[opensource-dev] Building Viewer 2, can't get audio to work

2012-01-26 Thread Alistair McDonald
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
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Re: [opensource-dev] Building Viewer 2, can't get audio to work

2012-01-26 Thread Jonathan Welch
> 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
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Re: [opensource-dev] Building Viewer 2, can't get audio to work

2012-01-26 Thread Alistair McDonald


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!

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Re: [opensource-dev] Building Viewer 2, can't get audio to work

2012-01-26 Thread Lance Corrimal
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

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Re: [opensource-dev] Building Viewer 2, can't get audio to work

2012-01-26 Thread Jonathan Welch
If you have more immediate questions look for help on IRC system
Freenode, channel #opensl
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Re: [opensource-dev] Questions on Mesh Avatars

2012-01-26 Thread Stickman
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
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Re: [opensource-dev] Questions on Mesh Avatars

2012-01-26 Thread Robert Martin
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
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Re: [opensource-dev] Questions on Mesh Avatars

2012-01-26 Thread Ricky
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
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[opensource-dev] Inworld Building Efficiency Education

2012-01-26 Thread Stickman
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
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