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Ideas culled from Cyan's Plugin

Posted:
Sun Mar 07, 2010 10:55 pm
by GPNMilano
Okay. I got a few rough ideas for PyPRP 2.0, so I want to throw it at the other devs and see what sticks.
We're going to go with libPlasma as a base, so that it's hooked into pyprp 2.0 similar to how Cyan's plugin has the plasma classes hooked up to it.
What i'm thinking is, if we can make toolboxes with Blender's new interface, we can make pyprp 2.0 more user friendly in terms of non-programers.
Cyan's plugin is great cause, you don't need programmer experience to use it. It's clearly developed so that modelers and artists are it's core audience. Most of the work, I suspect, that Cyan did as far as age creation goes was clearly modeling. For instance, what would take me about a half hour in pyprp (alcscripting out 20 sprites) took two minutes to do with the plugin. It's all point and click and go with Cyan's plugin.
Exporting with Cyan's plugin is ten times quicker than PyPRP, so we definetely can enhance our export if blender allows for it.
Responders...don't even get me started. Looking at the setup in the plugin, it's so simple...well hello Mr. Caveman how are you today?
Re: Ideas culled from Cyan's Plugin

Posted:
Mon Mar 08, 2010 12:59 am
by dendwaler
I am glad you already discovered benefits in the use of the plug in.
As you are saying, the scripting task can be a very timecomsuming factor for non programmers,
Often i make typo's i am not aware of , sometimes I don't even know the right syntaxis exactly.
1 age export can easily cost me 10 minutes on a high end computer.
After that, i still have to look to the in-game result of the export.
Only to find out, nothing changed.
Then i have to look at the code again.
But when i am not aware of my mistake, i change something which makes it even worse.
There are days i am busy the whole evening with exporting, tryal and error without any result in the end.
So if you manage it, to make the whole proces more userfriendly it will speed-up age building by factors.
Thx, for sharing your thought's.
Re: Ideas culled from Cyan's Plugin

Posted:
Mon Mar 08, 2010 2:20 am
by diafero
Does that mean that you will work on PyPRP 2 and libPlasma, Chloe? That'd be awesome, seeing the huge improvements you were already able to do in the current version.
Last time I checked, PyPRP 2 was able to import the meshes of an age (POTS, MOUL, Myst V) into Blender. No textures, not sure about lights. But I guess even that won't work anymore with Blender 2.5...
Re: Ideas culled from Cyan's Plugin

Posted:
Mon Mar 08, 2010 9:12 pm
by Lontahv
The current SVN for PyPRP2 is old code that's for the old Blender version.
Here's what I've done/been able to do in the new Blender as to interface. I have extremely simple exporting through libHSPlasma but it's not all that useful for now.
http://24.162.211.59/pyprp/This is built on the work of Paradox.
Even though it's great that Blender 2.5 has GUIs they're much more limited than I expected. There's no way I've found (after 8 or so hours of trying stuff out) to create blender reference boxes, it currently (though it may change) requires hard-coding in C to produce things approaching the complexity of, for instance, the add modifiers panel. However, I've had success with number, enum, bool, and string input.
Re: Ideas culled from Cyan's Plugin

Posted:
Tue Mar 09, 2010 11:17 am
by diafero
That server seems to be down.. at least I can neither ping it nor access it in my browser.
Re: Ideas culled from Cyan's Plugin

Posted:
Tue Mar 09, 2010 5:59 pm
by Lontahv
Sorry, my internet decided to die. It's back up.
Re: Ideas culled from Cyan's Plugin

Posted:
Wed Mar 10, 2010 1:01 am
by diafero
Ah, now it works

This definitely looks much easier to use than tons of alcscript.
So one can not make a box that references another object other than a pure string being entered, which is of course suboptimal?
Re: Ideas culled from Cyan's Plugin

Posted:
Wed Mar 10, 2010 2:43 pm
by Lontahv
diafero wrote:So one can not make a box that references another object other than a pure string being entered, which is of course suboptimal?
Exactly.
It's not optimal but it's not too bad compared to alcscript. I would like to hijack blender's game logic triggers, actions, etc. wire-together system, however, looking at the code it looks impossible to add your own logic types (yet). Maybe, on closer inspection and after some time goes by I'll be able to ad my own types. *me sees one-shot-mod actions in the future, triggered by picking detector sensors*

Re: Ideas culled from Cyan's Plugin

Posted:
Wed Mar 10, 2010 3:06 pm
by Trylon
Lontahv wrote:It's not optimal but it's not too bad compared to alcscript.
Well, compared to Alcscript anything isn't too bad. Well, except maybe those annoying logic properties. Though I guess even that's debatable

Re: Ideas culled from Cyan's Plugin

Posted:
Wed Mar 10, 2010 4:37 pm
by D'Lanor
I actually like the logic scripting. I would hate to have to convert all those thousands of lines I have to some limited GUI. Overlapping event callbacks anyone?
