Posted by: Peter Quirk | September 24, 2008

Migrating to realXtend 0.31 (updated 9/28/08)

Fetch the release

The realXtend 0.31 binaries are now available at http://www.realxtend.net/page.php?pg=downloads. The documentation on how to migrate a 0.3 system to 0.31 is not ready yet, so here’s my best guess at how to do it. It’s not really a guess – this worked for me, but there may be things that get overwritten that I don’t see. If you’re playing around with realXtend for the first time, just follow the instructions in the new documentation wiki.

Copying files over

The first thing is that we’re not going to make any changes to the existing setup in case you need to revert to it. Unzip the new server binaries into a new directory, and copy the following files from your 0.3 setup into the 0.31 folder.

  • Authentication\authentication.db
  • Authentication\AuthenticationSettings.xml
  • Authentication\HttpSettings.xml
  • Authentication\sqliteSettings.xml (or whichever database settings file you use)
  • AvatarStorage\AvatarStorage.db
  • AvatarStorage\InventoryStore.db (not strictly necessary if you haven’t added any new folders to the inventory structure)
  • AvatarStorage\HttpSettings.xml
  • AvatarStorage\sqliteSettings.xml (or whichever database settings file you use)
  • rexserver\estate_settings.xml
  • rexserver\regions\*.xml
  • rexserver\Opensim.db
  • rexserver\AssetStorage.db
  • rexserver\InventoryStore.db
  • rexserver\truststore.xml
  • rexserver\OpenSim.ini (though I would recommend that you merge your customizations into the new file)

If you did more extensive customization, you might need to copy over terrain files, startup_commands.txt, shutdown_commands.txt, server-side scripts invoked from the opensim.exe console window, and python scripts in the rexserver\ScriptEngines\PythonScripts hierarchy. If you’ve modified rx10.py in the rxcore directory, copy it over too.

Update 9/28/08: The realXtend team is now maintaining a more complete copy of these instructions on the documentation wiki. Feel free to register and make your own additions to the instructions if you discover something useful.

The batch file for starting the services is now smart enough to work anywhere, so you don’t need to tailor the pathnames.

New settings

There’s a new feature in 0.31 that provides more flexibility in a collaborative building setting given that groups are not implemented yet. If you set
serverside_object_permissions = True
in the [Startup] section of OpenSim.ini, the file adminsandbuilders.txt will be processed. This file contains the following:

‘List here people you want to have certain rights at the server, when
‘the serverside_object_permissions is set true from the OpenSim.ini.
‘If the user isn’t on this list, he only has rights to visit the world,
‘but no building/editing rights on objects. Administrator created objects
‘are not editable by the builder. Use the console command “refresh-builderlist”
‘to enforce the changed rights if the server is running. Please note that
‘when granting rights, the user needs to log in before (s)he really can use them.
‘Usage:
‘account@domain administrator
‘OR
‘account@domain builder

Some new features

When you start the viewer you’ll notice a number of cosmetic and functional improvements. My favorite new feature is support for my Logitech 3DConnexion SpaceNavigator mouse! Another small improvement is that there’s no longer a need to create a script in your inventory and drag it to the contents tab of an object. Other changes, extracted from the readme.txt file are listed below. I don’t know what some of these (like Postprocessing effects) mean!

realXtend v 0.31 features:
– Uses KirstenLee Cinquetti’s OpenLife R15 viewer as a base (which in turn is based on Second Life viewer 1.20.13)
– Postprocessing effects, both serverside & user controlled
– Smooth teleport to another world/grid, without shutting down the viewer
– New UI icons/buttons
– Serverside control of fog parameters
– World addresses stored in the address bar are also shown in the login window “Connect to” combobox
– XY flip controls in the image upload preview window
– 3D model UV coordinate flip controls, accessed through “Mesh Edit” button in the object edit tools / Rex subpanel
– VOIP improvements
– Possibility to define turning animations for avatars
– Camera view editor
– Asset browser, so far for textures
– Object list
– Experimental client-side lightmapping
– Render-to-texture camera and viewports
– Skype plugin enable/disable from within the viewer
– Support for two-sided particles

Asset Browser

The Asset browser is a new feature that is well-suited to examining your textures (and that’s all at the moment). Here’s a screenshot of the interface:

The Asset Browser in the realXtend 0.31 viewer

 

 

 

The Asset Browser in the realXtend 0.31 viewer

Defining gestures 

You’ll aslo notice that it’s possible to define gestures at last. Here’s a simple welcome wave:

Defining a simple gesture

Defining a simple gesture

In a later article I’ll try to describe how to create a new animation that can be used in a gesture sequence. For those who want to explore the feature before then, try downloading a .bvh file from one of the many sites providing free animations. You must use an animation designed for a bipedal skeleton. Generally, the names of the bones in the skeleton don’t match those used by the rex avatars. You have to change the bone names to match those shown in the advanced panel of the avatar generator application. If all goes well, you should be able to upload the animation and use it in gestures. There’s some discussion of the topic on this thread on the realXtend community forums.
In the next article I’ll discuss camera viewports and RTT (render to texture) cameras.
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