From SketchUp to Second Life 84
writes "Roo Reynolds of Eightbar (an external blog written by some IBMers) has put together a tool to export Google SketchUp models and import them into Second Life. It only seems to work for fairly basic objects, and cylinders and non-rectangular surfaces 'are particularly badly hit.' Along with the Prim.Blender project, this sort of tool looks like it could make building in Second Life considerably easier, allowing people to choose their preferred tool rather than be constrained to the in-world editor."
Where's GNU2ndLife? (Score:2)
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This sounds kind of neat. (Score:1)
Still, this is a cool idea. It could make games more interactive, to the people who want to deviate a bit.
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Of course you are going to be pretty constrained translating everything into constructive solid geometry without boolean (other than AND) operators, which is all SL supports.
Will this come off the AP Wire? (Score:1)
Vectoring? (Score:2)
Photoshop is a gold standard in rastering
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Linux Version? (Score:2)
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The in-game editor isn't easy? (Score:3, Insightful)
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What point is there importing it into Second Life? My guess is that this is aimed at people that are creating assets specifically for use IN second life. These aren't people who are creating stuff and then go looking for a venue to publish it. They know their venue and they are looking for better tools to address it. Really it's like asking what's the point of using Wo
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Great idea! I'll get right on it.
Oh wait, I can't program. Now what? Guess I'll use tools somebody else has written. Hey! Cool! This Google Sketch Up thing is free of charge, and remarkably handy! Bonus!
OpenCroquet anyone? (Score:1)
Are there public OpenCroquet islands out there? Any links? I haven't found any yet.
When someone tells me to... (Score:1)
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(Friend Spam) In Game Editor Augmentation (Score:4, Informative)
(Skidz is a friend and I couldn't resist pimping his tools. Dont hold this spam against him please)
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why do i see so many second life links on slashdot (Score:3, Interesting)
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Re:why do i see so many second life links on slash (Score:5, Funny)
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To many slashdot readers the idea of a big sandbox would be very tempting.
I guess you're just one of those guys that want everything handed out, with no constructive, social or creative skills needed.
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What about half-life? (Score:5, Funny)
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well-played, sir.
oOo! (Score:1)
I DESPISE linking to a blog that links to a blog (Score:5, Informative)
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seriously (or am i?), they must be working on a web-app version of it, just like their spreadsheet and calendar thingies. god forbid a vector drawing program written in ajax...
WTF? (Score:1)
Nowhere in any of those articles does it say it's not finished yet...
Harder than you would think (Score:3, Funny)
Of Course it Sucks and is Incomplete (Score:3, Interesting)
If someone found an efficient algorithm to convert 3D models based off vertices into a group of simple parametric objects, they would be very, very rich. It would be the Computer Graphics equivalent of an alchemist discovering a way to convert copper into gold.
What this guy did was paint a piece of copper with liquified gold, then wrote a blurb about how great it would be if this was pure gold. It's not, although it's good to dream. I'm sure a lot of alchemists made progress in chemistry just by trying to solve the copper-into-gold problem. I just don't think people should get their hopes up about a Sketchup to SL importer that does anything worthwhile.
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Or perhaps a mix of primitive based stuff for simple objects like walls etc., and switch to a mesh representation for anything complex.
Second Life -- needs to escape its roots (Score:3, Insightful)
I tried Second Life for a bit recently, they have a Linux version and I have a new graphics card. So I'd figure I'd give it a go. Its really quite nice, some of the graphics are amazing, and I had great fun playing with the various in world scripts. It is however constraint in its usefullness at the moment.
My nags at the moment:This feels a bit like the really popular early BBS services -- they are on to something here though. Instead of chatting in yellow text on a black background at 3am, you could be sitting on a virtual campfire with your chat friends next to a beach, instead of typing smilies, you set of fireworks. If this escapes into the real world, it could possibly be a similar step as from the BBS communities to the Internet
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I tried out Second Life a couple of months ago. It is a nice gimmick, but I just can't get into it.
I played with the building tools, and then tried out the scripting, and then played with the physics and particles... and then ran out of interesting things to do. The physics engine is just too limiting. Once you realise that stuff like swaying trees and wind aren't that clever, and are a bit of a hack/trick, it loses its appeal somewhat.
Even the chat isn't that interesting. Nice people on the whole, but ki
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I have had similar thoughts myself. It should be possible to get it working as a peer to peer system and it occurs to me that the network topology would be similar in
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"DRM?" Are you f'n serious? A server that enforces certain game mechanics is n
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No. This is only required if each client needs to hold the whole gameworld. However, if you divide the gameworld into cells (the wolrd can still be one huge area, this division is purely an implementation detail), and assign each cell to a client, and make each client connect to the clients with neighbouring cells, th
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Oh, gee, is that all? Seems to me that that is the difficult part. Not only do clients crash, but also disconnect, reconnect, etc. Any game with lots of players has clients connecting and disconnecting all the time. You're going to spend all your time repartitioning and synchronizing the game world. Not to mention all the game data that will be lost when a cell disappears leaving any player in it in limbo. At some point you
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I'm talking about sandbox games, not the kind where cheating matters - think cyberspace, not World
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Ok, if the game plot/mechanics were specifically taylored to the nature of peer to peer networks, I imagine it could work. But given th
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You can make either, but a network of connected worlds works better when cell servers go up and down - in a unified world certain cells becoming inaccessible will seem weird, to put it
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"The web" was kind of what I was thinking. I think we're talking about a "game" in a very loose sense of the term.
So you move to another server with a maintainer that you like. Isn't th
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As for taking data from various sources, well, Second Life supports HTTP, XML-RPC and Email communications with external servers.
You are welcome to bypass the "social experiment" as you term it. God knows there is no shortage of corporations developing project for other corporations in Second Life.
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http://interreality.org/ [interreality.org] - come help actually make it.
T
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This is, and will continue to be sticking point for the next 9 to 12 months -- however the opensouce project libsecondlife, is in the process of creating a framework for unit testing client code which includes a server. This can eventually lead to personally owned and operated servers.
This is already possible with XML-RPC (from outside SL into SL), HTTP (Requests from insid
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So you're not willing to pay $200 a month for an island, but you are willing to pay the $500 a month for a T1 line to run your own server? You do, of course realize
Standards in 3d modelling? (Score:3, Insightful)
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They've got a design studio that can import/export several different formats:
From the site: "Imports and Exports a wide variety of standard 3D file formats using the Accutrans Translator."
You can also programmatically add and control content within the rendered scene, in the web-browser, through AJAX. I was impressed with some of the sampl
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POV-Ray (Score:2)
As I understand it, Second Life is parametric solids rather than vertices -- much like POV. Is it possible to import POV files (that are mesh-free) into Second Life? It would be great if the existing body of POV objects could be used more widely.
Incidentally 10/10 to SketchUp for what it does.
As a LibSecondLife developer... (Score:1)
Sketchup Tutorials???? (Score:2)
I've muddled through it, but when it comes to actually trying to do interior floorplans and the like, it doesn't seem quite so obvious.
Making boxes and the like is one thing, but I haven't yet figured out how to make an interior with walls and objects and the like. Then again, I have no background in this kind of stuff either, so maybe i
Sweet. (Score:1)