Ola Tuvesson

Results 17 comments of Ola Tuvesson
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Since I'm using RVM the default path for for request-log-analyzer needs to be changed, I do this in the plugin configuration: env.request_log_analyzer '/usr/local/rvm/gems/ruby-1.9.2-head/bin/request-log-analyzer' command /usr/local/rvm/rubies/ruby-1.9.2-head/bin/ruby %c But I can't do...

Ok, here is the debug output: /etc/munin/plugins/rails_redmine_requests debug '/var/rails/Redmine/log/production.log' Processing the last 50000 lines of /var/rails/Redmine/log/production.log which are less then 300 seconds old. "tail -n 50000 /var/rails/Redmine/log/production.log | /usr/local/rvm/gems/ruby-1.9.2-head/bin/request-log-analyzer -...

FYI, here's the plugin configuration block: [rails_redmine_requests] env.log_file '/var/rails/Redmine/log/production.log' env.request_log_analyzer '/usr/local/rvm/gems/ruby-1.9.2-head/bin/request-log-analyzer' user root command /usr/local/rvm/rubies/ruby-1.9.2-head/bin/ruby %c

Thanks! I'm not sure I understand the texturing instructions, feel like I'm diving in at the deep end here. Would you care to give me a sample XML snippet for...

I've made [a nest box as well](https://github.com/JapaMala/armok-vision/files/805483/nestbox.zip), in the same scale as the beehive, 448 tris, 244 verts. ![nestbox_mapped](https://cloud.githubusercontent.com/assets/196348/23409524/cfa6bd2c-fdc3-11e6-9da8-455aa6efa7b3.png) The software used is Blender.

[Archery target](https://github.com/JapaMala/armok-vision/files/807290/archery_target.zip), 424 tris, 220 verts. ![archery_target_mapped](https://cloud.githubusercontent.com/assets/196348/23409512/bfb80de4-fdc3-11e6-99af-de4c791db7aa.png)

Thanks, I've been using FLOOR.obj in TileMeshes as a guide, thinking that e.g. a bed would take up nearly the full width/length? I don't actually have Amrok Vision installed yet!

Ok, so I'm pushing it a little then; the nest box for example has 244 verts. I gather the 255 average includes floor/wall meshes? Anything else?

I think I'm getting the hang of this. I combine the meshes in Blender based on what type of material they will be using, e.g. BuildingMaterial and NoMaterialBuilding, so I...

Thanks, that all makes perfect sense now :) It felt a bit ridiculous squeezing this much detail onto 256x256 maps, even though I only included faces which need some texturing,...