A RealXtend+OpenSim+SketchUp+Ogre Meshes can be found here. Every house you see here is about 6 prims and every 6 trees is one prim. Hooray for meshes. :)
http://www.youtube.com/watch?v=dWfnNqf7x0s Textures are not baked unfortunately, but applied manually in the REX texture tab. If anyone can explain in plain English (or Dutch) how this works, I'd be him/her forever thankful. ^^ With kind regards, Peter PS. do not hesitate if you have questions regarding to meshes. Since it -is- the future I'm happy to help out. 2010/1/15 John Hurliman <jhurli...@jhurliman.org> > I had Verse+realXtend Viewer+Blender+OpenSim working as a prototype at one > point. Unfortunately the OpenSim API broke before I captured a video and > haven't had time to toy with it since then. One issue to think about is that > you would have to make a distinction between meshes that are "done"/"baked" > and meshes that are currently being edited, along with tracking who is > editing them. A mesh in a virtual world would generally be sent in a > compressed format (my guess is LL will use JPEG2000 for this, ala > http://ieeexplore.ieee.org/xpl/freeabs_all.jsp?arnumber=4140920). The > verse protocol represents mesh data with subdivision surfaces instead of > vertices, meaning Verse-enabled meshes would be stored and transmitted in a > different format. > > It's all possible, but requires a non-trivial amount of work. Ping me if > you start working on this. I have a semi-functional C# Verse client > implementation, and the published docs for Verse range from slightly > misleading to blatantly wrong in places. > > John > > > On Tue, Jan 12, 2010 at 1:32 PM, Nexii Malthus <nex...@googlemail.com>wrote: > >> Verse might not be such an idea. One of the major use-cases of verse was >> that it would allow high-end tools to communicate effectively realtime. Say >> you have an artists working in Adobe Photoshop on a texture which are on >> finished parts of a mesh while your editting that mesh adding new geometry >> in 3Dsmax and an animator was using Maya to use that mesh as part of a small >> movie scene. >> >> What if we throw SL into this mix and allowed realtime updates at least >> for the content creator or even better a team of them or anyone else >> connected with the verse server while a bunch of friends in-world that are >> also connected to the verse server prod the mesh around and brainstorm ideas >> and feedback while it is being made? >> >> That sounds like the most awesome thing ever. And you know, if you have >> that going you might get a good chance for official support, if not, its >> still a highly effective form for content creation. >> >> [/ramblings][/scribbles] >> >> - Nexii >> >> On Mon, Jan 11, 2010 at 8:37 PM, Zha Ewry <zha.e...@gmail.com> wrote: >> >>> I think the reason you see so much pushback on the idea of a full mesh >>> editor inside the second life client is the sheer complexity of such >>> tools. Building a set of complete mesh editing tools which shared >>> frequent updates via the region would be a serious challenge. That >>> said,I think that there are a number of basic operations one would >>> want to be able to do to Meshed objects. Simple resizes are the >>> obvious ones. I'd say texturing, but in general, mesh faces are harder >>> to discretely texture. It will be very interesting to see if people >>> have good answers to that. >>> >>> At the same time, there is huge power in building things in world out >>> of small composable building blocks. I'm hopeful that Meshes in Second >>> Life will end up being used more for components, and less for complete >>> large chunks. I'm thinking trees, castle walls, Chairs, and such, and >>> less complete buildings, landscapes and so on. This is even more >>> cogent, when it comes to managing large amounts of hosted content. The >>> bigger the mesh chunks, the more one simply has to wait for the whole >>> mesh to arrive and be added to the client's scenegraph model before >>> you can render it. This also hints at some interesting issues for >>> various loads. Prims as load markers has been a somewhat broken model >>> for a while. All prims are not equally expensive to render, nor do >>> they take up the same simulator resources. One hopes that meshes >>> arrive with some thought about how to manage the resources they >>> consume. It would be really painful if the model encouraged large, >>> bulky meshes, just to game the measurement system. >>> >>> ~ Zha >>> >>> >>> >>> On Mon, Jan 11, 2010 at 11:16 AM, Mary Blackwell >>> <arseovrteake...@yahoo.com> wrote: >>> > I wish LL would approach someone like Blizz or Cryptic and talk about >>> > porting to SL for bases and guildhalls in some way. Of course I don't >>> > mean you could use the same avvies, but to make some sort of official >>> > connection and allow the degree of customizability we have in SL. >>> > >>> > Otherwise, even if Blizz implemented player customized forts, they'd be >>> instanced and "cookie cutter" just as they are in EQ2 and City of Heros/City >>> of VIllains. >>> > >>> > Getting access to the millions playing Wow and other mmos is not a bad >>> idea. >>> > >>> > >>> > Just >>> > my hobbyhorse. If these things stay around for long, it is ineivtable >>> > this will happen. Might as well be the ones who get rich off it. >>> > >>> > >>> > >>> > ----- Original Message ---- >>> > From: Lawson English <lengli...@cox.net> >>> > To: "Frisby, Adam" <a...@deepthink.com.au> >>> > Cc: "sldev@lists.secondlife.com" <sldev@lists.secondlife.com> >>> > Sent: Mon, January 11, 2010 10:05:01 AM >>> > Subject: Re: [sldev] SL 2.0? >>> > >>> > Frisby, Adam wrote: >>> >> It's worth pointing out that outside tools are a lot better. >>> >> >>> >> If you add inworld texturing facilities - you are unlikely to get much >>> better than MSPaint. Proper texturing requires proper tools (ie, Adobe >>> Photoshop) - likewise mesh editing requires decent tools to be effective. >>> Inworld mesh editing is really a unnessecary feature; sure you can do it - >>> but it's cart before the horse if you don't add mesh support at all first. >>> >> >>> > >>> > There can be many levels of editing tool. The fact that id has gone to >>> > the expense to provide their professional level artists with relatively >>> > high-end in-world tools (even if they aren't as good as the "out-world" >>> > tools) suggests that they have found that there is a need for such >>> tools >>> > to make things look "right." >>> > >>> > The fact that SL also involves collaboration/immersion as one of its >>> > main attractions makes it even more important. >>> > >>> > >>> > Even in MMORPG games, such tools might be of value. If WoW had the >>> > option to build a fort (perhaps using prefab boulders/bricks), as part >>> > of the game play in preparation for some PVP encounter or a quest, I'm >>> > pretty sure that you would find many people wanting to use them. >>> > >>> > >>> > Lawson >>> > _______________________________________________ >>> > Policies and (un)subscribe information available here: >>> > http://wiki.secondlife.com/wiki/SLDev >>> > Please read the policies before posting to keep unmoderated posting >>> privileges >>> > >>> > _______________________________________________ >>> > Policies and (un)subscribe information available here: >>> > http://wiki.secondlife.com/wiki/SLDev >>> > Please read the policies before posting to keep unmoderated posting >>> privileges >>> > >>> _______________________________________________ >>> Policies and (un)subscribe information available here: >>> http://wiki.secondlife.com/wiki/SLDev >>> Please read the policies before posting to keep unmoderated posting >>> privileges >>> >> >> >> _______________________________________________ >> Policies and (un)subscribe information available here: >> http://wiki.secondlife.com/wiki/SLDev >> Please read the policies before posting to keep unmoderated posting >> privileges >> > > > _______________________________________________ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/SLDev > Please read the policies before posting to keep unmoderated posting > privileges >
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