[opensource-dev] Building Viewer 2, can't get audio to work
Hi all, I need some help. I am trying to build Viewer 2 from the Mercurial repository ( http://hg.secondlife.com/viewer-development) using VS2010, and failing to get audio to work in the viewer (except voice). So, no effects when flying, clicking menus, etc. I think the reason is that fmod is not included in my build I have read and believe I've followed the instructions in http://wiki.secondlife.com/wiki/Microsoft_Windows_Builds In particular, I have done: hg clone https://bitbucket.org/lindenlab/3p-fmod cd 3p-fmod autobuild build --all autobuild package Then I have added the hash to the autobuild.xml file (at this stage I don't think I will be pushing anything back, so I haven't copied the autobuild.xml file) with the command autobuild installables edit fmod platform=windows hash= url=file:/// Then, I have performed cd viewer-development autobuild configure -c ReleaseOS FMOD=YES At this stage, the output includes these lines: ... checking package ndofdev installing ndofdev from archive extracting ndofdev ... but the created build-vc100/llaudio/llaudio.vcproj file does not have a reference to and of the *_fmod.cpp files. And if I build with autobuild build -c ReleaseOS --no-configure then no fmod.dll is copied/packaged. If I attempt to configure with the target Release, instead of ReleaseOS, then the output from configure starts with checking package fmod installing fmod from archive extracting fmod checking package quicktime ... but later on the configure fails to download installing llconvexdecomposition from archive downloading llconvexdecomposition archive from http://s3-proxy.lindenlab.com/private-builds-secondlife-com/hg/repo/3p-llconvexdecomposition/rev/238959/arch/CYGWIN/installer/llconvexdecomposition-0.1-windows-20110819.tar.bz2 unable to download file: So, can anyone help me to get around this problem? I have googled and searched without success. Thanks in advance, Alistair ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Building Viewer 2, can't get audio to work
> autobuild configure -c ReleaseOS FMOD=YES The only thing I can see at a quick glance that deviates from the instructions is the above line. Delete your build directory (build-vc100) and redo the configuration command with autobuild configure -c ReleaseOS -- -DLL_TESTS:BOOL=FALSE -DPACKAGE:BOOL=FALSE -DFMOD:BOOL=TRUE ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Building Viewer 2, can't get audio to work
On 26/01/2012 13:51, Alistair McDonald wrote: > Hi all, > > I need some help. I am trying to build Viewer 2 from the Mercurial > repository ( http://hg.secondlife.com/viewer-development) using VS2010, > and failing to get audio to work in the viewer (except voice). So, no > effects when flying, clicking menus, etc. > ... > Then, I have performed > cd viewer-development > autobuild configure -c ReleaseOS FMOD=YES > I'm a fool, I should have been using autobuild configure -c ReleaseOS -DFMOD:BOOL=TRUE Sorry to all! ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Building Viewer 2, can't get audio to work
Am Donnerstag, 26. Januar 2012, 13:51:30 schrieb Alistair McDonald: > autobuild configure -c ReleaseOS FMOD=YES that should read: autobuild configure -c ReleaseOS -- -DFMOD=TRUE that should do the trick. bye, LC ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Building Viewer 2, can't get audio to work
If you have more immediate questions look for help on IRC system Freenode, channel #opensl ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Questions on Mesh Avatars
Robert, You know, I don't even know what mailing list this should go to. I don't think there is a "general creators mailing list" for SL. Just scripting. > Okay first off let me say that the documents on Mesh Avatars (unless > they have been updated in the last week of so) are either outdated or > partly fictional. Yeah, that's how wikis tend to go, unless they have a champion. Technical wikis tend to work better because you get a lot of people who can't stand incomplete or incorrect information. > Does anybody have access to a decent and complete spec as to what is > needed to make a Rigged Mesh Avatar?? > 1 mesh Complexity should be below XK I'd recommend keeping it below 6000 tris. If you need more, you'd better be making something awesome and for specific rather than general use. Here's what some of my professors from college did with 5000 tris: http://chunlu3d.com/robot2.html Granted, they don't have detailed faces. But the detail is elsewhere which a normal avatar wouldn't need. > 2 how do you setup the mesh bones for correct rigging?? This is going to vary all over the place. Depends on what 3D modeler you're using, what version you're using, etc. I recommend joining the Avatar Maker's Guild in SL and asking in there. A lot of avatar makers are there, and are usually willing to share information. Especially when asking specific questions, and is actually trying to learn something. > last bit if you after doing the upload edit the object to include say > an avatar overide and or a RVL relay would that work properly?? This sentence sense make not. Rephrase? Mesh is an object like any other. Throw an AO in it with some animations, and it'll act like you expect. Stickman ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Questions on Mesh Avatars
On Thu, Jan 26, 2012 at 10:44 AM, Stickman wrote: > Robert, > > You know, I don't even know what mailing list this should go to. I > don't think there is a "general creators mailing list" for SL. Just > scripting. > the lack of a decent list for this is why i punted to the developers general list (since this has the best chances of being seen by somebody that can use their head for more than a hatrack) > > Yeah, that's how wikis tend to go, unless they have a champion. > Technical wikis tend to work better because you get a lot of people > who can't stand incomplete or incorrect information. > .. Yah folks don't like doing docs so folks have to do things like ask in a mailing list > I'd recommend keeping it below 6000 tris. If you need more, you'd > better be making something awesome and for specific rather than > general use. Cool beans somebody that can give a number (i take it that this would be on a per mesh thing??) -- Robert L Martin ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Questions on Mesh Avatars
It depends on the mesh. The example given of around 6k tris is what I'd consider to be the max for a whole avatar mesh - including a few basic attachments. A shirt mesh would be a whole lot less. I'd recommend taking some courses, or at least hunting around on the 'net for info, on how to create low-poly characters for games. While SL doesn't (yet) have support for normal maps, you can get away with a lot in the diffuse texture that it does have. The reason to keep your tricount as low as possible is this: the more tris in a scene the worse the lag - both network lag when loading and client lag while on-screen. I can't give a number for "low as possible" because it entirely depends on what is being built and the skill of the creator. If you want to see how badly the client is currently being tortured by the prim attachments a lot of people wear, switch to wireframe mode in the viewer: you'll see every tri displayed, and I've seen many avatars almost solid with the black lines of the triangle edges they were so dense. Such avatars cause a fair amount of client lag every time they are visible - the exact amount of lag depends on the computer and the graphics card of the observer. Hope that helps, Ricky Cron Stardust On Thu, Jan 26, 2012 at 9:40 AM, Robert Martin wrote: > On Thu, Jan 26, 2012 at 10:44 AM, Stickman wrote: > > Robert, > > > > You know, I don't even know what mailing list this should go to. I > > don't think there is a "general creators mailing list" for SL. Just > > scripting. > > > the lack of a decent list for this is why i punted to the developers > general list (since this has the best chances of being seen by > somebody that can use their head for more than a hatrack) > > > > Yeah, that's how wikis tend to go, unless they have a champion. > > Technical wikis tend to work better because you get a lot of people > > who can't stand incomplete or incorrect information. > > > .. Yah folks don't like doing docs so folks have to do things like ask > in a mailing list > > > I'd recommend keeping it below 6000 tris. If you need more, you'd > > better be making something awesome and for specific rather than > > general use. > Cool beans somebody that can give a number (i take it that this would > be on a per mesh thing??) > > > -- > Robert L Martin > ___ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting > privileges > ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
[opensource-dev] Inworld Building Efficiency Education
sl-dev, On Thu, Jan 26, 2012 at 12:33 PM, Ricky wrote: > If you want to see how badly the client is currently being tortured by the > prim attachments a lot of people wear, switch to wireframe mode in the > viewer: you'll see every tri displayed, and I've seen many avatars almost > solid with the black lines of the triangle edges they were so dense. Such > avatars cause a fair amount of client lag every time they are visible - the > exact amount of lag depends on the computer and the graphics card of the > observer. I believe that one of LL's biggest failings, and larger problems, is user education. I remember mention of some Content Creator's thing that's in the works. But I haven't heard anything but the name, and wasn't able to press for more information at the time. Ages back, one of my solution ideas for this was certification. Even if it was just a title or account flag, it could end up being a sort of certificate people can put on their products that people would hopefully end up looking for. "LL says this guy knows at least the minimum about what it takes to make something efficient." Is that actually happening? Anyone know any details? Thanks, Stickman ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges