objects that have a shadow-receiving
> material. And for terrain normally in current develop and in next
> release .. if you wanna check now, they should work with 0.3.2., but
> we'll release a new thing latest next week.
>
> > Edwige
>
> ~Toni
>
> > On 8 nov, 11:14, Toni Alatalo <[email protected]> wrote:
>
> >> 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? Sounds curious, 'cause by default the same
> >> visual geom is used for colls and viz and I don't get how some Maya
> >> exporter could make Ogre meshes somehow differently.
>
> >> Would be nice to have things working normally for Maya users too :)
>
> >>> Edwige
>
> >> ~Toni
>
> >>> On 6 nov, 20:56, MasterJ <[email protected]> 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?
>
> >>>> MasterJ
>
> >>>> On 6 nov, 20:48, Peter Steinlechner <[email protected]> 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 
> >>>>> <[email protected]>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 <[email protected]> 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 <[email protected]
> >>>>>>> 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 Ilom ki <[email protected]>
>
> >>>>>>>> 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 <[email protected]>:
>
> >>>>>>>>>> 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 <[email protected]> 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 ... tsssss...
> >>>>>>>>>>> SLOWWWWWWWWWWWWWWWWWWWW Bouuuuuuuuhhh 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 Ilom ki <[email protected]> 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
> >>>>> 264KAfficherT l charger
>
> >>>>>  test4.scene.zip
> >>>>> 45KAfficherT l charger

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