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Entraides et échanges autour de la technologie Scol - Informations and exchanges on the Scol technology

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#1051 Re: Openspace3D » scol browser plugin not detected » 6-May-2011 00:09:39

i uninstalled the scol voyager and openspace, and then reinstalled the scol plugin. link works

http://ifam.net/openspace/underocean/web/

#1052 Openspace3D » scol browser plugin not detected » 5-May-2011 03:07:14

hebdemnobad
Replies: 2

colleagues:

after posting a project to my domain this evening, i tried to view the page, but chrome and firefox both told me that they could not detect the scol plugin. i downloaded the plugin from http://www.scolring.org/rsc/scol_plugin.exe, but during the installation process a dialog popped up stating that the "scol voyager is up to date" and terminated the installation process.

i can still open and run the openspace editor....is there some process i should do (uninstall, reinstall?)

i looked on the forums but couldn't find another posting in the english section.

thanks for your $.02.

-h

#1053 Re: Openspace3D » resource path problems with openspace3d » 2-May-2011 21:04:30

thanks! problem solved. now to mess with parameters to make those mounds look like waves and not mountains.
-h

#1054 Re: Openspace3D » resource path problems with openspace3d » 2-May-2011 20:49:30

iri wrote:

log files are in ....\users\your_login\appdata\local\scol\
don't forget to configure Scol to write a log (right click on Scol icon, Settings)

i don't know if all ogre3d operations are logged. Arkeon or Nodrev should answer better than me.

thanks i found the log file. interesting...it doesn't indicate any errors when parsing through the .material file:




>>>>>>>>>>>>>> OS3D editor log > Importing Ogre mesh file : underocean/Plane.mesh
C:\Users\superman\Documents/scol/Partition_LocalUsr/ - underocean/scene.material - C:\Users\superman\Documents\scol\Partition_LocalUsr\underocean\scene.material
>>>>>>>>>>>>>> OS3D editor log > Some files are missing in underocean/scene.material
C:\Users\superman\Documents/scol/Partition_LocalUsr/ - underocean/scene.material - C:\Users\superman\Documents\scol\Partition_LocalUsr\underocean\scene.material
C:\Users\superman\Documents/scol/Partition_LocalUsr/ - underocean/MyOcean2HLSL_Cg.hlsl - C:\Users\superman\Documents\scol\Partition_LocalUsr\underocean\myocean2hlsl_cg.hlsl
C:\Users\superman\Documents/scol/Partition_LocalUsr/ - underocean/Ocean2HLSL_Cg.frag - C:\Users\superman\Documents\scol\Partition_LocalUsr\underocean\ocean2hlsl_cg.frag
C:\Users\superman\Documents/scol/Partition_LocalUsr/ - underocean/waves2.dds - C:\Users\superman\Documents\scol\Partition_LocalUsr\underocean\waves2.dds
>>>>>>>>>>>>>> OS3D editor log > underocean/scene.material has been rewrited with found resources path.
C:\Users\superman\Documents/scol/Partition_LocalUsr/ - underocean/scene.material - C:\Users\superman\Documents\scol\Partition_LocalUsr\underocean\scene.material
C:\Users\superman\Documents/scol/Partition_LocalUsr/ - underocean/MyOcean2HLSL_Cg.hlsl - C:\Users\superman\Documents\scol\Partition_LocalUsr\underocean\myocean2hlsl_cg.hlsl
C:\Users\superman\Documents/scol/Partition_LocalUsr/ - underocean/Ocean2HLSL_Cg.frag - C:\Users\superman\Documents\scol\Partition_LocalUsr\underocean\ocean2hlsl_cg.frag
C:\Users\superman\Documents/scol/Partition_LocalUsr/ - underocean/waves2.dds - C:\Users\superman\Documents\scol\Partition_LocalUsr\underocean\waves2.dds
C:\Users\superman\Documents/scol/Partition_LocalUsr/ - underocean/waves2.dds - C:\Users\superman\Documents\scol\Partition_LocalUsr\underocean\waves2.dds
C:\Users\superman\Documents/scol/Partition_LocalUsr/ - underocean/MyOcean2HLSL_Cg.hlsl - C:\Users\superman\Documents\scol\Partition_LocalUsr\underocean\myocean2hlsl_cg.hlsl
C:\Users\superman\Documents/scol/Partition_LocalUsr/ - underocean/Ocean2HLSL_Cg.frag - C:\Users\superman\Documents\scol\Partition_LocalUsr\underocean\ocean2hlsl_cg.frag
C:\Users\superman\Documents/scol/Partition_LocalUsr/ - underocean/scene.material - C:\Users\superman\Documents\scol\Partition_LocalUsr\underocean\scene.material
Loading Material Script resources
C:\Users\superman\Documents/scol/Partition_LocalUsr/ - underocean/Plane.mesh - C:\Users\superman\Documents\scol\Partition_LocalUsr\underocean\plane.mesh

#1055 Re: Openspace3D » resource path problems with openspace3d » 2-May-2011 18:24:39

a newbie ???....where can i find the ogre/os3d  log for os3d, i.e. the log file that indicates in which file and at one line ogre encounters an error in a script (be it .material, .compositor, .cg, .hlsl, glsl, .particle, etc.

-h

#1056 Re: Openspace3D » resource path problems with openspace3d » 2-May-2011 18:16:32

arkeon wrote:

try to add the examine view plugIt and change the default camera clipping, maybe the shader do not support infinite far clip

tried that and it didn't change anything....the warning that os3d couldn't find all the resources comes up upon import.  i inserted the examine plugit and hit the play button in the editor, but the mesh remained blank.

#1057 Re: Openspace3D » resource path problems with openspace3d » 2-May-2011 02:02:37

will try...although i have another figure that uses one of the normal map shader examples based on the ogre demo example, it has a cubemap and renders fine in os3d.

-h

#1058 Re: Openspace3D » resource path problems with openspace3d » 1-May-2011 19:18:49

hell iri and everyone:

some .meshs and dependencies can be imported to os3d if they are in the  C:\Users\superman\Documents\scol\Partition_LocalUsr directory', but other .meshes with shader dependencies cannot. seems to be something going on with os3d and whether it can utilize certain shaders files.

shaders can be finicky, this is something i encountered with blink as well.  there are so many things that can go wrong between certain .cg, .hlsl, .glsl, .vert, .asm(no longer supported by ogre 1.8 so i won't work much with them, sadly) .frag, and other shader file types. and throw in a gpu (i'm working with a fairly good laptop, but a laptop all the same), and the monkey wrench can go flying all over the place. (i'll be interested to see how that phrase translates into french)

iri feel free to see if you can get the reversed ocean that i posted to the .zip on your machine if you feel like it. i haven't spent the time to find out where the bogeyman lies, could be os3d, gpu, or something completly mysterious....i'll convert as many of my shaders to .cg since cg doesn't care whether its dealing with opengl or directx. the reversed ocean example uses .hlsl. I'll convert it to .cg (just by altering a file extension and some code in the shader declarations for the related .material file) and then see what happens.

ah but the sun is out and i must plant some seeds.

got to attract some butterflies this summer....building virtual gardens may be in my future, perhaps i could find clients who would like to use garden configurators the same way as car configurators. perhaps virtual butterfly gardens?

fwiw i have seen all the video tutorials and have more or less given up on using blink since the latter is not longer supported by anyone and ongoing win os changes have been making it break down bit by bit. i'm converted to os3d now.

i think it's the best open source online 3d plugin on the planet, and iv'e been burned 3 times over the last ten years by investing time into proprietary and semi-proprietary 3d formats, i'm never going to do that again.

-h

#1059 Re: Openspace3D » resource path problems with openspace3d » 1-May-2011 17:01:00

iri wrote:

Hi,

How many times have you install Scol ? One or two ?

If 1, if Scol is installed in ...\Programs\Scol Voyager\, then your good path is C:\Users\superman\Documents\Scol Voyager\Partition_LocalUsr

If Scol is installed in ...\Programs\Scol\, then your good path is C:\Users\superman\Documents\scol\Partition_LocalUsr

If 2, you have two Scol and if you directly launch the *.scol (e.g. double-click), then the last ran  Scol will be launched.

So, you 2*click on the *.scol :

-> the last Scol launched is in ...\Programs\Scol Voyager\, good path is C:\Users\superman\Documents\Scol Voyager\Partition_LocalUsr
-> the last launched Scol is in ...\Programs\Scol, good path is C:\Users\superman\Documents\scol\Partition_LocalUsr

In this case, you should run Scol that is the good path before launch your os3d project

10-4 i'll check into that

#1060 Re: Openspace3D » resource path problems with openspace3d » 1-May-2011 16:59:17

i have posted the .mesh and dependency files to:

ifam.net/openspace/troubleshooting/underoceanresourceproblem/underoceanwithshaderfiles.zip


all the .mesh, material, texture, and other shader dependencies are in the .zip at the directory above; and i had all the files residing at

C:\Users\superman\Documents\scol\Partition_LocalUsr\underocean

ogre meshy and lexiview can find the depdencies of the .mesh file and render the vertex and pixel shaders (i.e. the .material file and other files), but openspace can't for some reason

neutral

the material is based on the one posted to http://www.ogre3d.org/tikiwiki/OceanFog … e=Cookbook

-h

#1061 Openspace3D » resource path problems with openspace3d » 1-May-2011 14:48:09

hebdemnobad
Replies: 17

colleagues:

i am having problems importing assets into os3d. i have placed my assets in the following directories; each directory contains a copy of the same assets

C:\Users\superman\Documents\Scol Voyager\Partition_LocalUsr

and

C:\Users\superman\Documents\scol\Partition_LocalUsr

when i try to import a .mesh and dependencies from C:\Users\superman\Documents\scol\Partition_LocalUsr, i get the error message stating that os3d could not find the .mesh's dependencies after i confirm the location of the .material file (i.e. .material and shader related files)

hen i try to import a .mesh and dependencies from C:\Users\superman\Documents\Scol Voyager\Partition_LocalUsr, i get an error dialog stating that my .mesh must be in a scol directory, so i assume that C:\Users\superman\Documents\scol\Partition_LocalUsr is the correct directory.

thanks for your help

-h

#1062 Re: Openspace3D » couple of ??'s: attaching movable objects to avatars, custom scripting » 30-Apr-2011 20:20:23

thanks colleagues i'll look through the links and work through the video tutorials. looks like scol isn't much different than javascript although it appears frightening at first.
-h

#1063 Re: Openspace3D » Plus newby tu meurs ... » 30-Apr-2011 20:16:33

oly wrote:

Bonsoir et merci pour les informations.

Je vais prendre un peu de temps avant de vous écrire à nouveau histoire de montrer ma bonne volonté à m'auto-former ...

Reste cependant une question qui n'a pas eu de réponse : Les objets 3D comme par exemple le cube à facettes, ont-ils été fait avec un logiciel externe tel que Blender puis importés dans OS3D ? (je crains que oui ce qui va m'obliger à apprendre un outil pas très simple sad )

Néanmoins, merci pour la promptitude à éclairer un vieux cerveau smile

Bon WE

Oly


basic objects (things, as opposed to scene elements such as lights, skyboxes, etc) in an openspace scene are composed of ogre .mesh files and dependencies

i have found that fragmotion is the best software to get animated skeletons into ogre.mesh format (provided you have adequate .bvh files)and that gile[e]s is the best for doing lightmapped scenes of static, if max is out of your budget.

blender has an exporter, but it's a bit challenging getting it up and running and I haven't mastered blender's bones system. i think you can buy fragmo and giles for under $100 us.

-h

#1065 Re: Openspace3D » couple of ??'s: attaching movable objects to avatars, custom scripting » 29-Apr-2011 14:52:42

arkeon wrote:

there is no "Avatar plugIT" at this point.
one was started but i don't have time to finish it for the moment.
multi user avatars with the current plugIts set could be hard to implement ^^

maybe the instantiate plugIT could help.
you are welcome if you can code an avatar plugIT ^^, however i can help smile

how could i start coding such an plugIT?

#1066 Re: Openspace3D » couple of ??'s: attaching movable objects to avatars, custom scripting » 29-Apr-2011 02:33:43

iri wrote:

http://www.irizone.net//prog/index.php? … o3_appli_1
Unlikely, my example became obsolete (the SOEngine api has changed). A new example is on my todo list.

just an idea....once you have the api published and online, you could have the openspace editor to do the ancillary scol functions that I saw in that example, i.e. setting up the operating environment, etc, and then allow the author to use the scol language to hook into just the openspace portion of the scol api, i.e. a developer could set up sensors, functions, and code that could also interact with the code generated by the plug its.

#1067 Re: Openspace3D » couple of ??'s: attaching movable objects to avatars, custom scripting » 27-Apr-2011 01:56:24

agreed. once i'm done with a couple of blink projects i'll see if i can create them with openspace....but learning scol may take me a bit of time. from what i saw it looks like the child of c and python....i can't seem to find the url from earlier this evening that had the source code in scol for rending a simple scene using ogre3d...if anyone knows that link please share. Iri it was on your site I think.

Does the openspace api hook into the entire ogre engine (i.e. paging landscapes in particular).

#1068 Re: Openspace3D » couple of ??'s: attaching movable objects to avatars, custom scripting » 26-Apr-2011 20:56:50

arkeon wrote:

there is no "Avatar plugIT" at this point.
one was started but i don't have time to finish it for the moment.
multi user avatars with the current plugIts set could be hard to implement ^^

maybe the instantiate plugIT could help.
you are welcome if you can code an avatar plugIT ^^, however i can help smile

i'd assume i would need to know the scol script api for openspace for that. all i really can do is a bit of javascript/vbscript coding....for handling multiple plugins in a web page, a bit of flash actioncript, discontinued adobe atmosphere atmoscript, and discontinued blink3d blinkscript.

alas. all those scripts of deadware!

#1069 Re: Openspace3D » couple of ??'s: attaching movable objects to avatars, custom scripting » 26-Apr-2011 20:35:36

arkeon wrote:

anyway you can try to start by editing some plugIts, read the scol documentation available on scolring and post questions about the code in this forum smile

sounds good....i assume i will need to include a shared object plugit so other visitors to the same environment will see others' avatars?
-h

#1070 Openspace3D » couple of ??'s: attaching movable objects to avatars, custom scripting » 26-Apr-2011 12:40:12

hebdemnobad
Replies: 15

colleagues:

is there a way to attach movable objects (i.e. primarily meshes, lights, particle systems) to the navigation PlugIt?
And is it possible to hand code an openspace 3d scene, along with getting handles to plugit objects? (another way of saying this, is there a way to use scol script itself to generate an openspace scene....and where would I find the api documentation?) I'm working on a scene in blink3d and using custom scripting (blink uses a form of javascript) to create a custom navigation system, i.e. one that mimics swimming under water with a propulsion device.

thanks!

-h

#1071 Re: Server 4 and Hosting » How can I set up my own server? » 22-Apr-2011 20:41:17

is there any tutorials/info on running a ScolJavaServer on win xp/vista?  i currently host an xmpp server (on and off at my whim) in my humble basement desktop
-h

#1072 Re: Openspace3D » unable to view web published project » 22-Apr-2011 14:55:37

i'm working on a proof of concept project (involving shared objects and divers being eaten by the creature
A "life simulation" like application?

thanks for your reply Nodrev. I am building a project where there is a collaboration server, and users' avatars are scuba divers with propulsion devices. when one gets to close to the kronosaurus, the user is booted out of the shared room and everyone sees a particle system of a cloud of blood in the water indicating that the diver got too close to the creature's mouth; it also triggers a new animation with the kronosaurus mesh of it thrashing around like a shark.

i'm doing this with blink 3d. to get it to work with openspace, i'll need to
1. set up a collaboration server of some kind (i don't know how to do that yet with openspace; i'd like to use this on my own server. blink3d uses opnefire, which is easy to set up)
2. have chat - looks like i'll have to read up on the tutorials a bit
3. have some shared objects (the users' avatars and perhaps the kronosaurus -same as 2
4, have an infinite plane (if possible)
5. buoyancy (can't do this in blink3d, and it doesn't look like openspace does that yet.)
6. ragdolls (can't do this in blink3d, and it doesn't look like openspace does that yet, although it looks like newton can do this, albeit with multiple meshes with balljoints.)
7. bone based physical models (can't do this in blink3d, and it doesn't look like openspace does that yet....from what i can see newton can't do this yet either)
8. use shaders (openspace seems to do this fine as far as i can tell)
9. parent particle systems to bones (i think openspace does this)

that's it in a nutshell

#1073 Re: Openspace3D » unable to view web published project » 21-Apr-2011 16:45:38

bathtub would be a bad place for this one...it was 16 meters long or more

i altered my domain's .htaccess file and changed the file extension of the published page to .htm, and i/you/whoever can now view the content at:
http://www.ifam.net/krono1/web/

however the page launches the player....what option should i be choosing when i publish/export my project via ftp if i want the player embedded in the web page itself? [edit]

when i shut down chrome and reloaded the .htm file the content appeared embedded in the page

i'm working on a proof of concept project (involving shared objects and divers being eaten by the creature under a procedural plane of an undersea ocean surface) with blink3d, and when i'm done with that i'll try to emulate it in openspace3d

thanks for your help

-h

#1074 Re: Openspace3D » unable to view web published project » 21-Apr-2011 15:49:20

Nodrev wrote:

Hi, and welcome.

Note that exported directory are "public" on the server, so, if you want to make them hidden, do not forget to change directories visibility.
Anyway, I would not like to find that kind of pet in my bathroom ^^

were you able to view them online without having to download the php file and dependencies?

-h

#1075 Re: Openspace3D » unable to view web published project » 21-Apr-2011 00:36:55

arkeon wrote:

Hi hebdemnobad, and welcome !

thanks!

do you have a php based webserver ?

good point. i'll start with a simple hello world php page and figure out how my host handles php (bluehost).

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