Re: [realXtend] Re: Taiga 0.1.2 released

2010-05-30 Thread Toni Alatalo
pedro kirjoitti: Another thing which i noticed, is when i split the objects in several smaller meshes and link them together in sl/os style, they loose the colission meshes Ah, this is new for me - I'm not sure how linksets work on the server side, something to check out. when i do a dra

[realXtend] Re: Taiga 0.1.2 released

2010-05-30 Thread pedro
Hi Jonne thank for the suggestion of incrementing the db limit and maybe mentioning it in a note thats added to the wizard. I think thats an XAMP specific setting, which isn't set in the standard mysql.ini when you directly download mysql from the sun/oracle site. Another thing which i noticed, i

Re: [realXtend] Re: Taiga 0.1.2 released

2010-05-29 Thread Jonne Nauha
Well it's good to increase that 1mb defaul limit. If you want to do complex things you will get over 1mb meshes very easily. No sense in trying to keep your models simple to just satisfy some db limit, thats why its configurable. I had to learn this thing by trial and error. I also thought that the

[realXtend] Re: Taiga 0.1.2 released

2010-05-29 Thread pedro
Thanks for this great hint, that confirms exactly what I found out. The issues I had was with meshes bigger then 1mb. Its maybe not a bad idea to stick with that limit to keep loading for the meshes faster and bandwith usage lower but then I'am worried that a lot of people will have issues with al

Re: [realXtend] Re: Taiga 0.1.2 released

2010-05-29 Thread Toni Alatalo
Jonne Nauha kirjoitti: there. The param in the ini file is max_allowed_packet, at least with my xamp installation it was 1mb so you could not even push jack.mesh to btw i would not put 'even' there, jack is a somewhat high poly mesh - one thing we talked yesterday in optz talks was to make lo

Re: [realXtend] Re: Taiga 0.1.2 released

2010-05-29 Thread Jonne Nauha
Mysql should have my.ini somewhere there in the install folder (mine is under bin), if you have some gui manager im sure you can find it from there. The param in the ini file is max_allowed_packet, at least with my xamp installation it was 1mb so you could not even push jack.mesh to taiga :) Hop th

[realXtend] Re: Taiga 0.1.2 released

2010-05-28 Thread pedro
Hi Toni thanks for the hint about clearing cache and checking again. looks like in my case the mesheswhere just shown from cacheand didn't upload to the server. I will be trying to find the size limit, but if that could be adjusted somewhere in mysql it would be great and any detailed hint of whe

Re: [realXtend] Re: Taiga 0.1.2 released

2010-05-25 Thread Toni Alatalo
Gustavo Alberto Navarro Bilbao kirjoitti: Last test tonight before go to sleep (i'll must to wake up in 5 hrs to go to work ;-D ). I hope that went fine :) 1.- Logged and now the meshes "660" and "717" are lost, only the (picture 1) 2.- "Right click a item and select "copy asset ref" last on

Re: [realXtend] Re: Taiga 0.1.2 released

2010-05-25 Thread Toni Alatalo
Toni Alatalo kirjoitti: Forgot one kind of central thing, briefly here: Jonne Nauha kirjoitti: Anyways, it's a bit sad that Naalis building capabilities are what they are and you and most other need to use old viewer to upload meshes/textures and build with old viewer then just view with naal

Re: [realXtend] Re: Taiga 0.1.2 released

2010-05-25 Thread Toni Alatalo
This reply would belong to the developers list 'cause is about programming and not user things, but as the misunderstanding I'd like to correct was posted here I'll post the reply too. If this continues to be a thread where the work is planned, please reply on the -dev list. Jonne Nauha kirjoi

Re: [realXtend] Re: Taiga 0.1.2 released

2010-05-24 Thread Jonne Nauha
Right click a item and select "copy asset ref" last one in the menu. I dont know what that properties should show but doesent seem to work properly. If you get "Asset url ref not set to " then collapse and expand the folder again. This should do a propfind to the folder and fetch the custom prop t

Re: [realXtend] Re: Taiga 0.1.2 released

2010-05-24 Thread Jonne Nauha
Yes seems that you have webdav enabled. You can right click on inv item mesh to get url ref to it. You can assing that url as mesh in object edit. Texture http support will come on next release as i said earlier. And for the "compability mode" i mean client view. This is a bit new param (few month

Re: [realXtend] Re: Taiga 0.1.2 released

2010-05-24 Thread Jonne Nauha
*Toni:* The upload failing to show to others but shows locally was that we werent getting upload caps to inventory, so basically it "uploaded" showed the mesh locally. Relogin and you could not see it even locally. Those are now fixed and moreover we use the webdav inv with opensim accounts anyway

Re: [realXtend] Re: Taiga 0.1.2 released

2010-05-23 Thread Toni Alatalo
pedro kirjoitti: I made a statue consisting of 2 meshes in blender and uploaded it, using viewer 0.42 But when i logged in with naali the lower part of the statue didnt rez, but in 0.42 it was all ok. We had something like this on one test server, and I came to suspect that it was a server

[realXtend] Re: Taiga 0.1.2 released

2010-05-22 Thread pedro
Hi all I got a funny thing too in taiga with the 3d meshes: I made a statue consisting of 2 meshes in blender and uploaded it, using viewer 0.42 Then i rezzed to cubes and assigned them the meshes and textures. All worked like a charm so far. But when i logged in with naali the lower part of th

[realXtend] Re: Taiga 0.1.2 released

2010-05-21 Thread Denis Tarasov
I found out what was the problem with ogre rendering. Things works well with 0.42 viewer, but not with any derivatives, renaming executable/and or changing main window title will disable this feature. Looks like new code detects what viewer is running and only sends "running rex mod" to the viewer

[realXtend] Re: Taiga 0.1.2 released

2010-05-21 Thread Denis Tarasov
Hi, just downloaded new binary. Seems that it works better than previous one. Still, i'm confused becouse you said > - Added missing "running rex mode" flag to login response. realXtend 0.4* viewers now don't need to manually switch to ogre rendering. but this does not work, 0.42 viewer still