ok i found a strange thing it's when the meshes have multiple
submeshes for texture/material.
on my computer (on Naali of course) each meshes with submehes (more
than one) don't show me my textures when i put them on one of the
submeshes lines as texture i explain it correctly :
for example i have
Edwige Lelievre - ENER lab kirjoitti:
I am now swtiching to Maya 2011, I'll try to find an ogre exporter
working with it ^^ Maybe it will fix this collision issue. I'll post
Ok cool.
Do you manage to make your 3D mesh project shadows ?
They do to terrain by default, but there was a bu
I have no idea of why, but the exporter I use is quite old, as well as
the Maya version (2008). It works fine to export meshes, avatars,
skeletons and animations, but not for collisions :p
I am now swtiching to Maya 2011, I'll try to find an ogre exporter
working with it ^^ Maybe it will fix this c
ah, ok guess that was stupid of me. Just wondering why I'm unable to get
inventory / object access with a newly created first account? I've created
another account but and that account can access, modify objects but
environment is not under server tools either.
On Mon, Nov 8, 2010 at 6:53 AM, Al
Hi,
Toni meant client-side Python. Many of the functionalities of Naali has been
implemented with Python, which is shipped with Naali since day one IIRC.
Grey skies,
Ali
--
http://groups.google.com/group/realxtend
http://www.realxtend.org
Is Python a requirement for latest release? I'm unable to see Environment
settings from Tools menu. Seems to me that I had this working at one time
without python on the server.
--
http://groups.google.com/group/realxtend
http://www.realxtend.org
On ma, 2010-11-08 at 12:29 +0200, Toni Alatalo wrote:
> I guess best if Mikko could take a look at the shadows, 'cause not only
> did he write the new texture blend weight painting, but also the new
Ah apparently he had already fixed this, just happened to see this in
the log when was searching fo
Hi Matti
thanks that would be appreciated - but no rush if it's too time consuming
for you. I can wait until the next sprint. But if you want me to test them
out, just toss it my way and I'm glad to try. :-)
Cheers
Pedro
On Mon, Nov 8, 2010 at 11:15 AM, Matti wrote:
> Hi Peter,
>
> No the colli
On la, 2010-11-06 at 12:56 -0700, MasterJ wrote:
> hmmm i need to said i don't have default shadows here ( avatar shadows
> and mesh when enabled) is that a bug or a wrong config?
Probably some sort of a bug lurked in somewhere -- here we just looked
with 0.3.3 release and saw that normal scene ob
Hi Peter,
No the collision fix is not in 0.3.3, i've committed fix to develop
branch. Without the fix i dont think any uploaded scene had collisions
working.. of cource if you want the fix allready, i can throw you
couple of py files that fix it.
On Nov 6, 9:48 pm, Peter Steinlechner wrote:
> Hi
On su, 2010-11-07 at 14:14 -0800, Edwige Lelievre - ENER lab wrote:
> I found my problem : I forgot meshes exported from Maya didn't worked
> for collisions (I have to export them from another software) That
> explains why old meshes worked fine and new not at all :)
Do you know why/how that is? S
I found my problem : I forgot meshes exported from Maya didn't worked
for collisions (I have to export them from another software) That
explains why old meshes worked fine and new not at all :)
Sorry !
Edwige
On 6 nov, 20:56, MasterJ wrote:
> hmmm i need to said i don't have default shadows he
hmmm i need to said i don't have default shadows here ( avatar shadows
and mesh when enabled) is that a bug or a wrong config?
MasterJ
On 6 nov, 20:48, Peter Steinlechner wrote:
> Hi Matti
>
> Is the collision fix allready in the naali 0.3.3 ? I tried with it on the
> taiga 0.2.0.rc5, but didn'
If this is about uploaded scenes collisions not working, i just did
fix for
it, hopefully it works, i took me long time trying to find bug in
server end,
by debugging ode collisions
and then i noticing differences that lead to fixing it at client end..
On Nov 5, 9:35 pm, Jonne Nauha wrote:
> I'
I'm not sure what Antti meant but as far as I know there is no collision
tasks going on. The fix that I was talking is already in. We are not
probably going to make this a habit to make postfixes to installers, I think
the 3 week cycles are enough. All the release stuff takes time from one or
two
> Unless I'm mistaken that issue is being worked on at the moment.
> Hopefully not too difficult to fix.
Can we expect to see an updated Naali_0.3.3.2 (or postfixes 2) with the
collision fix?
Also will the UiExternal module work properly with the latest Naali
0.3.3-postfixes?
2010/11/3 Antti I
Unless I'm mistaken that issue is being worked on at the moment.
Hopefully not too difficult to fix.
2010/11/3 Edwige Lelievre - ENER lab :
> According to the patch note "Sending ObjectDeselected packet to
> OpenSim. This caused collisions never to recalculate for meshes/prims
> after once selecti
According to the patch note "Sending ObjectDeselected packet to
OpenSim. This caused collisions never to recalculate for meshes/prims
after once selecting a object in build mode. " Does it mean the
collisions should work now ? I tried but have seen no changes.
Edwige
On 2 nov, 19:28, MasterJ wro
well done!!!
who said 3 weeks is an eternity? :) (joke).
it's a lesson for Linden Lab look them they just start the mesh
support and only part of beta not all ... ts...
SLO Bohhh and they receive money for
that??? ok .. no way :)
Realxtend team is and still the
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