WBandD

Welcomes

I have created this discussion thread as a place where ExitReality users could discuss ExitReality features, ask questions to others in this group, suggest new features for ExitReality, etc.

For instance, in playing with ExitReality I have not yet found a way to see where other online users are, with the exception of those few users that have made it onto my buddy list. I have randomly entered worlds in an attempt to find people that I might know, or just to meet new people, and have almost always found the world to be empty.
Do people reading this feel that it would be beneficial for ExitReality to have an "open worlds list" as was seen in the blaxxun Outer Worlds (The Outers)?

If there is already a more appropriate discussion thread for this topic then please mention that here and provide a link so that anyone looking here can jump to the other discussion.

It is my hope that some of the new ExitReality features that are suggested here might eventually reach the ExitReality design team, but if that never happens then at least we will have a forum for asking each other for assistance and for sharing new ExitReality tips and tricks.

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To begin this discussion, I would like to open with a question to other users:

Is there a way to change the navigation mode from the default "Walk" mode to "Fly", or "Examine", or "Slide", or other modes? There is an icon/button of a leg on the bottom of the ExitReality screen that suggests that one should be able to change the navigation mode, but it does not appear to do anything. Other users have told me that there are keystrokes to change the navigation mode, but I have not found documentation on what those keystrokes are. Perhaps someone reading this (that knows more about ExitReality) might post a list here with all of the keystrokes and what they do.

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Another question:

Does anyone know of any VRML authoring documentation for ExitReality?
For example, how are shared events handled and what is the node/proto for incorporating shared events into a VRML world in ExitReality? What are the node/field/scripting extensions to VRML that ExitReality supports? Can I still use most of the Browser object and VRML node extensions that I have used in worlds for blaxxun and bitmanagement?

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Another question:

How can one use one's own avatars in ExitReality, such as non-humanoid avatars?

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Actually there is. Once in ER you can hit the F2 key which will bring up the good old Contact prefrences.

Doctor said:
To begin this discussion, I would like to open with a question to other users:

Is there a way to change the navigation mode from the default "Walk" mode to "Fly", or "Examine", or "Slide", or other modes? There is an icon/button of a leg on the bottom of the ExitReality screen that suggests that one should be able to change the navigation mode, but it does not appear to do anything. Other users have told me that there are keystrokes to change the navigation mode, but I have not found documentation on what those keystrokes are. Perhaps someone reading this (that knows more about ExitReality) might post a list here with all of the keystrokes and what they do.

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You have to be able to reach your Avatar through the search function by typing in the URL of the AV. Does anyone know of another way?


Doctor said:
Another question:

How can one use one's own avatars in ExitReality, such as non-humanoid avatars?

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Bruce Lehmann said:
Actually there is. Once in ER you can hit the F2 key which will bring up the good old Contact prefrences.

Doctor said:
To begin this discussion, I would like to open with a question to other users:

Is there a way to change the navigation mode from the default "Walk" mode to "Fly", or "Examine", or "Slide", or other modes? There is an icon/button of a leg on the bottom of the ExitReality screen that suggests that one should be able to change the navigation mode, but it does not appear to do anything. Other users have told me that there are keystrokes to change the navigation mode, but I have not found documentation on what those keystrokes are. Perhaps someone reading this (that knows more about ExitReality) might post a list here with all of the keystrokes and what they do.

Thank you. The F2 key works as you suggested. It makes me wonder if ExitReality is actually the new blaxxun (i.e. the ExitReality owners bought the blaxxun technology or the original owner of blaxxun decided to change the name and pursue a new marketing avenue for his VRML browser).

Bruce Lehmann said:
You have to be able to reach your Avatar through the search function by typing in the URL of the AV. Does anyone know of another way?


Doctor said:
Another question:

How can one use one's own avatars in ExitReality, such as non-humanoid avatars?

Unfortunately this does not seem to work. I am trying to load my Einstein avatar that people were familiar with in the blaxxun Outers, but pasting the URL to my avatar in the search box of ExitReality does not work. On the other hand, pasting the URL for my avatar into the address line of Internet Explorer still loads it in my bitmanagement Contact plug-in, so I know that my avatar is still visible on the internet.
Does anyone know what the problem is?

Thanks for the reply, Bruce.

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I have had the same problem. Might have to post a question to ER on that one.

Doctor said:
Bruce Lehmann said:
Actually there is. Once in ER you can hit the F2 key which will bring up the good old Contact prefrences.

Doctor said:
To begin this discussion, I would like to open with a question to other users:

Is there a way to change the navigation mode from the default "Walk" mode to "Fly", or "Examine", or "Slide", or other modes? There is an icon/button of a leg on the bottom of the ExitReality screen that suggests that one should be able to change the navigation mode, but it does not appear to do anything. Other users have told me that there are keystrokes to change the navigation mode, but I have not found documentation on what those keystrokes are. Perhaps someone reading this (that knows more about ExitReality) might post a list here with all of the keystrokes and what they do.

Thank you. The F2 key works as you suggested. It makes me wonder if ExitReality is actually the new blaxxun (i.e. the ExitReality owners bought the blaxxun technology or the original owner of blaxxun decided to change the name and pursue a new marketing avenue for his VRML browser).

Bruce Lehmann said:
You have to be able to reach your Avatar through the search function by typing in the URL of the AV. Does anyone know of another way?


Doctor said:
Another question:

How can one use one's own avatars in ExitReality, such as non-humanoid avatars?

Unfortunately this does not seem to work. I am trying to load my Einstein avatar that people were familiar with in the blaxxun Outers, but pasting the URL to my avatar in the search box of ExitReality does not work. On the other hand, pasting the URL for my avatar into the address line of Internet Explorer still loads it in my bitmanagement Contact plug-in, so I know that my avatar is still visible on the internet.
Does anyone know what the problem is?

Thanks for the reply, Bruce.

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Bruce Lehmann said:
I have had the same problem. Might have to post a question to ER on that one.

This drives at the heart of why I created this discussion thread --- how does one contact the ExitReality people about problems/suggestions/comments/questions? The last time I looked (a month or so ago) at the ExitReality home page I found no contact information, though I look now and at least see a knowledgebase and a blog developing (which wasn't there the last time I looked). The "About" page mentions a Wiki for ExitReality, but I have not been able to find that.

Does anyone know of a support email address for the ExitReality team, or any other contact email address?

Does anyone know the URL of the Wiki that is mentioned on the ExitReality "About" page?

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Doctor said:
Bruce Lehmann said:
I have had the same problem. Might have to post a question to ER on that one.

This drives at the heart of why I created this discussion thread --- how does one contact the ExitReality people about problems/suggestions/comments/questions? The last time I looked (a month or so ago) at the ExitReality home page I found no contact information, though I look now and at least see a knowledgebase and a blog developing (which wasn't there the last time I looked). The "About" page mentions a Wiki for ExitReality, but I have not been able to find that.

Does anyone know of a support email address for the ExitReality team, or any other contact email address?

Does anyone know the URL of the Wiki that is mentioned on the ExitReality "About" page?

You can try replying to a relevant topic in the ER blog, that seems to be the main way to contact the re problems. There is 1 topic for avatars

The wiki is just the Knowledgebase by the looks.

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We have support@exitreality.com which you can contact us on.

To set your avatar you canload it directly then drag it's url from the IE toolbar into the 3d and the browser loads the wrl file finds the avatar node in it and uses the avatar. The other hacky way is to manually set the avatar url in the ERProfile.ini file in the ExitReality install directory.

Hope this helps

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Yes it does, thanks

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Thanks Rory and Fabricator.

Editing ERprofile.ini seems to work, but the drag url operation does not.

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ParallelGraphics starts beta-testing of Cortona3D Viewer 6.0 Beta (previously known as Cortona VRML Client) and invites participants to take part in the beta testing program. Cortona3D Viewer is a fast and highly interactive VRML viewer that is ideal for viewing 3D models on the Web. It works as a VRML plug-in for popular Internet browsers such as Internet Explorer, Netscape Navigator, Mozilla, Mozilla Firefox, Opera, and Google Chrome.

Cortona3D Viewer 6.0 Beta homepage -


Download Cortona3D Viewer 6.0 Beta -


Cortona3D Viewer v. 6.0 Beta: What’s new

Unicode support

Cortona3D Viewer 6.0 provides full support for UTF-8 in VRML.

Localization of the user interface

Now the menus of Cortona3D Viewer can be easily translated into other languages by licensed users.

Latest Web browsers support

Cortona3D Viewer now supports Mozilla Firefox v. 3.0 and Google Chrome.

Phong lighting support

The support for Phong lighting model is provided for graphical cards supporting the shader model v. 3.0 and higher. Limited support for the shader model v. 2.x is also provided.

Improved performance: new DirectX renderer

- Support for real-time anti-aliasing (multisampling).
- Support idle-time anti-aliasing by means of Direct3D.
- Support for composite textures.
- Improved processing of textures and 3D primitives.

Improved installation procedure

The use of Microsoft Installer (MSI) allows for easier installation of Cortona3D Viewer within an enterprise and as a part of third party applications.

New VRML extensions

- The Transform2DEx node allows for positioning layers on the screen and specifying their size in pixels.
- The CompositeTexture3D and CompositeTexture2D nodes allow for adding composite textures to the 3D scene.
- The GradientBackground node allows for creating horizontal or vertical gradient background that is static relatively to the camera movements.

Changes in VRML Automation interface

- Pick method has been changed:
Layers without background: areas with no geometry are considered transparent for the picker.
One-sided surfaces: invisible side is ignored by picker.
Double-sided surfaces: the normal calculation is based on a visible side of the surface.
- New method of geometry bounding box calculation:
§ Now the bounding box can be calculated in global coordinates.


The FreeWRL team have put FreeWRL 1.21.2 on-line, with source, debian (.deb) and Apple OSX dmg downloads.

http://freewrl.sourceforge.net

Summary of changes:
- Verified MIME types for OSX and Linux plugins.

- Classic VRML/X3D parser:
- fixed memory error when IS fields were large.
- dramatic speed improvement in PROTO expansions; visible when large protos are
instantiated.

- XML parser:
- speed increase in parsing attribute values (one test shows 100x speed increase)
- PROTO expansion and Script invocation being reworked - may still have parse errors.
(in progress)

- Source Code:
- OpenGL Shaders code should compile on OpenGL 1.5 and above now (was 2.0 and above)
- CFuncs/sounds.h - include unistd.h on Linux machines.

- Misc rendering changes:

- Javascript, direct writing to scenegraph, boolean values were not correctly translated from
javascript to freewrl internal values.

- FaceSets with Color node, not taking material properties correctly (especially transparency)

- FaceSets, with RGB Color node, keep track of associated material transparency, and work through
color node changes.

- removal of temporary files - code has been reworked, as some temporary files (specific:
files retrieved by wget or curl) were not removed.

- initial work on CubeMapTextures.

- GeoPositionInterpolator - output value not translated to local spatial units. (fixed)

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