Re: [vos-d] vos needs to be easier for designers to get in

2007-01-23 Thread sconzey
Maybe a set of shell scripts, rather than plugins for the actual application...

have a blend2cod, and a obj2cod and a lwo2cod etc...

On 1/21/07, Jason Heblack [EMAIL PROTECTED] wrote:
 On Sat, 20 Jan 2007 09:38:45 -0500, Reed Hedges wrote:
  On Mon, Jan 15, 2007 at 02:34:06PM +0100, swe wrote:
 
  Its nice that one can use blender to convert models, but thats another
  barrier to download, keeping people from attending.
  Are there other modeling tools that it would be nice to support?
  Sketchup would be a good one I think, it's really easy to use and is
  becoming popular and well known through its association with Google Earth.
 
 
 *The BRL-CAD package is a powerful Constructive Solid Geometry (CSG)
 solid modeling system with over 20 years development and production use
 by the U.S. military. BRL-CAD includes an interactive geometry editor,
 parallel ray-tracing support for rendering and geometric analysis,
 path-tracing for realistic image synthesis, network distributed
 framebuffer support, image-processing and signal-processing tools. The
 entire package is distributed in source code form. --- BRL-CAD Homepage

 That said, it would be nice to have a 3d man program for dragonflybsd or 
 longhorn.

 *--
 Please reply back to this note using your email program.
 jh


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Re: [vos-d] vos needs to be easier for designers to get in

2007-01-23 Thread Peter Amstutz
The challenge with reading file formats vs writing plugins to particular 
applications is that you need to be able to parse and make sense of the 
file format.  In some cases this is quite difficult, because the file 
format often has to be reverse engineered and may be tied to specific 
implementation details of the application.  3D Studio Max files are 
particularly infamous for this, going so far as to actually include the 
names of the plugin DLLs that were used to in creating the model, which 
is why you don't see any other software that can read .max files.

The trend, hopefully, is towards interoperable file formats (like X3D 
and Collada are picking up some steam) so that modeling programs can 
export to common, well documented formats that applications like VOS can 
read in.  Vendor lock-in through file formats is especially severe in 
the world of 3D data, where unlike text documents you don't have the 
last-ditch option of exporting to plain text, or printing it out and 
scanning it back in...

On Tue, Jan 23, 2007 at 08:05:03PM +, sconzey wrote:

 Maybe a set of shell scripts, rather than plugins for the actual 
 application...
 
 have a blend2cod, and a obj2cod and a lwo2cod etc...
 
 On 1/21/07, Jason Heblack [EMAIL PROTECTED] wrote:
  On Sat, 20 Jan 2007 09:38:45 -0500, Reed Hedges wrote:
   On Mon, Jan 15, 2007 at 02:34:06PM +0100, swe wrote:
  
   Its nice that one can use blender to convert models, but thats another
   barrier to download, keeping people from attending.
   Are there other modeling tools that it would be nice to support?
   Sketchup would be a good one I think, it's really easy to use and is
   becoming popular and well known through its association with Google Earth.

-- 
[   Peter Amstutz  ][ [EMAIL PROTECTED] ][ [EMAIL PROTECTED] ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interreality.org ]
[ http://interreality.org/~tetron ][ pgpkey:  pgpkeys.mit.edu  18C21DF7 ]



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Re: [vos-d] vos needs to be easier for designers to get in

2007-01-20 Thread Reed Hedges

On Mon, Jan 15, 2007 at 02:34:06PM +0100, swe wrote:
 Its nice that one can use blender to convert models, but thats another 
 barrier to download, keeping people from attending.

It's much easier to develop a world in a modeling program than by hand. 
Hacking a XOD file (or a VRML) file can only really get you so far.

That said, doing online tweaks and small edits is essential. The old 
terangreal had a basic GUI for editing object properties but the current 
version doesn't have that yet.  I've been thinking about how to do that. 
I think what would be best is to have a seperate library that implements 
a Vobject editing GUI in wxWidgets, so you could reuse that GUI within 
Terangreal, or in a standalone editor. It would present a tab for each 
type that a vobject has with type-specific controls (e.g. an A3DL 
objet3d would have controls to change its texture, material, position, 
etc.)  It could also have ways to manipulate the vobject structure and 
just edit any property. (Currently you need to use mesh to do that kind 
of thing but it's a command-line text tool.)

Right now you can export a COD from Blender. A3DL doesn't support all of 
Blender's features so not everything will work right in terms of 
textures and lighting, but all normal geometry should work.

You can also export an ASE file from 3D Studio Max (and mabye other 
programs)? And use a little command line tool to convert that to a COD. 
  (though it would be nice to have an omnivos plugin which could load 
ASE files directly perhaps).

Are there other modeling tools that it would be nice to support? 
Sketchup would be a good one I think, it's really easy to use and is 
becoming popular and well known through its association with Google Earth.

Reed


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Re: [vos-d] vos needs to be easier for designers to get in

2007-01-15 Thread sconzey
I'm with hermetic here, while the code is comparitavely well
documented, there's little on content generation at all.

However, on the flip side, this is an open source project, and you've
just found a way to contribute.

 -sconzey

On 1/15/07, swe [EMAIL PROTECTED] wrote:
 Hi VOS-developer,

 I downloaded the new terangreal, new box world looks nice: good idea to
 have the move explaination in first sight!
 Funny little pyramid and penguin online then ;)

 Ok, but thats still all one can find easy if one wants to attend own stuff
 to vos from a non-hardcore-coder perspecive.

 I checked a lot of (not of very useful for this intend) theoretical docs
 on the vos website, till I found eventually that the world definitions
 are in the .xod files.

 So this info lead me to the first box world is stored in
 3dworld-blocks.xod in main folder and the detailed stuff is in
 /worlds/blocks.cod.gz

 (hell why is not a simple README.txt or HOW_TO_EDIT_WORLD.txt in the
 main folder explaining such?)

 The blocks.cod is compressed (wow! saves 50 bytes?)
 and in cod-format (why not using a more human readable and editable .xod
 too?)
 What do I need to convert .cod back to .xod?
 Where do I find infos about that?
 Or better, can I write my worlds in (ok static?)vrml and convert to .xod
 by a tool?
 Where do I get them?

 All that infos could help new users to get more involved in vos I think.
 Why not include such examples in the download?

 Further more, if you look at the free blaxxun community: one central
 feature is a 'world'-list where user can promote own worlds:
 Why not add an interface or upload button so user can create
 own worlds or add static objects (given in common formats like
 .obj/.3ds/vrml?) to the first VOS world?

 Its nice that one can use blender to convert models, but thats another
 barrier to download, keeping people from attending.

 Also I think the first VOS worlds should show what possibilities
 (-shadows? water? layers? mediaformats? sounds?- I remember you added
 the emma3d features to vos?) VOS can use.
 If you want more users and especial content designers, the first steps
 should show why VOS is good for them.

 Or think it from a different perspecitve, why SL makes user want to be
 part of it?
 Show them that SL is 'dead-end-tech' (a word SL-hype has for other
 communities ;)!

 Anyway, I would like to bring some models into vos. Like a pirate
 ship? Maybe a little island? One there outside can help me to get a water
 surface working and convert/upload stuff on main server?

 The knowledge that vos is the better system is not enought.

 so far my ideas about

 hermetic

 ( online island editor example:
 http://www.cyworx.com/worlds/piratez9/index.wrl )


 On Wed, 10 Jan 2007, Peter Amstutz wrote:

  On Wed, Jan 10, 2007 at 09:15:37PM -0500, Reed Hedges wrote:
 
  Cory Linden (I forget his real name) did a QA about open-sourcing the
  client, and someone asked him if they think that also open-sourcing the
  server would hurt SL from a business perspective, and he said No.  But
  I wonder if they do have plans on doing it.
 
  snarkWell, seeing as how they aren't making any money off of Second
  Life as it is, it would be hard to hurt their business any more than
  they're already doing themselves./snark
 


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Re: [vos-d] vos needs to be easier for designers to get in

2007-01-15 Thread S Mattison

Hermetic: Awesome ideas!
While I could easily create a secured MySQL database of world names and
URLs, and even a PHP file that accesses the list and puts it into a tidy
table, what I can't do is make the people who know how to program access my
database, and put it in the program as a new feature. And as I don't know
programming languages that well... I'll really have to rely on someone
else's programming ability, I believe.

Anybody out there willing to work with me on this one?

On 1/15/07, sconzey [EMAIL PROTECTED] wrote:


I'm with hermetic here, while the code is comparitavely well
documented, there's little on content generation at all.

However, on the flip side, this is an open source project, and you've
just found a way to contribute.

-sconzey
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Re: [vos-d] vos needs to be easier for designers to get in

2007-01-15 Thread S Mattison

Hopefully, when I'm better at coding, I can code an internal world editor
that lets you right-click on objects if you have permissions to them, the
way you can in ActiveWorlds, and move them around, or rightclick on your
character in a free-edit world, to add new objects.

Then it'll just be a matter of having the right object files in the right
directories, and putting the right sounds and textures on them... hopefully.
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