On Sep 25, 2011, at 7:45 AM, hui ning <hning...@gmail.com> wrote:
> Could Tundra 2 read in scenes in Tundra 1 format? When Tundra

Yes I think that is the way for static content - add a feature that does the 
coordsys change (just one rotate).

> client2 login to login.realxtend.org, is the scene of Tundra2 format or 
> Tundra1 format?

That has been 2.0.0 since the release of that.

We are now preparing 2.1.0, more info about that in a few days. It doesn't 
change the scene format, is more about internal and networking improvements.

> - Hui

-Toni

> 
> On Thu, Sep 22, 2011 at 9:19 PM, Toni Alatalo <t...@playsign.net> wrote:
> On Sep 23, 2011, at 1:17 AM, hui ning <hning...@gmail.com> wrote:
>> Could I use Blender to read back the created *txml and associated scene 
>> attribute files? 
> 
> Not currently, there is no txml import for blender AFAIK. Would be simple to 
> add though.
> 
> Both b2rex and now also blender2ogre (brett's tundra exporter have 
> expwrimental Blender live connection, though. And b2ogre can write txml. 
> Could read it too .. But usually we have the original blend anyway already.
> 
>> - Hui
> 
> -Toni
> 
>> 
>> On Thu, Sep 22, 2011 at 4:56 AM, Toni Alatalo <t...@playsign.net> wrote:
>> 
>> On Sep 22, 2011, at 11:29 AM, hui ning wrote:
>> 
>>> http://80.75.107.153/Tundra2/Tundra-2.0-preview.exe to my windows 7(64), 
>>> somehow it did not execute. 
>> 
>> weird, i can probably test later today. unless someone else digs up the 
>> ported physics scene earlier.
>> 
>>> What's the typical procedure to port a scene to 2.0?
>> 
>> for this physics one is best to use the already ported version, but in 
>> general, there is two areas:
>> 
>> 1. coordinate space
>> In tundra1 (and earlier versions of Naali before that) we used the second 
>> life / opensim coordinate system, where z is up (i don't remember the 
>> handedness). this was hardcoded in some places. In tundra2 there is no 
>> similar hardcoding, you can basically put your objects which way you want, 
>> and it also works to just open tundra1 scenes and they show correctly. But 
>> there are many places that assume the usual Ogre coordinate system, where y 
>> is up: skyx, hydrax, how our bullet physics does gravity, the avatar 
>> application etc. So to convert from 1 to 2 we often need to rotate the 
>> scene. I haven't actually done that myself yet, was originally planning 
>> making a standalone converter script for it, but later learned that perhaps 
>> is simpler actually to make Tundra2 support opening t1 files and doing that 
>> conversion then (e.g. just have a menu entry for it). For Pong I just 
>> re-imported the blender-made .scene file to t2 so got all the objects right.
>> 
>> 2. scripting api
>> for apps with scripting there is a lot of small syntactic changes, this 
>> conversion tool is the best documentation we have for those so far .. the 
>> replaces at 
>> https://github.com/realXtend/naali/blob/tundra2/tools/tundra1-js-to-tundra2.py#L85
>> 
>>> - Hui
>> 
>> ~Toni
>> 
>>> 
>>> On Wed, Sep 21, 2011 at 4:46 PM, Glenn Alexander <glena...@exemail.com.au> 
>>> wrote:
>>> I had SkyX et.al. running beautifully on 2.0pre (where that screenshot came
>>> from too). Haven't had time to get 2.0 working with my own scene (that the
>>> .pre was happy with) yet, so can't speak for that release.
>>> 
>>> On Thursday September 22 2011 07:18:01 Toni Alatalo wrote:
>>> > Ah, indeed, this screenshot from the original tundra2 preview email shows
>>> > the Physics demo with SkyX and HydraX:
>>> > http://80.75.107.153/Tundra2/SkyXHydrax.png
>>> >
>>> > Didn't download the exe to see if it's there, as am on mac now. That's
>>> > http://80.75.107.153/Tundra2/Tundra-2.0-preview.exe
>>> >
>>> > > Ali Kämäräinen
>>> >
>>> >  ~Toni
>>> 
>>> Glenalec
>>> 
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