Time to debug.. Well tomorrow perhaps..

Domino Marama's picture

Wondering where Primstar 0.9.17 has got to? Well it's a lot closer. I've just committed the last bit of coding on the new export_lsl.py

It's pretty much a complete rewrite and as yet, the LSL is untested, though my eyeball tests have already spotted one bug in the sizing code which needs fixing before 0.9.17 can be released.

So why am I posting about buggy code? I'm having a well deserved rest this evening so I won't be coding anymore tonight. But this commit takes us to the complete feature set for 1.0.0, so there's just debugging between then and now. And that I thought worth mentioning :)

Here's the commit log showing all the steps I've taken since 0.9.16 - if you think I do a lot of git snapshot releases, it might be a surprise to see how many changes sometimes go in between them.

commit f64fbc46bce472acc78bd1e8282c1eeab2d530b3
Author: Domino Marama
Date:   Sat Oct 17 19:41:11 2009 +0100

    New export nows saves images and LSL (LSL not yet tested)

commit 8a6c7bde97d124aa1e5f5898f2432287f55c1d1e
Author: Domino Marama
Date:   Sat Oct 17 13:05:49 2009 +0100

    Last sculptie in scene set active on obj and dae import

commit 913d820b9b06b66e8277179911dc0d68d775d772
Author: Domino Marama
Date:   Sat Oct 17 12:44:44 2009 +0100

    LSL support for old style single prim export added

commit d18c6a6028f63cc78f36f0ee4e0722c5b8448981
Author: Domino Marama
Date:   Sat Oct 17 00:33:28 2009 +0100

    LSL whitespace cleanup

commit 1bc08114baefbfb73c2542d6f43ffd9ed4d4da4d
Author: Domino Marama
Date:   Sat Oct 17 00:06:36 2009 +0100

    LSL generation for linksets added

commit edf8809c96426f67831cb29c9d51192b598b0ded
Author: Domino Marama
Date:   Fri Oct 16 22:25:41 2009 +0100

    Export conversion to strings added

commit ead3982edf82e4bb328d52ab604deb8bd2618bc7
Author: Domino Marama
Date:   Fri Oct 16 21:13:24 2009 +0100

    Templating support added to sculpty.XYZ

commit 3138b87515b0e29dbd611f166cca9d0bcca78e57
Author: Domino Marama
Date:   Fri Oct 16 20:07:48 2009 +0100

    Updated install instructions in readme.txt

commit 5ef7bf72ac8dffbca39c583902ad7ca68cc29766
Author: Domino Marama
Date:   Fri Oct 16 19:04:05 2009 +0100

    Rotation added to Image - Import Sculptie (won't work with joined meshes)

commit 2026c4e54551ab3ff9d1e496a74922d87e9eb9a3
Author: Domino Marama
Date:   Fri Oct 16 16:42:02 2009 +0100

    Baker converted to using worldspace

commit d70c371ee9f9d9b68c6489143506d151d5aca0e5
Author: Domino Marama
Date:   Fri Oct 16 15:29:32 2009 +0100

    Various fixes and more coding on export

commit 52659c4596990a446ac696b3a9bd8c950d041526
Author: Domino Marama
Date:   Tue Oct 13 15:45:53 2009 +0100

    primitive.py now works

commit ce68410b086a661ee6c1f50f292a7773d3de1890
Author: Domino Marama
Date:   Mon Oct 12 15:39:15 2009 +0100

    Some functionality moved from sculpty.py to new primitive.py

commit c4522eab0a7948de38706cb3e781fecf5033fc77
Author: Domino Marama
Date:   Mon Oct 12 15:07:44 2009 +0100

    Whitespace cleanup and prep work for export

Comments

razwelles's picture

Idea!

I hate to keep asking for moremoremore, but, do you think it would be hard to also generate OpenSim compatible lsl export?

It might be a help since you could test things locally.

>.>;

lsl for OpenSim (syntax error)

i was messing around with the LSL exporter and OpenSim earlier and came up with this solution for the sytax error.

replace this...

while ( tI ){
if ( isKey( tS = llList2String( textures, tI = ~-tI ) ) == 0 )
{
if ( llGetInventoryType( tS ) != INVENTORY_TEXTURE )
{
llOwnerSay( "Please add texture \"" + tS + "\" to my contents" );
state needs_something;
}
}
}

with this...

while ( tI ){
tI = ~-tI;
tS = llList2String( textures, tI );
if ( isKey( tS ) == 0 )
{
if ( llGetInventoryType( tS ) != INVENTORY_TEXTURE )
{
llOwnerSay( "Please add texture \"" + tS + "\" to my contents" );
state needs_something;
}
}
}

assigning the tI and tS variables outside of the if statement seems to do the trick.
apparently OpenSim's Xengine for lsl still needs some work, but this compiled on OpenSim 0.6.5, using Greenlife viewer 1.22. (Primstar 0.9.3)

for some reason it still assembled the sculpties halfway across the sim, but i saw some plywood out of the corner of my eye and found them Tongue

Domino Marama's picture

Thanks for that

I've added the change to the export_lsl script so it'll be in 0.9.31

Domino Marama's picture

Opensim LSL

I've designed the export_lsl so that's it's pretty easy to swap different export formats in. The hard part is figuring out what's needed for a particular format. So what's different about Opensim LSL that requires changing?

Are you still working on BGE stuff? It's on my todo list to see if the SL shaders could be converted to the BGE to allow a proper preview in Blender.. Feel free to experiment for me Wink

e2a: One of these times I'll use the right reply button so my post doesn't appear above the comment it relates to...

razwelles's picture

OpenSim Compatibility

I just tested it out in a default opensim install, and it just says syntax error- but it's the same code, I'm logged in with Meerkat atm and it won't let me uncheck mono. I have no idea what's going on with it.

A while back, as an experiment, I had modified your export_lsl to spit out an XML  file that could be read by liferain's prim composer uploader, it was an exe that would take an XML file and assemble your set in any grid. The problem was, when I tried it out, I found that sculpts would rez into opensim a little bit distorted until I relogged, so it became useless. I don't know if that's still the case.

Alternatively viewers like MeerKat now allow you to back up your (builds prims sculpts and textures) and load them into any grid. So I guess this isn't a pressing matter as long as you have an internet connection.

Though, I know I'm in love with the current exporter for Second Life :3

I haven't had the chance to play with BGE much lately I'm afraid, but SL shaders preview would be an excellent tool. I'm wondering if it's possible to get it working in the viewport without needing the BGE- or maybe that's a total headache on its own.

edit: Ahaha.. I just fell for the same mistake ^^;;

Domino Marama's picture

Current or new?

Current as in 0.9.16 or the one in git? I've not even tested the LSL from the git one in Second Life yet, and with it being generated code there's always the chance I did a bit in Python again Wink

I really like the new exporter design though, both from a coding perspective and using it. In use it will export 0.5.0 style for single unparented prims (with 0.9.x built in instructions) and 0.9.x style for parented prims and joined meshes. Hopefully the code is pretty clear if you want to convert it to a HPA version again. That's on my todo list, but not until Primstar 2.2.0 or 1.2.0, which depends on the state of Blender 2.5 when I complete the Primstar 1.0.0 documentation. So if you do it again, I'll happily include it earlier than planned.

Domino Marama's picture

I knew it...

At least it was only a couple of colons on an if else statement and forgetting to specific the variable type on a function definition Smile

commit 89184cac17c5714259199286d0dff8fef4f8bcdf
Author: Domino Marama
Date:   Mon Oct 19 19:20:39 2009 +0100

    GUI redraw added for Mac, Python code removed from LSL

 

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