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
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
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
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
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
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
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
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
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
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
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
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
*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
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
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
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
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
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