Page 6 of 6

Re: GoW PyPRP 1.5.0

PostPosted: Sat Jul 19, 2008 9:32 am
by andylegate
Okay after playing with this all night and this morning, I've come to the same conclusions as D'Lanor: having the Alpha Blends now use blendspands.

My waveset in the pond will NOT show up unless I remove the alpha vertex painting from the terrain. I've also noticed that in other areas that my avatar is affected when he runs over the alpha painted areas. He fades! Not good!

Is there a solution to this?

Re: GoW PyPRP 1.5.0

PostPosted: Sat Jul 19, 2008 4:45 pm
by andylegate
Small note: With D'Lanor's help I fixed my problem with my waveset.

The fact that we now have to add Visual: to the waveset script was unknown to me, and now I've got them back.

This little tid bit slipped by me as I have been so busy with both Real Life and Maintainer stuff. What sucks is I spent 2 days screwing around with this, which I should not of had to.

I would highly recommend that when tutorials get changed to reflect updates and changes in the plug in, that they get marked some how to stand out. I don't have time to re-read the whole tutorial sometimes, and in this case it would have saved me hours and hours of banging my head against the wall.

Doesn't have to be anything fancy, but something simple that stands out, like bold red that says something like "reflects changes made by ver. 1.5.0" or something like that is all. It would visually help out all Age Creators in that we would see that the tutorial has been changed to reflect changes in the plugin.

Re: GoW PyPRP 1.5.0

PostPosted: Mon Jul 21, 2008 3:01 am
by Trylon
Note:
The history function in the wiki pages is a big help in figuring out what has changes in a tutorial.
It can show you the changes between two edits of a page while leaving the unchanged stuff out.

Re: GoW PyPRP 1.5.0

PostPosted: Mon Jul 21, 2008 5:52 pm
by Nadnerb
indeed. whenever I visit the wiki, I go to the change history first to see what's changed since last time. It's like hitting "show new posts" on the forum.

Re: GoW PyPRP 1.5.0

PostPosted: Tue Aug 05, 2008 1:09 pm
by Whilyam
Does anyone know yet if 1.5 works with the newest version of Blender?

Re: GoW PyPRP 1.5.0

PostPosted: Tue Aug 05, 2008 1:39 pm
by D'Lanor
Yes, I am using it with Blender 2.46. I believe it even requires 2.46 to be fully functional. Or did you mean the 2.47 testing build?

Re: GoW PyPRP 1.5.0

PostPosted: Tue Aug 05, 2008 3:09 pm
by Nadnerb
PyPRP 1.5.0 requires Blender 2.46. Using Blender 2.45 (or lower) may cause lights to export incorrectly.

Re: GoW PyPRP 1.5.0

PostPosted: Fri Sep 05, 2008 4:25 pm
by Grogyan
Whilyam wrote:Does anyone know yet if 1.5 works with the newest version of Blender?


Well i'm using a fairly recent version from http://www.graphicall.org of 2.7x and I havn't had any problems, besides this is a supurb build for Blender with a couple of neat features