ShadowDude:
Would you be willing to make your blend file available for download? If so, make sure you pack the textures into it. Then we can try it out on our end and review the properties to make sure they're correct.
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- Robert The Rebuilder
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Can we rebuild it? Yes, we can - here's how.
MOULagain KI# 1299
Myst Movie coming soon - spread the word!
MOULagain KI# 1299
Myst Movie coming soon - spread the word!
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- MOULa KI#: 0
- Location: North Carolina
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- Posts: 60
- Joined: Sun Sep 30, 2007 11:33 am
- MOULa KI#: 0
- Location: North Carolina
Ok, I've tried everything I could think of, nothing's working <_<
Anyways, I really want this to be released, so I'm going to take Robert's suggestion and post it here for anyone to take a whack at it:
430.zip
(includes 430.blend, and the TexCache)
Problems with the file:
-None of the physical objects except the ones for the shell base will export
-Textures other than the ones that came with the shell and two others will not export
I've got no idea why the first problem is happening, but the texture problem might be a result of none of the textures being added to the TexCache except those ones that came with the shell and those two other ones (and I can't figure out why it's not adding textures to it /shrug)
Anyways, I really want this to be released, so I'm going to take Robert's suggestion and post it here for anyone to take a whack at it:
430.zip
(includes 430.blend, and the TexCache)
Problems with the file:
-None of the physical objects except the ones for the shell base will export
-Textures other than the ones that came with the shell and two others will not export
I've got no idea why the first problem is happening, but the texture problem might be a result of none of the textures being added to the TexCache except those ones that came with the shell and those two other ones (and I can't figure out why it's not adding textures to it /shrug)
- Robert The Rebuilder
- Posts: 1383
- Joined: Sat Sep 29, 2007 7:24 am
- MOULa KI#: 1299
- Location: Virginia, US
ShadowDude:
Thanks for posting your age. I don't know if this is good news or bad news, but... it works for me! I am using Blender v2.40, and the latest version of the plugin (http://alcugs.almlys.org/shots/pyprp/al ... 062516.zip).
When I export your shell, I choose the "All as full age, per-page textures (.age)" - which is what shell authors need to do, in order to incorporate it into the city. After a half minute, it finishes. I then browse the 430_District_Shell430.prp file, and it is full of scene objects (430Grass, 430Lamp, 430LampBall, ...) and drawable spans.
So, I recommend using the same version of Blender as I am (the more recent versions are not currently supported), the same PRP Blender Plugin version, and check that the value of "game_version" in alcconfig.py is set to "tpots". Whenever you obtain the latest PRP Blender Plugin, be sure to delete all the .PYC files in your blender/scripts directory as a precaution.
That's all I can think of. Hope this helps.
EDIT: Hold on, the number of mipmaps is wrong...
OK - I see the problem with the textures. For each textured object, you have created a texture datablock for it, but the Texture Type is set to None. This will confuse the new plugin, which now has multilayer support. To fix this, you can either do one of two things:
1) Delete the link to that texture datablock (click the X in the Textures panel); or
2) Set Texture Type to Image; then in the Image panel, click the choice button above the Load Image button to select the texture you want to use.
That will make sure your object's textures are exported as well.
Thanks for posting your age. I don't know if this is good news or bad news, but... it works for me! I am using Blender v2.40, and the latest version of the plugin (http://alcugs.almlys.org/shots/pyprp/al ... 062516.zip).
When I export your shell, I choose the "All as full age, per-page textures (.age)" - which is what shell authors need to do, in order to incorporate it into the city. After a half minute, it finishes. I then browse the 430_District_Shell430.prp file, and it is full of scene objects (430Grass, 430Lamp, 430LampBall, ...) and drawable spans.
So, I recommend using the same version of Blender as I am (the more recent versions are not currently supported), the same PRP Blender Plugin version, and check that the value of "game_version" in alcconfig.py is set to "tpots". Whenever you obtain the latest PRP Blender Plugin, be sure to delete all the .PYC files in your blender/scripts directory as a precaution.
That's all I can think of. Hope this helps.
EDIT: Hold on, the number of mipmaps is wrong...
OK - I see the problem with the textures. For each textured object, you have created a texture datablock for it, but the Texture Type is set to None. This will confuse the new plugin, which now has multilayer support. To fix this, you can either do one of two things:
1) Delete the link to that texture datablock (click the X in the Textures panel); or
2) Set Texture Type to Image; then in the Image panel, click the choice button above the Load Image button to select the texture you want to use.
That will make sure your object's textures are exported as well.
Can we rebuild it? Yes, we can - here's how.
MOULagain KI# 1299
Myst Movie coming soon - spread the word!
MOULagain KI# 1299
Myst Movie coming soon - spread the word!
-
- Posts: 60
- Joined: Sun Sep 30, 2007 11:33 am
- MOULa KI#: 0
- Location: North Carolina
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- Posts: 60
- Joined: Sun Sep 30, 2007 11:33 am
- MOULa KI#: 0
- Location: North Carolina
Ok, one last *small* problem.
Apparently, with Blender v2.40, I can't export anything because when I do, the program crashes. This I'm sure is because I'm using Vista (I've had similar problems with some other applications), so the only thing I can really do is ask somebody else to do it...
...anybody wanna be really nice and export it, and then post the files here for me?
Apparently, with Blender v2.40, I can't export anything because when I do, the program crashes. This I'm sure is because I'm using Vista (I've had similar problems with some other applications), so the only thing I can really do is ask somebody else to do it...
...anybody wanna be really nice and export it, and then post the files here for me?

I was (up until 5 minutes ago) having the same sluggishness problem with Vista, but it's fixed now! The issue is that the default graphics drivers that come with vista only include limited openGL support (basically it's stuck at opengl 1.4 AND it has to layer over DirectX). The solution is to install (if you're using an nvidia card) the 96.33 drivers. They include the openGL ICDs for vista. I just fired up blender and it works perfectly!
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- Posts: 60
- Joined: Sun Sep 30, 2007 11:33 am
- MOULa KI#: 0
- Location: North Carolina
Had a bit of a hectic past few days... but I'm still here (and currently enjoying a four-day weekend, /cheer!
)
[quote="Aloys"]Using an OS in beta version is a *bad* idea.

[quote="Aloys"]Using an OS in beta version is a *bad* idea.

Yeah, I see this now (but it IS pretty... :ph34r:)
Actually, the main reason I decided to start testing this was because the registry keys on my XP install got all screwed up from a program I was beta testing (no, not Uru Live, something entirely unrelated actually

(plus I wanted to try out the Flip-3D :ph34r:)
QUOTE (Trylon) |
I was (up until 5 minutes ago) having the same sluggishness problem with Vista, but it's fixed now! The issue is that the default graphics drivers that come with vista only include limited openGL support (basically it's stuck at opengl 1.4 AND it has to layer over DirectX). The solution is to install (if you're using an nvidia card) the 96.33 drivers. They include the openGL ICDs for vista. I just fired up blender and it works perfectly![/quote] Ah, glad you got it working correctly! ![]() Unfortunetly, when I looked for a similar driver for my RADEON X300 card, I found that apparently ATI hasn't made a Vista driver that supports openGL quite yet. Sometimes I think the whole world is against me <_< But, at the very least, Microsoft just started publishing the final release of Vista, so whenever it comes out for the public to buy (sometime later in November they say), I'll try to snag a copy that *SHOULD* be more stable (and ATI said that they'll have a driver available by then). |