Re: [opensource-dev] As a content creator, I would like...

2010-10-22 Thread Stickman
On Mon, Oct 18, 2010 at 11:42 AM, Zabb65  wrote:
> The local script editing and local texture editing has already been
> done before and were implemented in phoenix. Scripting was done by
> Katharine and textures were done by Vaalith.

Is there a patch available for local script and textures syncing with
SL somewhere?

Stickman
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Re: [opensource-dev] As a content creator, I would like...

2010-10-18 Thread Zabb65
They have been completed to the point of technical limitations of the
platform(AFAIK). I explained the caveats of the technical limitations
currently imposed upon them. If all you want is to locally see it.
Sure its been done. Otherwise, no, but there is progress that can be
built on when the technical limitations are lifted. To do it as you
explain it. It would require major updates to the way SL stores and
uses assets.

On Mon, Oct 18, 2010 at 15:46, Ponzu  wrote:
> On Mon, Oct 18, 2010 at 2:42 PM, Zabb65  wrote:
>>
>> The local script editing and local texture editing has already been
>> done before and were implemented in phoenix. Scripting was done by
>> Katharine and textures were done by Vaalith.
>>
>> I believe Vaalith is waiting for mesh source code so they can begin
>> working on the mesh portion of that.
>>
>> The caveats of this is that there is no way to sync them to existing
>> inventory items or to update existing assets with the new one.
>
>
> I like the way you say it has been done already and then explain that it has
> not yet been done.  Of course there are ways to sync them.  You could
> completely rewrite SL to allow it, for example.  I don't expect that, but it
> is still "a way".
>
> Anyway, I was more thinking of the user story and what the features would
> look like.  A plan to implement it can wait awhile until "it" is defined.
>
>
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Re: [opensource-dev] As a content creator, I would like...

2010-10-18 Thread Robert Martin
I think the only way to do this would be for LL to have (maybe as a
Premium benefit) some sort of webstorage to save assets then you would
seen to run a sync program to link a local folder to the webstorage
(and then to the asset farm)


-- 
Robert L Martin
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Re: [opensource-dev] As a content creator, I would like...

2010-10-18 Thread Ponzu
On Mon, Oct 18, 2010 at 2:42 PM, Zabb65  wrote:

> The local script editing and local texture editing has already been
> done before and were implemented in phoenix. Scripting was done by
> Katharine and textures were done by Vaalith.
>
> I believe Vaalith is waiting for mesh source code so they can begin
> working on the mesh portion of that.
>
> The caveats of this is that there is no way to sync them to existing
> inventory items or to update existing assets with the new one.


I like the way you say it has been done already and then explain that it has
not yet been done.  Of course there are ways to sync them.  You could
completely rewrite SL to allow it, for example.  I don't expect that, but it
is still "a way".

Anyway, I was more thinking of the user story and what the features would
look like.  A plan to implement it can wait awhile until "it" is defined.
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Re: [opensource-dev] As a content creator, I would like...

2010-10-18 Thread Zabb65
My mistake. Credits to Xotmid then for external script editor.

On Mon, Oct 18, 2010 at 15:17, Brandon Husbands  wrote:
> Actualy I did the external script editor you can use the pre processor to
> link in saved scripts from your hard drive
>
> On Oct 18, 2010 1:43 PM, "Zabb65"  wrote:
>
> The local script editing and local texture editing has already been
> done before and were implemented in phoenix. Scripting was done by
> Katharine and textures were done by Vaalith.
>
> I believe Vaalith is waiting for mesh source code so they can begin
> working on the mesh portion of that.
>
> The caveats of this is that there is no way to sync them to existing
> inventory items or to update existing assets with the new one. So you
> get a local preview of the changes instantly, but you have to decide
> to upload a final copy at some point, and then it goes into your
> inventory. This also costs money. If there was some method of fast
> temporary uploads they could be previewed by all residents within a
> sim, but until that is done on the simulator side, there is no way to
> provide a cohesive element of live previews for other residents in the
> sim. (They see either of a broken prim/mesh/texture or the old copy
> that you uploaded.)
>
> Until there is a local disk based prim editor. I would not expect
> there to be the final item.
>
> On Mon, Oct 18, 2010 at 14:34, Ponzu  wrote:
>> These are some vague and undeve...
>
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Re: [opensource-dev] As a content creator, I would like...

2010-10-18 Thread Zabb65
The local script editing and local texture editing has already been
done before and were implemented in phoenix. Scripting was done by
Katharine and textures were done by Vaalith.

I believe Vaalith is waiting for mesh source code so they can begin
working on the mesh portion of that.

The caveats of this is that there is no way to sync them to existing
inventory items or to update existing assets with the new one. So you
get a local preview of the changes instantly, but you have to decide
to upload a final copy at some point, and then it goes into your
inventory. This also costs money. If there was some method of fast
temporary uploads they could be previewed by all residents within a
sim, but until that is done on the simulator side, there is no way to
provide a cohesive element of live previews for other residents in the
sim. (They see either of a broken prim/mesh/texture or the old copy
that you uploaded.)

Until there is a local disk based prim editor. I would not expect
there to be the final item.

On Mon, Oct 18, 2010 at 14:34, Ponzu  wrote:
> These are some vague and undeveloped ideas I am sure a lot of us have had.
> I wonder if we can make any progress on them?  Some consensus on what
> could/should be done is a place to start.  So..
>
>
> I have some scripts in a folder in my inventory.  I would like to save them
> to my local disk.  If I change either my local version or my inventory
> version, they stay in sync.
>
> I can open my textures from in-world in my external editor of choice, modify
> them, and sync them back to the copies in inventory (or even the copy
> applied to an object).
>
> After I upload my Collada mesh, if I change my local copy, my inventory copy
> changes by magic.
>
> I can save my prim objects and coelesced objects locally, perhaps even
> directly in my local editing tool of choice.  Then modify them, and
> re-upload them.  Local and inventory versions are kept in sync by magic.
>
> Far off, I know.  Now I need to think about "how?"
>
> regards
> ponz
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[opensource-dev] As a content creator, I would like...

2010-10-18 Thread Ponzu
These are some vague and undeveloped ideas I am sure a lot of us have had.
I wonder if we can make any progress on them?  Some consensus on what
could/should be done is a place to start.  So..


I have some scripts in a folder in my inventory.  I would like to save them
to my local disk.  If I change either my local version or my inventory
version, they stay in sync.

I can open my textures from in-world in my external editor of choice, modify
them, and sync them back to the copies in inventory (or even the copy
applied to an object).

After I upload my Collada mesh, if I change my local copy, my inventory copy
changes by magic.

I can save my prim objects and coelesced objects locally, perhaps even
directly in my local editing tool of choice.  Then modify them, and
re-upload them.  Local and inventory versions are kept in sync by magic.

Far off, I know.  Now I need to think about "how?"

regards
ponz
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