[realXtend] localDir
Heyall, Would anyone know how to properly utilize localDir for HttpAssetStorage? I'm trying to run a Tundra 2.1 server with local assets at 'C:\tundra \working\assets\' and the .txml file at 'C:\tundra\working\' Then I'll use the client software to connect remotely via the server's IP address. Am I going about it the wrong way by putting in --file when I run tundra.exe for server? Is there a better way of handling import of assets? Do I need to place the .txml file and assets elsewhere? I have so many questions and there seems to be a lack of current documentation for the latest Tundra server. I appreciate all help, even if it's a step by step. Thank you, Evan -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] localDir
On Oct 13, 2011, at 7:07 PM, Evan wrote: Would anyone know how to properly utilize localDir for HttpAssetStorage? I'm trying to run a Tundra 2.1 server with local assets at 'C:\tundra \working\assets\' and the .txml file at 'C:\tundra\working\' Then I'll use the client software to connect remotely via the server's IP address. You need to put your dir somewhere to where there is HTTP access. Your personal webspace, or even dropbox, works for developing and testing. Some web hosting service then for for lots of usage. Am I going about it the wrong way by putting in --file when I run tundra.exe for server? Is there a better way of handling import of assets? Do I need to place the .txml file and assets elsewhere? --file is good for the server, to load the scene. Similar to how you can load OAR archives in Opensimulator, if you have happened to use that earlier. But indeed the assets need to be on the web. The TXML doesn't need to be on the web, as the scene data that is read from it on the server, is what is synched from Tundra server to clients when you login and use the server. I have so many questions and there seems to be a lack of current documentation for the latest Tundra server. Almost everything is the same as for 1 series, the change to 2 was more in the internals. The new thing in 2 is that you don't need to convert asset references (e.g. my.mesh) in your txml when you use it on the server, as the server can tell a base url like thing (default storage, the url prefix basically) during login. I appreciate all help, even if it's a step by step. Thank you :) .. so at least now you know that need to use some http server for http access -- Tundra itself doesn't have one for asset serving purposes (it does have some http handlers in optional modules for other purposes). I've so far been doing the annoying asset ref conversions (with scene publishing scripts) that Tundra1 required, am still not fully familiar with the base url / relative refs / default storage thing in 2 .. but have seen the console messages from it when running Tundra recently, and seems that it worked correctly automatically for me. Evan ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
[realXtend] Re: localDir
According to http://groups.google.com/group/realxtend-dev/browse_thread/thread/166a75aa4a8ef0d9 assets do not need to be placed where there is HTTP access using 'localDir=' in 'HttpAssetStorage' It would be nice if I didn't have to post assets to a remote location and just keep everything together. Evan On Oct 13, 11:18 am, Toni Alatalo t...@playsign.net wrote: On Oct 13, 2011, at 7:07 PM, Evan wrote: Would anyone know how to properly utilize localDir for HttpAssetStorage? I'm trying to run a Tundra 2.1 server with local assets at 'C:\tundra \working\assets\' and the .txml file at 'C:\tundra\working\' Then I'll use the client software to connect remotely via the server's IP address. You need to put your dir somewhere to where there is HTTP access. Your personal webspace, or even dropbox, works for developing and testing. Some web hosting service then for for lots of usage. Am I going about it the wrong way by putting in --file when I run tundra.exe for server? Is there a better way of handling import of assets? Do I need to place the .txml file and assets elsewhere? --file is good for the server, to load the scene. Similar to how you can load OAR archives in Opensimulator, if you have happened to use that earlier. But indeed the assets need to be on the web. The TXML doesn't need to be on the web, as the scene data that is read from it on the server, is what is synched from Tundra server to clients when you login and use the server. I have so many questions and there seems to be a lack of current documentation for the latest Tundra server. Almost everything is the same as for 1 series, the change to 2 was more in the internals. The new thing in 2 is that you don't need to convert asset references (e.g. my.mesh) in your txml when you use it on the server, as the server can tell a base url like thing (default storage, the url prefix basically) during login. I appreciate all help, even if it's a step by step. Thank you :) .. so at least now you know that need to use some http server for http access -- Tundra itself doesn't have one for asset serving purposes (it does have some http handlers in optional modules for other purposes). I've so far been doing the annoying asset ref conversions (with scene publishing scripts) that Tundra1 required, am still not fully familiar with the base url / relative refs / default storage thing in 2 .. but have seen the console messages from it when running Tundra recently, and seems that it worked correctly automatically for me. Evan ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: localDir
13.10.2011 19:33, Evan kirjoitti: According to http://groups.google.com/group/realxtend-dev/browse_thread/thread/166a75aa4a8ef0d9 assets do not need to be placed where there is HTTP access using 'localDir=' in 'HttpAssetStorage' Ah now I know what you mean -- that localDir setting is apparently to tell the server process that it can load the files directly from disk, in the case that they are hosted on the same machine. But also with that you still need something else, e.g. a http server, to provide them for clients. There is currently no mechanism to transfer assets from the simulation to clients, in the client connection, but instead external connections (often to separate asset servers) are used. We know that it's different in SL originally, and transferring assets in the same knet tundra connection would be possible, but is not there now. Also Linden introduced using http for textures a while ago. Anyhow, perhaps just using a web server works for you too? Mac OS X comes with apache that is easy to enable from preferences, Windows comes with IIS iirc and you can install apache or whatever, and is well supported in the Linux lands of course. Or? Evan ~Toni On Oct 13, 11:18 am, Toni Alatalot...@playsign.net wrote: On Oct 13, 2011, at 7:07 PM, Evan wrote: Would anyone know how to properly utilize localDir for HttpAssetStorage? I'm trying to run a Tundra 2.1 server with local assets at 'C:\tundra \working\assets\' and the .txml file at 'C:\tundra\working\' Then I'll use the client software to connect remotely via the server's IP address. You need to put your dir somewhere to where there is HTTP access. Your personal webspace, or even dropbox, works for developing and testing. Some web hosting service then for for lots of usage. Am I going about it the wrong way by putting in --file when I run tundra.exe for server? Is there a better way of handling import of assets? Do I need to place the .txml file and assets elsewhere? --file is good for the server, to load the scene. Similar to how you can load OAR archives in Opensimulator, if you have happened to use that earlier. But indeed the assets need to be on the web. The TXML doesn't need to be on the web, as the scene data that is read from it on the server, is what is synched from Tundra server to clients when you login and use the server. I have so many questions and there seems to be a lack of current documentation for the latest Tundra server. Almost everything is the same as for 1 series, the change to 2 was more in the internals. The new thing in 2 is that you don't need to convert asset references (e.g. my.mesh) in your txml when you use it on the server, as the server can tell a base url like thing (default storage, the url prefix basically) during login. I appreciate all help, even if it's a step by step. Thank you :) .. so at least now you know that need to use some http server for http access -- Tundra itself doesn't have one for asset serving purposes (it does have some http handlers in optional modules for other purposes). I've so far been doing the annoying asset ref conversions (with scene publishing scripts) that Tundra1 required, am still not fully familiar with the base url / relative refs / default storage thing in 2 .. but have seen the console messages from it when running Tundra recently, and seems that it worked correctly automatically for me. Evan ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
[realXtend] Re: Avatars on Local Host
Okay, I'm using Tundra 2.1, I've successfully loaded and viewed my scene online, and I've added avatar files to my scene, however I cannot see the avatars. I can see the avatar information in the Scene Editor and my land is solid, they just don't appear. If I have to edit default_avatar.avatar to point to the Jack.mesh and other files, I am unaware of what to specifically do as far as text and moving files around. In avatarapplication.js there's not a place to change any instance of local:// to where I have anything on my http:// host either. Even when I load the avatar.txml scene as the server, I'm inside a camera and not an avatar. Thank you. On Oct 12, 4:22 am, Ali Kämäräinen stinkfi...@gmail.com wrote: Hi, The easiest way is to use the existing Avatar demo scene in bin/scenes/Avatar and add it to your own scene/application. See this recent thread for more information:http://groups.google.com/group/realxtend-dev/browse_thread/thread/1e4... Grey skies, Ali Kämäräinen -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Avatars on Local Host
On Oct 13, 2011, at 10:11 PM, Evan wrote: Even when I load the avatar.txml scene as the server, I'm inside a camera and not an avatar. That avatarapplication.js does not give avatars to the server, only to clients that connect to a server where the av app is running. The appearance file it uses is default_avatar.avatar -- a reX av xml file that points to Jack.mesh. Apparently with local:// refs now in at least the 2.1.0 release which am using on this mac. To get avatars show, you need clients to find that av xml and the meshes (and further the materials and textures) used. ~Toni On Oct 12, 4:22 am, Ali Kämäräinen stinkfi...@gmail.com wrote: Hi, The easiest way is to use the existing Avatar demo scene in bin/scenes/Avatar and add it to your own scene/application. See this recent thread for more information:http://groups.google.com/group/realxtend-dev/browse_thread/thread/1e4... Grey skies, Ali Kämäräinen -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
[realXtend] Re: Avatars on Local Host
Ah, I apologize, I am using 2.1.1 for windows, in the avatarapplication.js there aren't any local:// references oddly enough. When I run avatar.txml on my local machine through a headless server and then view it through a local client, it works, when I run it on a hosted server and client connect to it, it doesn't work. If I take the avatar entities from the avatar.txml and place them in my scene.txml, would I need to move any of the jack asset files to where I'm HTTP hosting the assets? Or is there a way to add avatars through the the headless server without logging in through a client and importing? I basically have a scene and want to get avatars into it for people to use, but I don't have WRITE permissions, however I can manually add/ edit files. On Oct 13, 2:44 pm, Toni Alatalo t...@playsign.net wrote: On Oct 13, 2011, at 10:11 PM, Evan wrote: Even when I load the avatar.txml scene as the server, I'm inside a camera and not an avatar. That avatarapplication.js does not give avatars to the server, only to clients that connect to a server where the av app is running. The appearance file it uses is default_avatar.avatar -- a reX av xml file that points to Jack.mesh. Apparently with local:// refs now in at least the 2.1.0 release which am using on this mac. To get avatars show, you need clients to find that av xml and the meshes (and further the materials and textures) used. ~Toni On Oct 12, 4:22 am, Ali Kämäräinen stinkfi...@gmail.com wrote: Hi, The easiest way is to use the existing Avatar demo scene in bin/scenes/Avatar and add it to your own scene/application. See this recent thread for more information:http://groups.google.com/group/realxtend-dev/browse_thread/thread/1e4... Grey skies, Ali Kämäräinen -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
[realXtend] need help issue with ogre environment material
Hi guys, lately I try to created glass material with transparent + reflection transparent map. after digging around for a while I got my material transparent...working in realxtend but I cant make it reflection. I try with ogre forum... as a result it work in ogre material viewer... but not in realXtend... some suggestion please... this is my material file. material blinn1 { technique { pass { lighting on ambient 1 1 1 1 diffuse vertexcolour specular 0.7479667068 0.7479667068 0.7479667068 128 emissive 0.08058289438 0.08058289438 0.08058289438 scene_blend alpha_blend depth_write off texture_unit { texture glassWindows.jpg tex_coord_set 0 colour_op modulate alpha_op_ex source1 src_manual src_current 0.5 } texture_unit { texture wheel_barrow.jpg colour_op_ex add src_texture src_current colour_op_multipass_fallback one one env_map planar } cull_hardware none cull_software none } } } thanks in advance Neil -- http://groups.google.com/group/realxtend http://www.realxtend.org