I couldn't help but post that I am completely in awe of your efforts
with RealXtend. I had not expected it to progress the way it has when
I first started to explore it several months ago.
I have a question regarding one of the new features:
"- Asset and avatar asset preloading triggerable from s
Hi,
I was wondering whether it'd be possible to set (client-side) real-
world sun positions and if so, if somebody could be so kind as to
point me in the right direction?
--~--~-~--~~~---~--~~
this list: http://groups.google.com/group/realxtend
realXtend home page
ime (and sun position).
>
> Best,
> Jani
>
> 2008/12/13 doeko.cass...@gmail.com
>
>
>
>
>
> > Hi,
>
> > I was wondering whether it'd be possible to set (client-side) real-
> > world sun positions and if so, if som
This doesn't work for RealXtend right?
On Dec 19, 1:45 pm, "Jeroen van Veen" wrote:
> Hello,
>
> I've been working some months to make a clean bsd-licensed web interface for
> OpenSim(http://forge.opensimulator.org/gf/project/wixtd/). Currently it's in
> alpha-state, and is usable for region-ser
I'm not seeing the fix pack in sourceforge anywhere. Is it removed or
is the default download updated or...?
On Dec 19, 9:54 am, "Lasse Öörni" wrote:
> There is now a realxtendviewer_0.4_fix.zip package at the sourceforge
> page, which contains a realxtend.exe built from latest trunk revision.
Hiya,
I'm trying to figure out if there is a way to do real-time shadows on
prims in the same way that real-time shadows on meshes can be turned
on via receive_shadows in the material scripts. Turning on object-
shadows in the ogre_scene.xml does not work for me, and even then I
would not want al
Hi,
I may be experiencing a serious bug, however before posting it I'd
like to make sure it is a bug and not just my lacking IT skills that
compromised setup.
Either way I am using windows server 2003 Enterprise and sqlite. The
problem:
When I take an item (both mesh and primitive) that has a m
Hi all,
I'm kind of completely lost on how to write my own materials for OGRE,
especially while using the more advanced features. Here are some of my
questions summed up:
-How exactly does the multi-pass thing work, what are the names for
all available effects? (like, add specularity etc)
-How c
te:
> On Feb 10, 2009, at 7:16 PM, doeko.cass...@gmail.com wrote:
>
> > -How exactly does the multi-pass thing work, what are the names for
> > all available effects? (like, add specularity etc)
>
> The Ogre manual has an example of a multi-pass material (the first
&g
Whether it's possible or not, wouldn't the architecture of opensim/SL-
based virtual worlds just ruin this just for the matter of sim-
crossings? I've never found SL particularly satisfying for vehicles
On Feb 13, 1:00 pm, Mark Malewski wrote:
> Would it be possible to add support for FSX aircr
Hello all,
I'd love to get busy with modrex, however I don't really have the
technical knowhow to compile it. I was wondering if anyone could
please share a precompiled binary?
Thanks!
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this list: http://groups.google.com/group/realxtend
realX
On 17 feb, 19:10, Ryan McDougall wrote:
> On Tue, Feb 17, 2009 at 6:14 PM, Mark Malewski
> wrote:
> I don't think there is any case of wanting "100%" done. I have been
> working on open source for my entire professional career, and I
> understand "release early, release often". However I also u
Feb 17, 2009 at 9:02 PM, doeko.cass...@gmail.com
>
>
>
> wrote:
>
> > On 17 feb, 19:10, Ryan McDougall wrote:
> >> On Tue, Feb 17, 2009 at 6:14 PM, Mark Malewski
> >> wrote:
> >> I don't think there is any case of wanting "100%"
Paul Fishwick wrote:
> Doeko
> Have you seen:
>
> http://opensimulator.org/wiki/ModRex ?
>
> -p
>
>
>
> doeko.cass...@gmail.com wrote:
> > Well, I don't speak for anyone else, but what I'm asking for (and what
> > I think would be very much appre
For the viewer:
V-REX (From: Viewer for RealXtend)
Server:
Go with Ben's suggestion or use some different foreign word after REX
that sounds hip.
--~--~-~--~~~---~--~~
this list: http://groups.google.com/group/realxtend
realXtend home page: http://www.realxten
1) The way to make objects receive shadows is to use a material
script. I have not been able to figure out how it exactly works
though. In order to get a material script that should work, copy the
material that the building in the demo world uses and replace the UUID
of the base texture.
It would
Quick question to the devs:
What is the reason for restricting the amount of materials to 12? Can
this restriction be lifted (to infinite)?
For effective content creation, especially more complex and large
forms of content, I think a higher limit is absolutely essential...
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Tony,
If I understand correctly, basically what you're saying is that 2x +
4y + 7z = 3 (not 13), because you can include all the x's in the same
slot and so forth. So you use less unique materials. I am aware of
that and I know how to cut down on the amount of material slots used,
with the method
Hiya,
I ran into a bit of a complication with the performance of the OGRE 3d
engine here.
The scene I am using is basically made up of:
-5 1024x1024 textures (trees and shrubs)
Instanced in 300 tree objects across the scene
No complicated geometry. The landscape mesh they are placed on is
about
ng sign on that before anyone
tries to undertake any serious project with realxtend that uses a lot
of primitives...
On Mar 14, 12:30 pm, "doeko.cass...@gmail.com"
wrote:
> Hiya,
>
> I ran into a bit of a complication with the performance of the OGRE 3d
> engine here.
>
ould be able to handle numbers like these just fine, like the SL
client can.
Regards,
Jules
On Mar 16, 7:00 am, Lc wrote:
> Hi
>
> Could you tell us how many trees did you set, the RAM, how many objects in
> your scene ?
>
> Sacha
>
> On Sun, Mar 15, 2009 at 12:59 PM, d
:10 PM, doeko.cass...@gmail.com <
>
> doeko.cass...@gmail.com> wrote:
>
> > Hi Sacha,
>
> > Between 200-400 resulting in a total of 400-800 prims. I've replaced
> > the 2d trees with better looking 3d trees which perform better as
> > well, so I couldn'
On Mar 20, 5:24 pm, Paul Fishwick wrote:
> You can also use hypergrid and see other assets. While at first this is
> fun,
> the following problems arose when I tried it:
>
> 1) The frame rate really takes a hit on some of the hypergridded worlds when
> visually compared with the LLviewer. It
Hi Antti,
First off, thanks for your and your team's work on realXtend. It's
greatly appreciated and without your hard work there would be no
business concept at all for me and the vision I have on the
architectural application for Virtual Worlds. For that I am insanely
grateful.
Now, I'll chime
Another issue is that "save as" doesn't work (grayed out) on material
scripts for me.
On Mar 23, 8:05 pm, Gustavo Alberto Navarro Bilbao
wrote:
> Hi Antti:
>
> First of all, I would also like to thank and recognize for your hard
> and wonderful work.
> You have changed the perspective of creatin
better yet, why not just make a new installer that includes the
correct .exe?
On Apr 8, 8:58 pm, Jani Pirkola wrote:
> Hi,
> it seems people are bumping into that unpatched viewer -problem a lot. Could
> someone at rex team put up a warning sign at the downloads page that "you
> need to get this
Hello everyone,
Many of you probably know my name from previous conversations on this
list, but I'd like to properly introduce myself to everyone who
doesn't. I'm known as Doeko Cassidy in Second Life and used to run
SLNN (Second Life News Network) which is no longer around and I own
Crystal Isla
Hi,
I've not found any real limits on the size of uploaded meshes. On our
environment I think we have artificially set the limit at 5mb to
prevent people from uploading stuff that would be unnecessarily big
and too high-poly to not crash most computers. Theoretically it could
be much more than 5m
d iw the developpers want than their platform can be ussefull
>
> 2009/4/19 doeko.cass...@gmail.com
>
>
>
> > Hi,
>
> > I've not found any real limits on the size of uploaded meshes. On our
> > environment I think we have artificially set the limit at
kethup and was impossible. ¿Did you incluided the Peter's patch"?.
>
> I tryied with singles meshes, smalls, than I uploaded in our server.
>
> Best regards.
>
> ///
> ////
I found a fix!
It's not a problem with the server or the config and some .mesh files
upload just fine. However, to fix it, you have to select "bulk upload"
and upload your files through there. There will be no problem then :)
On Apr 19, 11:12 pm, "doeko.cass...@gmail.com&qu
Hi all,
Are you planning for rex-NG to make better use of the OGRE 3d lighting
options than the current client?
SL is getting ahead http://www.youtube.com/watch?v=h4S2gqZaxA0
Cheers,
Jules
--~--~-~--~~~---~--~~
http://groups.google.com/group/realxtend
http://www.
Hi all,
Is it possible to log into a realXtend region with the (impressive)
new Meerkat viewer? If so, how?
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http://groups.google.com/group/realxtend
http://www.realxtend.org
-~--~~~~--~~--~--~---
Hi,
I Hope someone knows what the cause of this issue is. When using the
bare IP address of the server, everything works quite fine. When I
replace all the IP addresses with a more memorable URL then I
invariably get the following login fail:
2009-07-04 08:15:16,463 DEBUG -
ModularRex.RexNetwork
Hiya,
Has anyone tried to run hypergrid yet on modrex? I couldn't get it to
work and posted the results of the attempt below. Please have a go at
it and lets see if the outcome is identical...
Origin region:
2009-07-04 14:46:42,664 INFO -
OpenSim.Region.Communications.Hypergrid.HGGridServices [
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