Wednesday, November 24, 2010

Open Ryzom on Ubuntu amd 64 Lucid

I've been looking at other 3D worlds this past few days.



I managed to build the ryzom server on Ubuntu GNU/Linux and used the official Ryzom client for GNU/Linux to connect to it. I did not succeed in running the client from source.When I click on the Ryzom link on the applications menu a dialog box states the ff.


Could not launch 'Ryzom'
Failed to execute child process "/usr/local/bin/ryzom_client" (No such file or directory)


So I opened a terminal and  typed ryzom_client but it merely said:


nel_drv_opengl not found


The ryzom official linux client worked but it's menu bar dissappears when the window is moved. The in game menus are at times unresponsive and sometimes freezes. But all in all this is a promising free software.

Ryzom is a full pleged mmorpg. I had never played the game before, but when the world rezzed I 'm impressed. For me the most important visual effect is the animated movement of the avatar. I think it has the same flexibility as the OpenSim avatar. The environment also has a strong visual impact. I think this would be a good platform to create history games. But the code is massive and would require a lot of study. The compiled code is around 11 gigabytes, and the official client is around 6 gig. 

I think this is a project the free software community should support.

Saturday, November 20, 2010

Beginning a prim steamship

Prim casco (19th century river boat)

This flat bottomed boat was quite common in 19th century Pasig river in Manila. It was used to transport goods across the river and along the canals that led to warehouses.


Too bad I couldn't get boat scripts to work properly. When I drop the script on the boat itself it would not move. It probably have something to do with parts of the boat exceeding 10m. When I use a test cube it functions, but when I stand up the cube sinks to the bottom. There must be something wrong with my setting of physics or the lsl script. I would need more study on boats in OpenSim to get this to work.

Downloads

http://www.mediafire.com/file/x88pmzr2iru6a00/casco_ccbysaph.iar (408.47 kb)

http://www.mediafire.com/file/ssbnjku478l4go0/casco_xml.zip (408.79 kb)


Copyright Roel Cantada 2010

Friday, November 19, 2010

Prim basilica release

This prim basilica for OpenSim has 1,390 prims. It's bell tower has 90 prims. I am releasing it as an oar file because the basilica is so big it will occupy an entire region/sim.


The basilica has no sculptures and no furniture. The bell tower has no bell. That's because I'm already exhausted doing this build.









Download



Copyright Roel Cantada 2010

Thursday, November 18, 2010

Some lessons learned in building big prim objects

The basilica prim object has 1,390 prims. I grouped the prims into the parts of the basilica. Facade, dome, nave, aisle, etc. Unfortunately I found out that I was short on sim space at the back and I have to move the entire basilica forward.

My immediate reaction was to link the entire basilica into one object and move it by hand. That worked, but when I have to edit it I could unlink individual prims probably because of nested children. So I unlinked it all again. It took a very long time and resulted in the entire basilica exploding, with 1,390 parts strewn all over the place.  I was shocked.

Fortunately I have an oar back up and reloaded from the previous edit. Here are some of the lessons I've learned (which are probably obvious to professional builder).


  1. Always backup with an oar or iar.
  2. Don't link big builds into one object, it will take forever to copy into the inventory.
  3. When moving parts of a big build use build math. That is use + or - the value on the build input boxes rather than manually moving parts. It's a precise way to move stuff around.
  4. Use a test prim when using build math. Test first how much value is needed to move norht, south, etc.
  5. Use prims as a ruler to measure stuff. You can divide it by build math / to get equal parts.
  6. After using build math always select another prim to deselect the edited object. I frequently want to move my avatar to another place, forgetting that when I press the up/down arrow keys the value in the build menu goes up and down instead of the avatar moving.
  7. Frequent editing mistakes are forgetting to enable/disable stretch both sides, and edit link parts.


Measuring prim for the basilica's bell tower. The cork screw sculpty are stairs.

Tuesday, November 16, 2010

Thursday, November 11, 2010

Mesh objects in Opensim Dev

I tested the "mesh object" feature in OpenSim development version that allows the importation of collada (.dae) mesh files.  I used meshes from Big Buck Bunny and the third stage of the Sintel mesh as test; without decimation. I did removed subsurf subdivision in the Sintel mesh due to its size.  It was exported using Blender 2.49b as collada1.4 dae files.  Here is a screenshot of the result.


It's still very early in development but hopefully by next year we'd have a stable mesh system. The viewer used is the Second Life ® Mesh Viewer for Linux.

Big Buck Bunny characters are copyright of Blender Foundation | www.blender.org  and are licensed under Creative Commons Attribution 3.0. Sintel character is copyright of Blender Foundation | www.sintel.org and is similarly licensed under Creative Commons Attribution 3.0.

Reference:

http://wiki.secondlife.com/wiki/Mesh

Wednesday, November 10, 2010

Sunday, November 7, 2010

Beginning a prim object cathedral

This cathedral is going to be a big build. The floor plan occupies a third of a region already.  Seems to reflect how dominating the church was in the 19th century Philippines.

Saturday, November 6, 2010

Friday, November 5, 2010

Display Moodle 1.99 Glossary/Forum RSS Feed on a Prim in OpenSim

 I found out that there is no need to create a new script for the forum feeds of Moodle 1.99+. The current script below works just fine.

Glossary and Forum RSS feeds on a Prim
I updateD the script to make it easier to format on a prim.


mdl1.99_gloss_rss_feed_0.1.lsl

changes (November 5, 2010)
  1. put constants to be manually changed at top of code (font type, size, color etc.)
  2. put a title header for the glossary


Todo

I need help on the following

  1. wrap long lines on the prim
  2. select which item to display, so as to have multiple prims showing different items
Download:

http://www.mediafire.com/file/h2fu5iu49139bc2/mdl1.99_gloss_rss_feed_0.1.zip (2.94KB)

For a minor update to the script please click here

Monday, November 1, 2010

Display RSS feeds from Moodle Glossary to a prim in Opensim

I have modified Cnn-rss-feed.lsl which was contributed by Wietse Cassini (but is not credited in the scripts' header) so as to display Moodle glossary RSS feeds on a prim in OpenSim.

Moodle Glossary RSS feed displayed on a single prim in OpenSim


The script was tested on OpenSim 0.7.0.2 and Moodle 1.9.9+ (Build: 20101006). It requires AllowOSFunctions to be enabled in OpenSim.ini. Moodle settings are default.

You need to change the rss url on the script. And also I set llSetTimerEvent to 1 second during testing. Please adjust according to the level of activity in your Moodle site. Generally it should be longer.

One problem I encountered is that the Moodle RSS feed for glossary contains ISO-8859-1 characters (e.g.   , &amp:, etc.) which garbage up the prim texture. It also results in the link to not work in the viewer browser. So the code cleans up the rss feed. But the drawback is that this is hardcoded, i.e. if the format of the rss changes then the display will be messed up. It appears that the Moodle 1.9.9 rss format is different from older versions. I have included another script in the zipped file below that will deal with that.

I'm going to look into doing another for Moodle Forums feed.  Enjoy :-).

Downloads:

http://www.mediafire.com/file/3hc5d9q2wgqyhwq/mdl1.99_gloss_rss_feed.iar (121.09 KB)

http://www.mediafire.com/file/q3to35cafqp96v4/mdl_gloss_rss_feed.zip (4.23 KB) - this has two scripts, one for Moodle 1.9.9+ version and another for older versions. Check the RSS file format for deleted texts.




 
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