[realXtend] localDir

2011-10-13 Thread Evan
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

2011-10-13 Thread Toni Alatalo
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

2011-10-13 Thread Evan
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

2011-10-13 Thread Toni Alatalo

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

2011-10-13 Thread Evan
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

2011-10-13 Thread Toni Alatalo
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

2011-10-13 Thread Evan
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

2011-10-13 Thread chatpakorn prasertsung
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