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Error Switching to GOW PyPRP

PostPosted: Sun Jun 08, 2008 10:22 am
by electroglyph
I thought I'd make the switch from almlys and go to the Py version of the plugin. I downloaded the zip file for version 1.4.0, uncompressed, and moved everything from src into the scripts folder. The directory .svn and all sub directories are still in order inside scripts. Windows saw the first file with the same name and asked me, "do you want to replace...with..?" so I said yes to all.

I did an export from blender and now I can't link in from the game. I noticed on the blender console that my sequence prefix was 0 instead of 10054. The age hook is also set to false. The entire export took 0.04 seconds and there are no object draws on the console. Blender logic buttons window still has the correct settings in the file so the problem has to be with the plugin.

Any Ideas what's going on? Do I need to remove the rest of the directories from the zip? Should I remove and re install blender and the plugin so legacy files are not in the scripts folder?

Re: Error Switching to GOW PyPRP

PostPosted: Sun Jun 08, 2008 10:33 am
by Chacal
electroglyph wrote:Should I remove and re install blender and the plugin so legacy files are not in the scripts folder?


No need to do that, just delete alc*.* and uru*.*

Re: Error Switching to GOW PyPRP

PostPosted: Sun Jun 08, 2008 11:53 am
by GPNMilano
Did you update the age? As none of the old ways of age writing are in place. This may be why it exported without drawing anything.

Re: Error Switching to GOW PyPRP

PostPosted: Sun Jun 08, 2008 12:14 pm
by electroglyph
Don't know what you mean by updating the age? After the first export failed I deleted all the alc and uru files and re copied the zip file contents. I deleted all my age files from the dat folder and the save from the sav folder.

I opened my last working release in blender. I went into the user preference and reevaluated the python scripts paths. I exported from blender as a complete age. There are files in my uru directory but the every file is only 1K.

Re: Error Switching to GOW PyPRP

PostPosted: Sun Jun 08, 2008 1:59 pm
by Jojon
electroglyph wrote:Don't know what you mean by updating the age? After the first export failed I deleted all the alc and uru files and re copied the zip file contents. I deleted all my age files from the dat folder and the save from the sav folder.

I opened my last working release in blender. I went into the user preference and reevaluated the python scripts paths. I exported from blender as a complete age. There are files in my uru directory but the every file is only 1K.


The age data (name, sequence prefix, etc) that used to be stored in the logic properties of a few boxes in... layer 3, was it?, is now to be entered in a text file instead.
Among the wizard scripts, there is "PyPRP/Update book", that will create the textfile in question for you, along with a blank alcscript file, leaving them selectable in Blender's text editor.

There is also a wizard for updating older style logic properties to their more recent incarnations.

Re: Error Switching to GOW PyPRP

PostPosted: Sun Jun 08, 2008 2:38 pm
by Nadnerb
"Updating your age" means that the plugin does not work the same way anymore. If you do not change your age to make it compatible with the new plugin and it's methods of exporting then it will not work. you can get some information on some of the changes to the plugin here, but even that document is a bit out of date now. Also, that page does not even mention the changes that must be made to the global settings. They are no longer stored in those random boxes on layer four, but in a text file named "Book" in your blend file. Use the scripts options to create a new book to see what it looks like. Or perhaps follow the first age tutorial, which details the creation of the new age settings and includes some of the newer features.

Re: Error Switching to GOW PyPRP

PostPosted: Mon Jun 09, 2008 12:35 am
by electroglyph
Thanks, It's working'ish. It seemed to get through creating all the textures. Something I had broken up got grouped and the export is bitching about too many vertexes. Try splitting up the object on different materials. That or it's hanging on the animated water, or swim region, or kickable, etc. The best thing now is for me to bring everything back one at a time so I can check the settings. I have to drive to a hospital in the next state in about 6 hours so it will be tomorrow evening before I can continue.