[REX] Awesome!(+question)

2008-12-02 Thread doeko.cass...@gmail.com
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

[REX] Realistic sun positioning?

2008-12-13 Thread 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 somebody could be so kind as to point me in the right direction? --~--~-~--~~~---~--~~ this list: http://groups.google.com/group/realxtend realXtend home page

[REX] Re: Realistic sun positioning?

2008-12-13 Thread doeko.cass...@gmail.com
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

[REX] Re: webinterface for realxtend

2008-12-22 Thread doeko.cass...@gmail.com
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

[REX] Re: Can anyone supply me a patched 0.4 viewer?

2008-12-22 Thread doeko.cass...@gmail.com
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.

[REX] realtime shadows on prims

2009-01-22 Thread doeko.cass...@gmail.com
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

[REX] Not saving materials, bug or setup?

2009-01-26 Thread doeko.cass...@gmail.com
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

[REX] Materials tutorial

2009-02-10 Thread doeko.cass...@gmail.com
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

[REX] Re: Materials tutorial

2009-02-10 Thread doeko.cass...@gmail.com
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

Re: RealXtend Ship Simulator and Aircraft Simulators (Was: Re: [REX] Re: Caelum and hydrax integration to current viewer

2009-02-13 Thread doeko.cass...@gmail.com
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

[REX] Compiled modrex

2009-02-17 Thread doeko.cass...@gmail.com
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! --~--~-~--~~~---~--~~ this list: http://groups.google.com/group/realxtend realX

Re: RealXtend Server 0.62 - Was: Re: [REX] Re: What is the status of ModRex?

2009-02-17 Thread doeko.cass...@gmail.com
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

Re: RealXtend Server 0.62 - Was: Re: [REX] Re: What is the status of ModRex?

2009-02-17 Thread doeko.cass...@gmail.com
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%"

Re: RealXtend Server 0.62 - Was: Re: [REX] Re: What is the status of ModRex?

2009-02-17 Thread doeko.cass...@gmail.com
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

[REX] Re: reX-NG project Naming Competition

2009-02-18 Thread doeko.cass...@gmail.com
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

[REX] Re: rexviewer questions

2009-02-19 Thread doeko.cass...@gmail.com
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

[REX] Material slots

2009-02-22 Thread doeko.cass...@gmail.com
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... --~--~-~--~--

[REX] Re: Material slots

2009-02-23 Thread doeko.cass...@gmail.com
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

[realXtend] OGRE rendering performance

2009-03-14 Thread doeko.cass...@gmail.com
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

[realXtend] Re: OGRE rendering performance

2009-03-15 Thread doeko.cass...@gmail.com
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. >

[realXtend] Re: OGRE rendering performance

2009-03-16 Thread doeko.cass...@gmail.com
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

[realXtend] Re: OGRE rendering performance

2009-03-16 Thread doeko.cass...@gmail.com
: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'

[realXtend] Re: Modrex on mono/linux

2009-03-21 Thread doeko.cass...@gmail.com
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

[realXtend] Re: Current rexviewer issues

2009-03-23 Thread doeko.cass...@gmail.com
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

[realXtend] Re: Current rexviewer issues

2009-03-26 Thread doeko.cass...@gmail.com
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

[realXtend] Re: patched version of the rexviewer

2009-04-11 Thread doeko.cass...@gmail.com
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

[realXtend] Visibuild public alpha launched

2009-04-19 Thread doeko.cass...@gmail.com
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

[realXtend] Re: Using 3D meshes

2009-04-19 Thread 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 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

[realXtend] Re: Using 3D meshes

2009-04-19 Thread doeko.cass...@gmail.com
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

[realXtend] Re: Visibuild public alpha launched

2009-04-19 Thread doeko.cass...@gmail.com
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. > > /// > ////

[realXtend] Re: Visibuild public alpha launched

2009-04-19 Thread doeko.cass...@gmail.com
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

[realXtend] Good light stuff

2009-05-03 Thread doeko.cass...@gmail.com
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.

[realXtend] Meerkat viewer

2009-06-20 Thread doeko.cass...@gmail.com
Hi all, Is it possible to log into a realXtend region with the (impressive) new Meerkat viewer? If so, how? --~--~-~--~~~---~--~~ http://groups.google.com/group/realxtend http://www.realxtend.org -~--~~~~--~~--~--~---

[realXtend] realXtend login problem with URL

2009-07-04 Thread doeko.cass...@gmail.com
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

[realXtend] Hypergrid on modrex 0.5

2009-07-04 Thread doeko.cass...@gmail.com
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 [