Tundra uses the (Scene-)Entity-Component(-Attribute) model: an object
(Entity) itself doesn't have any data or functionality whatsoever. All data
(stored in Attributes) and functionality of an Entity is added by using the
Entity-Components (http://doc.meshmoon.com/doxygen/component_base.html):
Great work Lasse!
On Thu, Aug 22, 2013 at 6:44 PM, Lasse Öörni lasse.oo...@ludocraft.comwrote:
Hello,
after some months and 605 source code commits compared to the previous
release, today it's finally time to release version 2.5.1 of the realXtend
Tundra SDK.
Like before, the Windows OS
Maria,
How do you start Meshmoon Rocket? From the desktop/star menu shortcut? Can
you see how the console output looks like (hit F1)? Any errors there?
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Luckily the Tundra(/Meshmoon) documentation is gotten some attention from
Adminotech lately:
-video tutorials concentrating on content creation and manipulation
http://www.youtube.com/user/Adminomedia
-script documentation and examples: http://doc.meshmoon.com/
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Currently there seems to be no drag-and-drop support for COLLADA files so
one must create the entities manually. Basically what you need is Entity
with Placeable and Mesh components and the set the meshRef attribute of the
Mesh component to point to the desired content file. See AssImpDemoScene
://realxtend.org/2012/08/27/a-church-in-the-clouds/
Grey skies,
Ali Kämäräinen
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What has changed between was running properly and now I cant seem to
load all the assets? Probably things haven't gone sideways all by
themselves? How does your folder structure look like? What is the exact
command you're using to run Tundra executable?
--
Seems that you're using Tundra 1.x? Tundra 2.x is not compatible with
Tundra 1.x. Please use the latest Tundra from
http://code.google.com/p/realxtend-naali/downloads/list
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Ok, just thought from the line server --console --file
filepath\file.txml that you're using Tundra 1 series as it had both
server.exe and viewer.exe executables. Can you paste the full output log to
f.ex. http://pastebin.com/ so we can see better what's causing the
problems. BTW, when running the
Hi,
PythonModule is not present in the latest Tundra releases due to some
regressions issues we're having with the new automated Tundra build system.
Grey skies,
Ali Kämäräinen
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Oh, just noticed that there is no shortcut for the new Canvas demo scene,
so one must start it via command prompt:
cd TundraInstallationDirectory\bin
Tundra --file scenes\Canvas\scene.txml
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In general, using textures that big sounds quite bad. Could you try
downsizing and compressing the textures (DDS preferably)? Also using
texture dimensions that are power of two is highly recommended.
-Ali
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can
create a simple script that increments the time attribute, say, each 10
seconds.
Grey skies,
Ali Kämäräinen
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Seems to be back online now.
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If you have the time, the documentation can be generated as follows
Obtain Tundra sources
cd TundraSource/doc/
doxygen tundra.doxyFile
cd html
Open up index.html
Grey skies,
Ali Kämäräine
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Hi,
Either by manually editing the .avatar file, or by using the Avatar Editor,
which is unfortunately is currently a bit outdated, but is now actively
being work by https://github.com/evktalo.
Grey skies,
Ali Kämäräinen
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Hi,
Possible bugs aside, you should be able to prevent the avatar going through
the wall by making the size of the RigidBody bigger.
Tip: use physicsDebug console command to toggle the physics debug mode
visualization and set Draw Debug True for the RigidBody.
Grey skies,
Ali Kämäräinen
For controlling what the user can and cannon see, the recommend way is to
control what the camera can see.
For more complex meshes, I'd try the ConvexHull shape.
Grey skies,
Ali Kämäräinen
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://answers.unity3d.com/questions/14693/stop-camera-from-going-trough-walls.html
Grey skies,
Ali Kämäräinen
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Oh, just remembered: check out the LudoCraft Circus sources and
simpleavatar.js function ClientUpdateAvatarCamera. There is some camera +
ray casting code that will help you very likely.
Grey skies,
Ali Kämäräinen
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I see that your script is calling StartAnimation(). However, I see no such
function in the text you pasted, but only ShowAnimation(). Are you calling
non-exising function by accident?
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Hi,
Could you try to stick in one thread, instead of creating multiple threads
for the same issue?
Grey skies,
Ali Kämäräinen
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FYI, the terrain documentation page is now up on the web
http://realxtend.org/doxygen/_terrain_heightmaps.html
Grey skies,
Ali Kämäräinen
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If you were running a headless server, you most likely encountered this bug
https://github.com/realXtend/naali/issues/412
Grey skies,
Ali Kämäräinen
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Hi,
See http://realxtend.org/doxygen/_tundra_script_reference.html To get you
started, checking out and learning from the AvatarApplication scripts
should be a great help.
Grey skies,
Ali Kämäräinen
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) Hit F1 to see the console, you should see the print there
5) Continue from there, see avatar scripts for example
Grey skies,
Ali Kämäräinen
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Add either EnvironmentLight or SkyX component to the scene. Answer to How
can I set the light in the direction of camera? is a bit more complex and
requires that you write a script for it, but I don't think you're after
that.
Grey skies,
Ali Kämäräinen
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Hi,
See this
https://raw.github.com/LudoCraft/Tundra/835a72464dd86ee3a636f6d9cc66f2708793244d/doc/dox/TerrainHeightmaps.dox
Unfortunately it's no available as HTML html, but should be in couple days
at http://realxtend.org/doxygen/
Grey skies,
Ali Kämäräinen
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One way I used succesfully a week or two ago:
1) Create greyscale terrain heightmap (Heightmap.png) using f.ex. Gimp,
256x256 for instance
2) Have some scene.txml (can be empty), make sure the Heightmap.png is the
same folder (can be in some subfolder too) as the scene.txml
3) Start Tundra by
/issues/412)
- Right-click Terrain component - Functions
- Choose SaveToFile and give a filename (remember to give a full path)
C:\MyFolder\MyTerrain.ntf
- Use MyTerrain.ntf instead of Heightmap.png as the heightmap for the
Terrain component
Grey skies,
Ali Kämäräinen
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Grey skies,
Ali Kämäräinen
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Hi,
This being the realXtend mailing list, you might have better luck visiting
the OpenSim mailing list and/or IRC channel.
Grey skies,
Ali Kämäräinen
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Well if you do it in pure QtScript/Javascript, no C++ touches are needed.
But the as pointed in the other thread, if choosing the Python route, the
C++ additions will be small and pretty trivial.
Grey skies,
Ali Kämäräinen
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Hi,
ModRex is discontinued techonology. The current focus of the realXtend
project is on the Tundra technology. IIRC ModRex should compile with
Opensim. 0.6.9.
Grey skies,
Ali Kämäräinen
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Hi,
Here's another example that I wrote quite recently when testing and
debugging QtScript + QtXml. As you can see the script bindings created by
QtScriptGenerator are not perfect there probably might be even more gotchas
to encounter along the way. I might also throw this to the Tundra
MasterJ, no need to wait. Just dowload 2.2.0 and have fun it and maybe
visit LudoCraft Circus while at it. When the 2.2.1 is out, you can simply
just install it on top of 2.2.0.
Grey skies,
Ali Kämäräinen
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Hi,
Unfortunately these files seem to be vanished from the web. Luckily I could
locate them otherwise and they are now hosted at my personal DropBox:
http://dl.dropbox.com/u/16413694/rex/realxtend_avatars_3dsmax.zip
http://dl.dropbox.com/u/16413694/rex/realxtend_avatars_obj.zip
Grey skies,
Ali
Nice presentation Toni! Hopefully stirred some new interested in realXtend
and Tundra.
Grey skies,
Ali Kämäräinen
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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/1e4544a9bf4e2e8c
Grey skies,
Ali Kämäräinen
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think
the case is same Tundra at realxtend/naali as it seems that the code in the
latter repo is not updated in 5 months.
Grey skies,
Ali Kämäräinen
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Oh and by code I mean of course the Physics demo's TXML file.
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the language runtime from the top right menu Settings -
Language (iirc,
haven't used Naali in 1,5 years).
Grey skies,
Ali Kämäräinen
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ilikia,
Festivals - a great opportunity to miss bands...
But to the business: you can delete Vector3dfDecorator.hcpp,
QuaternionDecorator.hcpp and TransformDecorator.hcpp + all references to
those files. That should help a bit at least.
Grey skies,
Ali Kämäräinen
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to hold your horses a bit, and it to start working on this
matter later in August.
Grey skies,
Ali Kämäräinen
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should be there in the near future. So for the
time being, just go with VS2008(SP1).
Grey skies,
Ali Kämäräinen
On Thu, Jul 14, 2011 at 9:00 PM, Bill gfxg...@gmail.com wrote:
Could some please post a version that we can compile? VS2010 and
instructions please
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if there might be some
weird problem going on. Off to Ilosaarirock now!
Grey skies,
Ali Kämäräinen
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be already
there.
Finally add CAVEStereoModule to bin/plugins.xml after OgreRenderingModule,
or you can also create your own plugins XML file if you want. Remember to
use it when starting Tundra, e.g. Tundra --config MyConfig.xml.
plugins.xml is used by default if --config is not used.
Grey skies,
Ali
Ooops, init_target (CAVEStereoModule OUTPUT plugins) of course
(copy-pasted from EnvironmentModule, hence the typo)
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ilikia,
NAALI_DEP_PATH is not used, but TUNDRAQT47_DEP_PATH instead.
Grey skies,
Ali Kämäräinen
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Hi gfxguru,
Could you elaborate the dragdrop procedure: what kind of files you are
dragging etc, single or multiple files, etc.
The VSync warnings can be safely ignored AFAIK.
Grey skies,
Ali Kämäräinen
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we'll have only single one in the near future.
Grey skies,
Ali Kämäräinen
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skies,
Ali Kämäräinen
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Hi,
Tampering the CMake files should not be required. Maybe you can join
#realxtend-dev @ irc.freenode.net on IRC at some point for some real-time
help and guidance?
Grey skies,
Ali Kämäräinen
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Have you remembered to set the NAALI_DEP_PATH environment variable
correctly?
-Ali
2011/3/2 Diana dianalish...@gmail.com
I'm doing my best trying to run cmake_vs2008.bat to see if i can
compile the viewer. I downloaded all files as it was written in
instruction at the page you are advised
,
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Hi,
First of all, creation of custom batch files is not necessary AFAIK. This
wiki page contains up-to-date (AFAIK) instructions for localization:
http://wiki.realxtend.org/index.php/Language_translations
Grey skies,
Ali Kämäräinen
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http
Hi,
WRT the crash occuring when dragging the window to another screen, Jukka
committed a fix for that in Tundra couple days ago IIRC. Maybe that commit
should be cherry picked to develop to see if it helps?
Grey skies,
Ali
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Hi Guo,
Go to http://realxtend.org/page.php?pg=downloads, click Additional Files and
download realXtend Export Tools 0.3 (8 Mb) (NEW!).
Grey skies,
Ali
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Hi,
1) RealXtend authentication server, comes with the legacy 0.5 server
package, see [1]
2) AFAIK, there is some SL/OS with meshes beta thingie in development,
though I have no idea are there any RCs out yet.
3) Go to [1] and click Additional Files at the end of the page and
download Download
Hi,
Naali itself doesn't support client-side LSL script creation, though
support for couple of LSL script functions, e.g. llSetText at least,
is implemented client-side.
ModRex provides versatile and powerful scripting possibilities with
server-side rex/ironpython. You can also access (most of)
Fernandez bloodbr...@gmail.com:
Thanks for all, there is any place to look for the functions I can
use? and how i can make python scripts for my objets?
On 3 dic, 17:25, Ali Kämäräinen ali.kamarai...@realxtend.org wrote:
Hi,
Naali itself doesn't support client-side LSL script creation, though
Hi,
MasterJ, could you try the following:
1) Do NOT go to build mode yet
2) Open Material Wizard (do not check any check or combo box!), type name
you can identify easily to the name field and click create
3) Open inventory from bottom-right corner
4) Find the material file, double-click it
5)
Hi,
What viewer are you using and are all of you using the same viewer? Which
avatar server are you using? Is the server properly configure for external
usage?
Grey skies,
Ali
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Hi Peter,
This very feature will be - and actually is already in the Tundra-branch -
available in the near future.
Grey skies,
Ali
2010/10/23 Peter Steinlechner psteinlech...@gmail.com
Thist sounds great Jonne, maybe a nice to have feature would be also the
option to select single objects
Hi,
Could you elaborate? What were you doing when the crash occurred? What is
your exact hw and sw configuration? Also if you can upload the crash dump
somewhere we might be able to inspect it in more detail.
Grey skies,
Ali
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Hi,
Are you able to find the registry key you added from the registry and remove
it by hand? What kind of error message does MySQL installer give you when
trying to reinstall?
Grey skies,
Ali Kämäräinen
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Hi,
You can hide the menus at least by entering the mouse-look mode (keyboard
shortcut M). Dunno if there are any other options.
Grey skies,
Ali
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Hi,
Could you paste screen shot of your issue? I haven't heard this kind of
problem before, and personally the current font size seems just fine with
25 screen with 1920x1200 resolution. I think the default text size is
currently 12. However if this seems to small for you the recently added
Naali
Hi,
Currently this type of behavior can be seen as a feature (A and D work as
strafe), as Naali is not meant to imitate SL viewer in every aspect. But the
movement logic and keyboard bindings are not yet set to stone and are a
subject to change quite possibly. To rotate your avatar hold down
Hi,
Ok it seems that pretty much all of your question were answered expect the
#1. Here's one way to doo it:
1) Create new empty txt file and rename it to e.g. SolidColor.material.
2) Write the following to the .material: (note the comments)
material SolidColor
{
technique
{
The log message says: The real fix to QWebView lockup: Direct3d consistent
floating point mode. I have no idea how Lasse came up with that. You'll
have to ask him.
Grey skies,
Ali
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Hi,
I'm not sure about the grouping feature but linking should work:
1. Choose/highlight the prims you want the link together
2. From the main tool bar choose Tools - Link
3. Voi·là!
Grey skies,
Ali
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Hi,
Just to make it clear, Ctrl+L is the keyboard shortcut for exactly the same
feature as I described above. You can also use Ctrl+Shift+L to unlink the
prims.
Grey skies,
Ali
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Hi,
You can edit terrain from the environment editor by painting to the height
map. I can't remember if this feature is functional in 0.0.2. but it will be
at least in 0.1 which is released very soon. In-world terrain editing is not
implemented yet but will be hopefully soon.
Grey skies,
Ali
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Hi,
What server are you using? Can you try how the FPS compares to e.g. the
Beneath the Waves demo server?
Grey skies,
Ali
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Hi,
The environment editor is work-in-progress feature and not fully usable yet.
Also, it doesn't change any Caelum features at the moment afaik.
Grey skies,
Ali
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Hi,
At the end of this post you can find a post I posted just earlier to
realxtend-dev. There is some old test code already in Naali. In order to get
them work you must complete (at least) the following tasks in order to start
testing with Hydrax:
1. Build/get precompiled Hydrax. I would
Hi MasterJ,
It's late now and I'll answer shortly now and write a proper answer
tomorrow... I tried to integrate Hydrax to Naali previously but it turned
out to be a bit more non-trivial task than I expected. What kind of
programming experience you have? The Caelum development is not active
Hi,
For the time being, you might be interested in this:
http://wiki.realxtend.org/index.php/Building_Naali_from_source_trunk
Grey skies,
Ali
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Ah, other guys beat me to it.
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IIRC the price should be 0? And if the option is grey i.e. disabled IMO it
doesn't suggest it's possible. :)
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Hi,
The Naali doxygen page is the place to start if you want to get familiar
with the architecture: http://www.realxtend.org/doxygen/viewer/
And for Hydrax being easy to add to Naali I beg to differ: I tried it but
had some issues (e.g. Hydrax uses hardcoded shaders) and because we use
OpenSim
Hi,
One possible option is to use OgreCollada:
http://ogrecollada.crazycoder.co.za/wiki/index.php?title=About .
If you don't want to compiled it yourself (I had some problems, if I recall
correctly...) you can find precompiled
binary from
Hi. Are you connected to OpenSim server? OS servers don't support
RexMediaURL.
-Ali
2009/10/5 anna mavroudi annamavro...@yahoo.gr
Hi,
i wanted to report the following problem with the realxtend viewer:
as you can see from the attached picture, the media URL field in the
properties tab
Hi,
Those instructions are for the 0.4 version. I'm not 100% sure that they work
for 0.5. Maybe someone at Evocativi could shed some light on this?
-Ali
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Do not erase the default.xml file. Just modify the line
'flight_ceiling_height=20.0' to something more suitable for you.
-Ali
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I think there exists something like llPlaySound, which can be used for
playing preloaded sound files.
I think there is also a py command for this also, but can't remember the
name. There might be a script
in the old server (0.4) svn (electricfish.py or something) repo which shows
how to do it.
Hi. Some crucial parts of Hydrax were hardcoded, e.g. shaders and some part
of the main logic,
and thus would have required changes to the source code. This was the main
reason that Hydrax is
not part of the Naali at the moment. Hydrax is quite a performance hit, but
I think Naali with Hydrax can
Yes indeed, that's the case because old reX doesn't support asset
replacement. I have mentioned about this at the wiki page
http://wiki.realxtend.org/index.php/How_to_Use_OGRE_Script_Editor
-Ali
2009/3/26 Edwige Lelievre - ENER lab edwige.lelie...@gmail.com
The solution we have found to save
It this something you're looking for: meshviewer -A Windows-based GUI tool
for viewing and tweaking Ogre meshes and materials (
http://www.ogre3d.org/index.php?option=com_contenttask=viewid=17Itemid=141
)
You can obtain the add-ons from Subversion, the root location of the addons
tree is
Hi,
In XP: C:\Documents and Settings\USERNAME\Application Data\realXtend\logs
In Vista:C:\Users\USERNAME\AppData\Roaming\realXtend\logs
The Ogre.log is located in you viewer directory.
-Ali
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this list:
Hi,
The logo is set at llpanellogin.cpp, line 362 and the title text probably at
llversionviewer.h, line 41(not 100% sure about this).
-Ali
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