
| Key: |
VWR-2527
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| Type: |
Sub-task
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| Status: |
Open
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| Priority: |
Normal
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| Assignee: |
Unassigned
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| Reporter: |
Miller Rust
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| Votes: |
44
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| Watchers: |
3
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If you were logged in you would be able to see more operations.
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File Attachments:
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None
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Image Attachments:
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Environment:
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Windows XP Pro SP2, 1 GB DDR1 RAM, 3.39 GHz P4 with GeForce 6800 GS 256 MB Video, ECS ELITEGROUP P4M800PRO-M Ver. 2.0 Micro ATX Motherboard
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Issue Links:
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Relates
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This issue Relates to:
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VWR-858 Sculpted Prims: Ability to import 3DM files
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VWR-1387 Sculpted Prims: Ability to import .JT files
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VWR-1111 Scuplted Prims: Ability to Import .3DS Files
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VWR-1110
Scuplted Prims: Ability to Import .OBJ Files
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This issue is related to by:
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VWR-858 Sculpted Prims: Ability to import 3DM files
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VWR-1387 Sculpted Prims: Ability to import .JT files
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VWR-1111 Scuplted Prims: Ability to Import .3DS Files
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VWR-1110
Scuplted Prims: Ability to Import .OBJ Files
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MISC-830 Asset Exchange: COLLAborative Design Activity (COLLADA)
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SVC-2634 Import & Export...Interoperability of 3d Models...for non-technical discussion
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Request for the ability to import AutoCAD DXF file format to sculpted prims/sculpties.
See also:
Wikipedia "AutoCAD DXF" Entry:
http://en.wikipedia.org/wiki/AutoCAD_DXF
Minimum Requirements for Creating a DXF File of a 3D Model:
http://www.martinreddy.net/gfx/3d/DXF.info
Drawing Interchange and File Formats Release 10 Specification:
http://www.martinreddy.net/gfx/3d/DXF10.spec
Drawing Interchange and File Formats Release 12 Specification:
http://www.martinreddy.net/gfx/3d/DXF12.spec
Maya and blender are able to create mesh files for Second Life because they happen to have plug-ins written for them that allow you to use a very small subset of the tools in those programs to carefully craft something that can be converted to a sculpt map.
Unfortunately, most DXF files wont have these inherent constraints, so for DXF mesh files to work in SL as sculpt maps we could have it so the DXF file could be previewed before it's actually uploaded and the user could have several options for constraining the mesh in different ways so it can be converted to a sculpt map properly and imported/uploaded.
The choices of constraints (there could be a few, or quite a lot) could be each based on a different approach to solving the problem, based on differing mathematical and geometric principles and different computer science theoretical techniques. The user could see a preview of the effect of each possible choice, and rotate it, and decide what technique is best for which DXF mesh file.
While this could prove challenging, I ask those programmers who crave tackling problems and dealing with complex issues to have a go at resolving this one, because it will help bridge a gap between the artistic computer mesh modeling of the recent past, and the fast 3D gaming applications of today.
I added an image displaying an example of normal mapping, compared to a raw mesh. The question is, what techniques can be used to make this sort of conversion?
Of interesting note: A person, who shall remain nameless, said this about this subject when contacted about it:
"No way... and give up my advantage? I do perfect sculpts already... No need to make it easier for my competitors I only supported the importing of .OBJ files before I broke the problem of sculpting. Sculpties, as they are now, demand much knowledge. Importing is easy... if it's possible, then the market will explode. Sculpting as it is now... is next to impossible for most people... but not to me."
This is similar to what a LSL programmer told me recently: he preferred that combat systems on second life remain unrealistic, awkward, and broken, because he makes lots of money off of creating HUD-based weapons systems that are used to "instantly kill" other avatars and use various complex hacker-like tricks for SL "combat".
The point is, the harder it is for creative people on SL to achieve things without too much trouble (a situation that would benefit everyone) the more it encourages elitism and market-monopoly by a small number of people. Now, if we think the so-called "free market "is meant to only benefit a few people, I guess this is fine. But if we believe it exists to benefit everyone, then we better start correcting this situation now..
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Description
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Request for the ability to import AutoCAD DXF file format to sculpted prims/sculpties.
See also:
Wikipedia "AutoCAD DXF" Entry:
http://en.wikipedia.org/wiki/AutoCAD_DXF
Minimum Requirements for Creating a DXF File of a 3D Model:
http://www.martinreddy.net/gfx/3d/DXF.info
Drawing Interchange and File Formats Release 10 Specification:
http://www.martinreddy.net/gfx/3d/DXF10.spec
Drawing Interchange and File Formats Release 12 Specification:
http://www.martinreddy.net/gfx/3d/DXF12.spec
Maya and blender are able to create mesh files for Second Life because they happen to have plug-ins written for them that allow you to use a very small subset of the tools in those programs to carefully craft something that can be converted to a sculpt map.
Unfortunately, most DXF files wont have these inherent constraints, so for DXF mesh files to work in SL as sculpt maps we could have it so the DXF file could be previewed before it's actually uploaded and the user could have several options for constraining the mesh in different ways so it can be converted to a sculpt map properly and imported/uploaded.
The choices of constraints (there could be a few, or quite a lot) could be each based on a different approach to solving the problem, based on differing mathematical and geometric principles and different computer science theoretical techniques. The user could see a preview of the effect of each possible choice, and rotate it, and decide what technique is best for which DXF mesh file.
While this could prove challenging, I ask those programmers who crave tackling problems and dealing with complex issues to have a go at resolving this one, because it will help bridge a gap between the artistic computer mesh modeling of the recent past, and the fast 3D gaming applications of today.
I added an image displaying an example of normal mapping, compared to a raw mesh. The question is, what techniques can be used to make this sort of conversion?
Of interesting note: A person, who shall remain nameless, said this about this subject when contacted about it:
"No way... and give up my advantage? I do perfect sculpts already... No need to make it easier for my competitors  I only supported the importing of .OBJ files before I broke the problem of sculpting. Sculpties, as they are now, demand much knowledge. Importing is easy... if it's possible, then the market will explode. Sculpting as it is now... is next to impossible for most people... but not to me."
This is similar to what a LSL programmer told me recently: he preferred that combat systems on second life remain unrealistic, awkward, and broken, because he makes lots of money off of creating HUD-based weapons systems that are used to "instantly kill" other avatars and use various complex hacker-like tricks for SL "combat".
The point is, the harder it is for creative people on SL to achieve things without too much trouble (a situation that would benefit everyone) the more it encourages elitism and market-monopoly by a small number of people. Now, if we think the so-called "free market "is meant to only benefit a few people, I guess this is fine. But if we believe it exists to benefit everyone, then we better start correcting this situation now.. |
Show » |
made changes - 19/Sep/07 02:01 PM
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Link
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This issue Relates to VWR-858
[ VWR-858
]
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made changes - 19/Sep/07 02:01 PM
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Link
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This issue Relates to VWR-1110
[ VWR-1110
]
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made changes - 19/Sep/07 02:01 PM
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Link
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This issue Relates to VWR-1111
[ VWR-1111
]
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made changes - 19/Sep/07 02:01 PM
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Link
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This issue Relates to VWR-1387
[ VWR-1387
]
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made changes - 19/Sep/07 02:06 PM
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Link
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This issue is duplicated by VWR-858
[ VWR-858
]
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made changes - 19/Sep/07 02:08 PM
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Link
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This issue is related to by VWR-858
[ VWR-858
]
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made changes - 19/Sep/07 02:14 PM
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Link
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This issue is duplicated by VWR-1110
[ VWR-1110
]
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made changes - 19/Sep/07 02:16 PM
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Link
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This issue is related to by VWR-1110
[ VWR-1110
]
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made changes - 19/Sep/07 02:18 PM
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Link
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This issue is related to by VWR-1111
[ VWR-1111
]
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made changes - 19/Sep/07 02:19 PM
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Link
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This issue is related to by VWR-1387
[ VWR-1387
]
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made changes - 19/Sep/07 02:33 PM
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Summary
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Sculpted Prims: Ability to import .DXF files
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Sculpted Prims: Ability to Import .DXF Files
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made changes - 24/Sep/07 11:03 PM
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Link
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This issue is duplicated by VWR-858
[ VWR-858
]
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made changes - 24/Sep/07 11:03 PM
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Link
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This issue is duplicated by VWR-1110
[ VWR-1110
]
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made changes - 25/Sep/07 02:21 PM
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Description
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Request for the ability to import AutoCAD DXF file format to sculpted prims/sculpties.
See also:
Wikipedia "AutoCAD DXF" Entry:
http://en.wikipedia.org/wiki/AutoCAD_DXF
Minimum Requirements for Creating a DXF File of a 3D Model:
http://www.martinreddy.net/gfx/3d/DXF.info
Drawing Interchange and File Formats Release 10 Specification:
http://www.martinreddy.net/gfx/3d/DXF10.spec
Drawing Interchange and File Formats Release 12 Specification:
http://www.martinreddy.net/gfx/3d/DXF12.spec
Maya and blender are able to create mesh files for Second Life because they happen to have plug-ins written for them that allow you to use a very small subset of the tools in those programs to carefully craft something that can be converted to a sculpt map. But most DXF files wont have these inherent constraints, so for DXF mesh files to work in SL as sculpt maps we could have it so the DXF file could be previewed before it's actually uploaded and the user could have several options for constraining the mesh in different ways so it can be converted to a sculpt map properly and imported/uploaded.
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Request for the ability to import AutoCAD DXF file format to sculpted prims/sculpties.
See also:
Wikipedia "AutoCAD DXF" Entry:
http://en.wikipedia.org/wiki/AutoCAD_DXF
Minimum Requirements for Creating a DXF File of a 3D Model:
http://www.martinreddy.net/gfx/3d/DXF.info
Drawing Interchange and File Formats Release 10 Specification:
http://www.martinreddy.net/gfx/3d/DXF10.spec
Drawing Interchange and File Formats Release 12 Specification:
http://www.martinreddy.net/gfx/3d/DXF12.spec
Maya and blender are able to create mesh files for Second Life because they happen to have plug-ins written for them that allow you to use a very small subset of the tools in those programs to carefully craft something that can be converted to a sculpt map.
Unfortunately, most DXF files wont have these inherent constraints, so for DXF mesh files to work in SL as sculpt maps we could have it so the DXF file could be previewed before it's actually uploaded and the user could have several options for constraining the mesh in different ways so it can be converted to a sculpt map properly and imported/uploaded.
The choices of constraints (there could be a few, or quite a lot) could be each based on a different approach to solving the problem, based on differing mathematical and geometric principles and different computer science theoretical techniques. The user could see a preview of the effect of each possible choice, and rotate it, and decide what technique is best for which DXF mesh file.
While this could prove challenging, I ask those programmers who crave tackling problems and dealing with complex issues to have a go at resolving this one, because it will help bridge a gap between the artistic computer mesh modeling of the recent past, and the fast 3D gaming applications of today.
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made changes - 25/Sep/07 05:28 PM
made changes - 25/Sep/07 05:31 PM
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Description
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Request for the ability to import AutoCAD DXF file format to sculpted prims/sculpties.
See also:
Wikipedia "AutoCAD DXF" Entry:
http://en.wikipedia.org/wiki/AutoCAD_DXF
Minimum Requirements for Creating a DXF File of a 3D Model:
http://www.martinreddy.net/gfx/3d/DXF.info
Drawing Interchange and File Formats Release 10 Specification:
http://www.martinreddy.net/gfx/3d/DXF10.spec
Drawing Interchange and File Formats Release 12 Specification:
http://www.martinreddy.net/gfx/3d/DXF12.spec
Maya and blender are able to create mesh files for Second Life because they happen to have plug-ins written for them that allow you to use a very small subset of the tools in those programs to carefully craft something that can be converted to a sculpt map.
Unfortunately, most DXF files wont have these inherent constraints, so for DXF mesh files to work in SL as sculpt maps we could have it so the DXF file could be previewed before it's actually uploaded and the user could have several options for constraining the mesh in different ways so it can be converted to a sculpt map properly and imported/uploaded.
The choices of constraints (there could be a few, or quite a lot) could be each based on a different approach to solving the problem, based on differing mathematical and geometric principles and different computer science theoretical techniques. The user could see a preview of the effect of each possible choice, and rotate it, and decide what technique is best for which DXF mesh file.
While this could prove challenging, I ask those programmers who crave tackling problems and dealing with complex issues to have a go at resolving this one, because it will help bridge a gap between the artistic computer mesh modeling of the recent past, and the fast 3D gaming applications of today.
|
Request for the ability to import AutoCAD DXF file format to sculpted prims/sculpties.
See also:
Wikipedia "AutoCAD DXF" Entry:
http://en.wikipedia.org/wiki/AutoCAD_DXF
Minimum Requirements for Creating a DXF File of a 3D Model:
http://www.martinreddy.net/gfx/3d/DXF.info
Drawing Interchange and File Formats Release 10 Specification:
http://www.martinreddy.net/gfx/3d/DXF10.spec
Drawing Interchange and File Formats Release 12 Specification:
http://www.martinreddy.net/gfx/3d/DXF12.spec
Maya and blender are able to create mesh files for Second Life because they happen to have plug-ins written for them that allow you to use a very small subset of the tools in those programs to carefully craft something that can be converted to a sculpt map.
Unfortunately, most DXF files wont have these inherent constraints, so for DXF mesh files to work in SL as sculpt maps we could have it so the DXF file could be previewed before it's actually uploaded and the user could have several options for constraining the mesh in different ways so it can be converted to a sculpt map properly and imported/uploaded.
The choices of constraints (there could be a few, or quite a lot) could be each based on a different approach to solving the problem, based on differing mathematical and geometric principles and different computer science theoretical techniques. The user could see a preview of the effect of each possible choice, and rotate it, and decide what technique is best for which DXF mesh file.
While this could prove challenging, I ask those programmers who crave tackling problems and dealing with complex issues to have a go at resolving this one, because it will help bridge a gap between the artistic computer mesh modeling of the recent past, and the fast 3D gaming applications of today.
I added an image displaying an example of normal mapping, compared to a raw mesh mapping. The question is, what techniques can be used to make this sort of conversion?
|
made changes - 25/Sep/07 05:33 PM
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Description
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Request for the ability to import AutoCAD DXF file format to sculpted prims/sculpties.
See also:
Wikipedia "AutoCAD DXF" Entry:
http://en.wikipedia.org/wiki/AutoCAD_DXF
Minimum Requirements for Creating a DXF File of a 3D Model:
http://www.martinreddy.net/gfx/3d/DXF.info
Drawing Interchange and File Formats Release 10 Specification:
http://www.martinreddy.net/gfx/3d/DXF10.spec
Drawing Interchange and File Formats Release 12 Specification:
http://www.martinreddy.net/gfx/3d/DXF12.spec
Maya and blender are able to create mesh files for Second Life because they happen to have plug-ins written for them that allow you to use a very small subset of the tools in those programs to carefully craft something that can be converted to a sculpt map.
Unfortunately, most DXF files wont have these inherent constraints, so for DXF mesh files to work in SL as sculpt maps we could have it so the DXF file could be previewed before it's actually uploaded and the user could have several options for constraining the mesh in different ways so it can be converted to a sculpt map properly and imported/uploaded.
The choices of constraints (there could be a few, or quite a lot) could be each based on a different approach to solving the problem, based on differing mathematical and geometric principles and different computer science theoretical techniques. The user could see a preview of the effect of each possible choice, and rotate it, and decide what technique is best for which DXF mesh file.
While this could prove challenging, I ask those programmers who crave tackling problems and dealing with complex issues to have a go at resolving this one, because it will help bridge a gap between the artistic computer mesh modeling of the recent past, and the fast 3D gaming applications of today.
I added an image displaying an example of normal mapping, compared to a raw mesh mapping. The question is, what techniques can be used to make this sort of conversion?
|
Request for the ability to import AutoCAD DXF file format to sculpted prims/sculpties.
See also:
Wikipedia "AutoCAD DXF" Entry:
http://en.wikipedia.org/wiki/AutoCAD_DXF
Minimum Requirements for Creating a DXF File of a 3D Model:
http://www.martinreddy.net/gfx/3d/DXF.info
Drawing Interchange and File Formats Release 10 Specification:
http://www.martinreddy.net/gfx/3d/DXF10.spec
Drawing Interchange and File Formats Release 12 Specification:
http://www.martinreddy.net/gfx/3d/DXF12.spec
Maya and blender are able to create mesh files for Second Life because they happen to have plug-ins written for them that allow you to use a very small subset of the tools in those programs to carefully craft something that can be converted to a sculpt map.
Unfortunately, most DXF files wont have these inherent constraints, so for DXF mesh files to work in SL as sculpt maps we could have it so the DXF file could be previewed before it's actually uploaded and the user could have several options for constraining the mesh in different ways so it can be converted to a sculpt map properly and imported/uploaded.
The choices of constraints (there could be a few, or quite a lot) could be each based on a different approach to solving the problem, based on differing mathematical and geometric principles and different computer science theoretical techniques. The user could see a preview of the effect of each possible choice, and rotate it, and decide what technique is best for which DXF mesh file.
While this could prove challenging, I ask those programmers who crave tackling problems and dealing with complex issues to have a go at resolving this one, because it will help bridge a gap between the artistic computer mesh modeling of the recent past, and the fast 3D gaming applications of today.
I added an image displaying an example of normal mapping, compared to a raw mesh. The question is, what techniques can be used to make this sort of conversion?
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made changes - 26/Sep/07 03:32 AM
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Description
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Request for the ability to import AutoCAD DXF file format to sculpted prims/sculpties.
See also:
Wikipedia "AutoCAD DXF" Entry:
http://en.wikipedia.org/wiki/AutoCAD_DXF
Minimum Requirements for Creating a DXF File of a 3D Model:
http://www.martinreddy.net/gfx/3d/DXF.info
Drawing Interchange and File Formats Release 10 Specification:
http://www.martinreddy.net/gfx/3d/DXF10.spec
Drawing Interchange and File Formats Release 12 Specification:
http://www.martinreddy.net/gfx/3d/DXF12.spec
Maya and blender are able to create mesh files for Second Life because they happen to have plug-ins written for them that allow you to use a very small subset of the tools in those programs to carefully craft something that can be converted to a sculpt map.
Unfortunately, most DXF files wont have these inherent constraints, so for DXF mesh files to work in SL as sculpt maps we could have it so the DXF file could be previewed before it's actually uploaded and the user could have several options for constraining the mesh in different ways so it can be converted to a sculpt map properly and imported/uploaded.
The choices of constraints (there could be a few, or quite a lot) could be each based on a different approach to solving the problem, based on differing mathematical and geometric principles and different computer science theoretical techniques. The user could see a preview of the effect of each possible choice, and rotate it, and decide what technique is best for which DXF mesh file.
While this could prove challenging, I ask those programmers who crave tackling problems and dealing with complex issues to have a go at resolving this one, because it will help bridge a gap between the artistic computer mesh modeling of the recent past, and the fast 3D gaming applications of today.
I added an image displaying an example of normal mapping, compared to a raw mesh. The question is, what techniques can be used to make this sort of conversion?
|
Request for the ability to import AutoCAD DXF file format to sculpted prims/sculpties.
See also:
Wikipedia "AutoCAD DXF" Entry:
http://en.wikipedia.org/wiki/AutoCAD_DXF
Minimum Requirements for Creating a DXF File of a 3D Model:
http://www.martinreddy.net/gfx/3d/DXF.info
Drawing Interchange and File Formats Release 10 Specification: http://www.martinreddy.net/gfx/3d/DXF10.spec
Drawing Interchange and File Formats Release 12 Specification: http://www.martinreddy.net/gfx/3d/DXF12.spec
Maya and blender are able to create mesh files for Second Life because they happen to have plug-ins written for them that allow you to use a very small subset of the tools in those programs to carefully craft something that can be converted to a sculpt map.
Unfortunately, most DXF files wont have these inherent constraints, so for DXF mesh files to work in SL as sculpt maps we could have it so the DXF file could be previewed before it's actually uploaded and the user could have several options for constraining the mesh in different ways so it can be converted to a sculpt map properly and imported/uploaded.
The choices of constraints (there could be a few, or quite a lot) could be each based on a different approach to solving the problem, based on differing mathematical and geometric principles and different computer science theoretical techniques. The user could see a preview of the effect of each possible choice, and rotate it, and decide what technique is best for which DXF mesh file.
While this could prove challenging, I ask those programmers who crave tackling problems and dealing with complex issues to have a go at resolving this one, because it will help bridge a gap between the artistic computer mesh modeling of the recent past, and the fast 3D gaming applications of today.
I added an image displaying an example of normal mapping, compared to a raw mesh. The question is, what techniques can be used to make this sort of conversion?
Of interesting note: A person, who shall remain nameless, said this about this subject when contacted about it:
"No way... and give up my advantage? I do perfect sculpts already... No need to make it easier for my competitors :) I only supported the importing of .OBJ files before I broke the problem of sculpting. Sculpties, as they are now, demand much knowledge. Importing is easy... if it's possible, then the market will explode. Sculpting as it is now... is next to impossible for most people... but not to me."
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made changes - 26/Sep/07 12:17 PM
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Description
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Request for the ability to import AutoCAD DXF file format to sculpted prims/sculpties.
See also:
Wikipedia "AutoCAD DXF" Entry:
http://en.wikipedia.org/wiki/AutoCAD_DXF
Minimum Requirements for Creating a DXF File of a 3D Model:
http://www.martinreddy.net/gfx/3d/DXF.info
Drawing Interchange and File Formats Release 10 Specification: http://www.martinreddy.net/gfx/3d/DXF10.spec
Drawing Interchange and File Formats Release 12 Specification: http://www.martinreddy.net/gfx/3d/DXF12.spec
Maya and blender are able to create mesh files for Second Life because they happen to have plug-ins written for them that allow you to use a very small subset of the tools in those programs to carefully craft something that can be converted to a sculpt map.
Unfortunately, most DXF files wont have these inherent constraints, so for DXF mesh files to work in SL as sculpt maps we could have it so the DXF file could be previewed before it's actually uploaded and the user could have several options for constraining the mesh in different ways so it can be converted to a sculpt map properly and imported/uploaded.
The choices of constraints (there could be a few, or quite a lot) could be each based on a different approach to solving the problem, based on differing mathematical and geometric principles and different computer science theoretical techniques. The user could see a preview of the effect of each possible choice, and rotate it, and decide what technique is best for which DXF mesh file.
While this could prove challenging, I ask those programmers who crave tackling problems and dealing with complex issues to have a go at resolving this one, because it will help bridge a gap between the artistic computer mesh modeling of the recent past, and the fast 3D gaming applications of today.
I added an image displaying an example of normal mapping, compared to a raw mesh. The question is, what techniques can be used to make this sort of conversion?
Of interesting note: A person, who shall remain nameless, said this about this subject when contacted about it:
"No way... and give up my advantage? I do perfect sculpts already... No need to make it easier for my competitors :) I only supported the importing of .OBJ files before I broke the problem of sculpting. Sculpties, as they are now, demand much knowledge. Importing is easy... if it's possible, then the market will explode. Sculpting as it is now... is next to impossible for most people... but not to me."
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Request for the ability to import AutoCAD DXF file format to sculpted prims/sculpties.
See also:
Wikipedia "AutoCAD DXF" Entry:
http://en.wikipedia.org/wiki/AutoCAD_DXF
Minimum Requirements for Creating a DXF File of a 3D Model:
http://www.martinreddy.net/gfx/3d/DXF.info
Drawing Interchange and File Formats Release 10 Specification:
http://www.martinreddy.net/gfx/3d/DXF10.spec
Drawing Interchange and File Formats Release 12 Specification:
http://www.martinreddy.net/gfx/3d/DXF12.spec
Maya and blender are able to create mesh files for Second Life because they happen to have plug-ins written for them that allow you to use a very small subset of the tools in those programs to carefully craft something that can be converted to a sculpt map.
Unfortunately, most DXF files wont have these inherent constraints, so for DXF mesh files to work in SL as sculpt maps we could have it so the DXF file could be previewed before it's actually uploaded and the user could have several options for constraining the mesh in different ways so it can be converted to a sculpt map properly and imported/uploaded.
The choices of constraints (there could be a few, or quite a lot) could be each based on a different approach to solving the problem, based on differing mathematical and geometric principles and different computer science theoretical techniques. The user could see a preview of the effect of each possible choice, and rotate it, and decide what technique is best for which DXF mesh file.
While this could prove challenging, I ask those programmers who crave tackling problems and dealing with complex issues to have a go at resolving this one, because it will help bridge a gap between the artistic computer mesh modeling of the recent past, and the fast 3D gaming applications of today.
I added an image displaying an example of normal mapping, compared to a raw mesh. The question is, what techniques can be used to make this sort of conversion?
Of interesting note: A person, who shall remain nameless, said this about this subject when contacted about it:
"No way... and give up my advantage? I do perfect sculpts already... No need to make it easier for my competitors :) I only supported the importing of .OBJ files before I broke the problem of sculpting. Sculpties, as they are now, demand much knowledge. Importing is easy... if it's possible, then the market will explode. Sculpting as it is now... is next to impossible for most people... but not to me."
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made changes - 26/Sep/07 01:14 PM
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Description
|
Request for the ability to import AutoCAD DXF file format to sculpted prims/sculpties.
See also:
Wikipedia "AutoCAD DXF" Entry:
http://en.wikipedia.org/wiki/AutoCAD_DXF
Minimum Requirements for Creating a DXF File of a 3D Model:
http://www.martinreddy.net/gfx/3d/DXF.info
Drawing Interchange and File Formats Release 10 Specification:
http://www.martinreddy.net/gfx/3d/DXF10.spec
Drawing Interchange and File Formats Release 12 Specification:
http://www.martinreddy.net/gfx/3d/DXF12.spec
Maya and blender are able to create mesh files for Second Life because they happen to have plug-ins written for them that allow you to use a very small subset of the tools in those programs to carefully craft something that can be converted to a sculpt map.
Unfortunately, most DXF files wont have these inherent constraints, so for DXF mesh files to work in SL as sculpt maps we could have it so the DXF file could be previewed before it's actually uploaded and the user could have several options for constraining the mesh in different ways so it can be converted to a sculpt map properly and imported/uploaded.
The choices of constraints (there could be a few, or quite a lot) could be each based on a different approach to solving the problem, based on differing mathematical and geometric principles and different computer science theoretical techniques. The user could see a preview of the effect of each possible choice, and rotate it, and decide what technique is best for which DXF mesh file.
While this could prove challenging, I ask those programmers who crave tackling problems and dealing with complex issues to have a go at resolving this one, because it will help bridge a gap between the artistic computer mesh modeling of the recent past, and the fast 3D gaming applications of today.
I added an image displaying an example of normal mapping, compared to a raw mesh. The question is, what techniques can be used to make this sort of conversion?
Of interesting note: A person, who shall remain nameless, said this about this subject when contacted about it:
"No way... and give up my advantage? I do perfect sculpts already... No need to make it easier for my competitors :) I only supported the importing of .OBJ files before I broke the problem of sculpting. Sculpties, as they are now, demand much knowledge. Importing is easy... if it's possible, then the market will explode. Sculpting as it is now... is next to impossible for most people... but not to me."
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Request for the ability to import AutoCAD DXF file format to sculpted prims/sculpties.
See also:
Wikipedia "AutoCAD DXF" Entry:
http://en.wikipedia.org/wiki/AutoCAD_DXF
Minimum Requirements for Creating a DXF File of a 3D Model:
http://www.martinreddy.net/gfx/3d/DXF.info
Drawing Interchange and File Formats Release 10 Specification:
http://www.martinreddy.net/gfx/3d/DXF10.spec
Drawing Interchange and File Formats Release 12 Specification:
http://www.martinreddy.net/gfx/3d/DXF12.spec
Maya and blender are able to create mesh files for Second Life because they happen to have plug-ins written for them that allow you to use a very small subset of the tools in those programs to carefully craft something that can be converted to a sculpt map.
Unfortunately, most DXF files wont have these inherent constraints, so for DXF mesh files to work in SL as sculpt maps we could have it so the DXF file could be previewed before it's actually uploaded and the user could have several options for constraining the mesh in different ways so it can be converted to a sculpt map properly and imported/uploaded.
The choices of constraints (there could be a few, or quite a lot) could be each based on a different approach to solving the problem, based on differing mathematical and geometric principles and different computer science theoretical techniques. The user could see a preview of the effect of each possible choice, and rotate it, and decide what technique is best for which DXF mesh file.
While this could prove challenging, I ask those programmers who crave tackling problems and dealing with complex issues to have a go at resolving this one, because it will help bridge a gap between the artistic computer mesh modeling of the recent past, and the fast 3D gaming applications of today.
I added an image displaying an example of normal mapping, compared to a raw mesh. The question is, what techniques can be used to make this sort of conversion?
Of interesting note: A person, who shall remain nameless, said this about this subject when contacted about it:
"No way... and give up my advantage? I do perfect sculpts already... No need to make it easier for my competitors :) I only supported the importing of .OBJ files before I broke the problem of sculpting. Sculpties, as they are now, demand much knowledge. Importing is easy... if it's possible, then the market will explode. Sculpting as it is now... is next to impossible for most people... but not to me."
This is similar to what a LSL programmer told me recently: he preferred that combat systems on second life remain unrealistic, awkward, and broken, because he makes lots of money off of creating HUD-based weapons systems that are used to "instantly kill" other avatars and use various complex hacker-like tricks for SL "combat".
The point is, the harder it is for creative people on SL to achieve things that benefit everyone, the more it encourages elitism and market-monopoly of a number group of people. Now, if we think the so-called "free market "is meant to only benefit a few people, I guess this is fine. But if we believe it exists to benefit everyone, then we better start correcting this situation now..
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made changes - 26/Sep/07 01:16 PM
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Description
|
Request for the ability to import AutoCAD DXF file format to sculpted prims/sculpties.
See also:
Wikipedia "AutoCAD DXF" Entry:
http://en.wikipedia.org/wiki/AutoCAD_DXF
Minimum Requirements for Creating a DXF File of a 3D Model:
http://www.martinreddy.net/gfx/3d/DXF.info
Drawing Interchange and File Formats Release 10 Specification:
http://www.martinreddy.net/gfx/3d/DXF10.spec
Drawing Interchange and File Formats Release 12 Specification:
http://www.martinreddy.net/gfx/3d/DXF12.spec
Maya and blender are able to create mesh files for Second Life because they happen to have plug-ins written for them that allow you to use a very small subset of the tools in those programs to carefully craft something that can be converted to a sculpt map.
Unfortunately, most DXF files wont have these inherent constraints, so for DXF mesh files to work in SL as sculpt maps we could have it so the DXF file could be previewed before it's actually uploaded and the user could have several options for constraining the mesh in different ways so it can be converted to a sculpt map properly and imported/uploaded.
The choices of constraints (there could be a few, or quite a lot) could be each based on a different approach to solving the problem, based on differing mathematical and geometric principles and different computer science theoretical techniques. The user could see a preview of the effect of each possible choice, and rotate it, and decide what technique is best for which DXF mesh file.
While this could prove challenging, I ask those programmers who crave tackling problems and dealing with complex issues to have a go at resolving this one, because it will help bridge a gap between the artistic computer mesh modeling of the recent past, and the fast 3D gaming applications of today.
I added an image displaying an example of normal mapping, compared to a raw mesh. The question is, what techniques can be used to make this sort of conversion?
Of interesting note: A person, who shall remain nameless, said this about this subject when contacted about it:
"No way... and give up my advantage? I do perfect sculpts already... No need to make it easier for my competitors :) I only supported the importing of .OBJ files before I broke the problem of sculpting. Sculpties, as they are now, demand much knowledge. Importing is easy... if it's possible, then the market will explode. Sculpting as it is now... is next to impossible for most people... but not to me."
This is similar to what a LSL programmer told me recently: he preferred that combat systems on second life remain unrealistic, awkward, and broken, because he makes lots of money off of creating HUD-based weapons systems that are used to "instantly kill" other avatars and use various complex hacker-like tricks for SL "combat".
The point is, the harder it is for creative people on SL to achieve things that benefit everyone, the more it encourages elitism and market-monopoly of a number group of people. Now, if we think the so-called "free market "is meant to only benefit a few people, I guess this is fine. But if we believe it exists to benefit everyone, then we better start correcting this situation now..
|
Request for the ability to import AutoCAD DXF file format to sculpted prims/sculpties.
See also:
Wikipedia "AutoCAD DXF" Entry:
http://en.wikipedia.org/wiki/AutoCAD_DXF
Minimum Requirements for Creating a DXF File of a 3D Model:
http://www.martinreddy.net/gfx/3d/DXF.info
Drawing Interchange and File Formats Release 10 Specification:
http://www.martinreddy.net/gfx/3d/DXF10.spec
Drawing Interchange and File Formats Release 12 Specification:
http://www.martinreddy.net/gfx/3d/DXF12.spec
Maya and blender are able to create mesh files for Second Life because they happen to have plug-ins written for them that allow you to use a very small subset of the tools in those programs to carefully craft something that can be converted to a sculpt map.
Unfortunately, most DXF files wont have these inherent constraints, so for DXF mesh files to work in SL as sculpt maps we could have it so the DXF file could be previewed before it's actually uploaded and the user could have several options for constraining the mesh in different ways so it can be converted to a sculpt map properly and imported/uploaded.
The choices of constraints (there could be a few, or quite a lot) could be each based on a different approach to solving the problem, based on differing mathematical and geometric principles and different computer science theoretical techniques. The user could see a preview of the effect of each possible choice, and rotate it, and decide what technique is best for which DXF mesh file.
While this could prove challenging, I ask those programmers who crave tackling problems and dealing with complex issues to have a go at resolving this one, because it will help bridge a gap between the artistic computer mesh modeling of the recent past, and the fast 3D gaming applications of today.
I added an image displaying an example of normal mapping, compared to a raw mesh. The question is, what techniques can be used to make this sort of conversion?
Of interesting note: A person, who shall remain nameless, said this about this subject when contacted about it:
"No way... and give up my advantage? I do perfect sculpts already... No need to make it easier for my competitors :) I only supported the importing of .OBJ files before I broke the problem of sculpting. Sculpties, as they are now, demand much knowledge. Importing is easy... if it's possible, then the market will explode. Sculpting as it is now... is next to impossible for most people... but not to me."
This is similar to what a LSL programmer told me recently: he preferred that combat systems on second life remain unrealistic, awkward, and broken, because he makes lots of money off of creating HUD-based weapons systems that are used to "instantly kill" other avatars and use various complex hacker-like tricks for SL "combat".
The point is, the harder it is for creative people on SL to achieve things without too much trouble (a situation that would benefit everyone), the more it encourages elitism and market-monopoly of a number group of people. Now, if we think the so-called "free market "is meant to only benefit a few people, I guess this is fine. But if we believe it exists to benefit everyone, then we better start correcting this situation now..
|
made changes - 26/Sep/07 01:18 PM
|
Description
|
Request for the ability to import AutoCAD DXF file format to sculpted prims/sculpties.
See also:
Wikipedia "AutoCAD DXF" Entry:
http://en.wikipedia.org/wiki/AutoCAD_DXF
Minimum Requirements for Creating a DXF File of a 3D Model:
http://www.martinreddy.net/gfx/3d/DXF.info
Drawing Interchange and File Formats Release 10 Specification:
http://www.martinreddy.net/gfx/3d/DXF10.spec
Drawing Interchange and File Formats Release 12 Specification:
http://www.martinreddy.net/gfx/3d/DXF12.spec
Maya and blender are able to create mesh files for Second Life because they happen to have plug-ins written for them that allow you to use a very small subset of the tools in those programs to carefully craft something that can be converted to a sculpt map.
Unfortunately, most DXF files wont have these inherent constraints, so for DXF mesh files to work in SL as sculpt maps we could have it so the DXF file could be previewed before it's actually uploaded and the user could have several options for constraining the mesh in different ways so it can be converted to a sculpt map properly and imported/uploaded.
The choices of constraints (there could be a few, or quite a lot) could be each based on a different approach to solving the problem, based on differing mathematical and geometric principles and different computer science theoretical techniques. The user could see a preview of the effect of each possible choice, and rotate it, and decide what technique is best for which DXF mesh file.
While this could prove challenging, I ask those programmers who crave tackling problems and dealing with complex issues to have a go at resolving this one, because it will help bridge a gap between the artistic computer mesh modeling of the recent past, and the fast 3D gaming applications of today.
I added an image displaying an example of normal mapping, compared to a raw mesh. The question is, what techniques can be used to make this sort of conversion?
Of interesting note: A person, who shall remain nameless, said this about this subject when contacted about it:
"No way... and give up my advantage? I do perfect sculpts already... No need to make it easier for my competitors :) I only supported the importing of .OBJ files before I broke the problem of sculpting. Sculpties, as they are now, demand much knowledge. Importing is easy... if it's possible, then the market will explode. Sculpting as it is now... is next to impossible for most people... but not to me."
This is similar to what a LSL programmer told me recently: he preferred that combat systems on second life remain unrealistic, awkward, and broken, because he makes lots of money off of creating HUD-based weapons systems that are used to "instantly kill" other avatars and use various complex hacker-like tricks for SL "combat".
The point is, the harder it is for creative people on SL to achieve things without too much trouble (a situation that would benefit everyone), the more it encourages elitism and market-monopoly of a number group of people. Now, if we think the so-called "free market "is meant to only benefit a few people, I guess this is fine. But if we believe it exists to benefit everyone, then we better start correcting this situation now..
|
Request for the ability to import AutoCAD DXF file format to sculpted prims/sculpties.
See also:
Wikipedia "AutoCAD DXF" Entry:
http://en.wikipedia.org/wiki/AutoCAD_DXF
Minimum Requirements for Creating a DXF File of a 3D Model:
http://www.martinreddy.net/gfx/3d/DXF.info
Drawing Interchange and File Formats Release 10 Specification:
http://www.martinreddy.net/gfx/3d/DXF10.spec
Drawing Interchange and File Formats Release 12 Specification:
http://www.martinreddy.net/gfx/3d/DXF12.spec
Maya and blender are able to create mesh files for Second Life because they happen to have plug-ins written for them that allow you to use a very small subset of the tools in those programs to carefully craft something that can be converted to a sculpt map.
Unfortunately, most DXF files wont have these inherent constraints, so for DXF mesh files to work in SL as sculpt maps we could have it so the DXF file could be previewed before it's actually uploaded and the user could have several options for constraining the mesh in different ways so it can be converted to a sculpt map properly and imported/uploaded.
The choices of constraints (there could be a few, or quite a lot) could be each based on a different approach to solving the problem, based on differing mathematical and geometric principles and different computer science theoretical techniques. The user could see a preview of the effect of each possible choice, and rotate it, and decide what technique is best for which DXF mesh file.
While this could prove challenging, I ask those programmers who crave tackling problems and dealing with complex issues to have a go at resolving this one, because it will help bridge a gap between the artistic computer mesh modeling of the recent past, and the fast 3D gaming applications of today.
I added an image displaying an example of normal mapping, compared to a raw mesh. The question is, what techniques can be used to make this sort of conversion?
Of interesting note: A person, who shall remain nameless, said this about this subject when contacted about it:
"No way... and give up my advantage? I do perfect sculpts already... No need to make it easier for my competitors :) I only supported the importing of .OBJ files before I broke the problem of sculpting. Sculpties, as they are now, demand much knowledge. Importing is easy... if it's possible, then the market will explode. Sculpting as it is now... is next to impossible for most people... but not to me."
This is similar to what a LSL programmer told me recently: he preferred that combat systems on second life remain unrealistic, awkward, and broken, because he makes lots of money off of creating HUD-based weapons systems that are used to "instantly kill" other avatars and use various complex hacker-like tricks for SL "combat".
The point is, the harder it is for creative people on SL to achieve things without too much trouble (a situation that would benefit everyone) the more it encourages elitism and market-monopoly by a small number of people. Now, if we think the so-called "free market "is meant to only benefit a few people, I guess this is fine. But if we believe it exists to benefit everyone, then we better start correcting this situation now..
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made changes - 08/Nov/07 02:52 PM
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Environment
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Windows XP SP2, 1 MB RAM, 3.39 GHz P4 with GeForce 6800 GS 256 MB Video
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Windows XP SP2, 1 GB RAM, 3.39 GHz P4 with Geforce 6800 GS 256 MB Video
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made changes - 08/Nov/07 02:57 PM
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Environment
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Windows XP SP2, 1 GB RAM, 3.39 GHz P4 with Geforce 6800 GS 256 MB Video
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Windows XP Pro SP2, 1 MB DDR1 RAM, 3.39 GHz P4 with GeForce 6800 GS 256 MB Video
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made changes - 08/Nov/07 03:03 PM
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Environment
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Windows XP Pro SP2, 1 MB DDR1 RAM, 3.39 GHz P4 with GeForce 6800 GS 256 MB Video
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Windows XP Pro SP2, 1 GB DDR1 RAM, 3.39 GHz P4 with GeForce 6800 GS 256 MB Video, ECS ELITEGROUP P4M800PRO-M Ver. 2.0 Micro ATX Motherboard
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made changes - 01/Dec/07 10:27 AM
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Link
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This issue is related to by MISC-830
[ MISC-830
]
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made changes - 22/Dec/07 01:58 AM
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Workflow
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jira
[ 15417
]
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jira-2007-12-21
[ 23835
]
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made changes - 22/Dec/07 02:09 AM
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Workflow
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jira
[ 23835
]
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jira-2007-12-21
[ 24494
]
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made changes - 22/Dec/07 03:04 PM
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Workflow
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jira-2007-12-21
[ 24494
]
|
jira-2007-12-22
[ 30878
]
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made changes - 22/Dec/07 03:28 PM
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Workflow
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jira-2007-12-21
[ 30878
]
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jira-2007-12-22
[ 32810
]
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made changes - 22/Dec/07 08:14 PM
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Workflow
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jira-2007-12-22
[ 32810
]
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jira-2007-12-22a
[ 37940
]
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made changes - 22/Dec/07 08:38 PM
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Workflow
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jira-2007-12-22
[ 37940
]
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jira-2007-12-22a
[ 39405
]
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made changes - 22/Dec/07 09:31 PM
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Workflow
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jira-2007-12-22
[ 39405
]
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jira-2007-12-22a
[ 41900
]
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made changes - 22/Dec/07 09:53 PM
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Workflow
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jira-2007-12-22
[ 41900
]
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jira-2007-12-22a
[ 43268
]
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made changes - 11/Jul/08 10:27 AM
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Link
|
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This issue is related to by SVC-2634
[ SVC-2634
]
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made changes - 11/Jul/08 11:58 AM
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Parent
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VWR-8145
[ 23920
]
|
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Issue Type
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New Feature
[ 2
]
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Sub-task
[ 5
]
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made changes - 13/Nov/08 11:01 AM
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Workflow
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jira-2007-12-22a
[ 43268
]
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jira-2008-11-14
[ 62245
]
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made changes - 13/Nov/08 11:17 AM
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Workflow
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jira-2007-12-22a
[ 62245
]
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jira-2008-11-14
[ 67744
]
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made changes - 13/Nov/08 04:32 PM
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Workflow
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jira-2008-11-14
[ 67744
]
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jira-2008-11-14a
[ 87702
]
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made changes - 13/Nov/08 04:45 PM
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Workflow
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jira-2008-11-14
[ 87702
]
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jira-2008-11-14a
[ 91921
]
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made changes - 13/Nov/08 04:58 PM
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Workflow
|
jira-2008-11-14
[ 91921
]
|
jira-2008-11-14a
[ 96337
]
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made changes - 13/Nov/08 05:08 PM
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Workflow
|
jira-2008-11-14
[ 96337
]
|
jira-2008-11-14a
[ 100102
]
|
made changes - 13/Nov/08 05:26 PM
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Workflow
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jira-2008-11-14
[ 100102
]
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jira-2008-11-14a
[ 106969
]
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made changes - 13/Nov/08 05:45 PM
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Workflow
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jira-2008-11-14
[ 106969
]
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jira-2008-11-14a
[ 113516
]
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made changes - 13/Nov/08 06:00 PM
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Workflow
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jira-2008-11-14
[ 113516
]
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jira-2008-11-14a
[ 118875
]
|
made changes - 13/Nov/08 06:21 PM
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Workflow
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jira-2008-11-14
[ 118875
]
|
jira-2008-11-14a
[ 126679
]
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made changes - 13/Nov/08 06:38 PM
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Workflow
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jira-2008-11-14
[ 126679
]
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jira-2008-11-14a
[ 133037
]
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