A quick update,
I think the conversion of multitexture files is 100% [*] and tomorrow I will
double check GLSL files (yo frankie specially).
YF may be complicated because everything is linked libs and I'm not
converting them automatically.
As per Ton suggestion, I renamed Two-Sided to Back
Hello again,
it's poke time :) Benoit started reviewing the code and so far things seem
stable.
So I just want to announce new builds here, where back-compatibility is
completely handled.
http://graphicall.org/dfelinto (this time OSX, Win32 and Lin64)
For feedback from users I just created a new
Hello there,
the code is read, up and running here.
I sent it to the tracker because it will make easy for review (I'm
going to ask to Benoit to take a look at the BGE changes, but it would
be nice if someone could take a quick look at the Blender part as well
- Brecht do you think you could take
Downloading now!
How do the changes affect GL view and the texture painting workflow?
I have tons of scripts and addons dealing with UV and texture face
workarounds, so am curious how this works.
On 11/03/11 12:16, Dalai Felinto wrote:
Hello there,
the code is read, up and running here.
Am 11.03.2011 13:16, schrieb Dalai Felinto:
Hello there,
the code is read, up and running here.
...
Are there bugs? Likely (it's a big patch after all). But I've been
chasing them over the week and believe it's all manageable. If you can
help testing, please report them in the patch entry.
Am 11.03.2011 13:16, schrieb Dalai Felinto:
I didn't address backward compatibility, so I still would like to hear
what is the best solution. I don't think an automatic conversion is a
good idea (it would affect rendering, and split materials will likely
get messy). So still looking for help
@Michael Williamson:
How do the changes affect GL view and the texture painting workflow?
It shouldn't affect the texture painting workflow. I haven't test it
but the part of the UV struct I'm touching is barely used in Blender
itself )other
@Carsten Wartmann:
How is it working together with
think it can be usefull to have Collision by Face.
There is a new checkbox by the Physics panel. Turn it off and
collision goes away.
It is not clear: is there still an option to turn on/off collision per
face?
That is a very useful feature we shouldn't drop I think.
Thanks,
Erwin
On 11
Hi Erwin,
as with the rest of functionalities you can't per face but per
material. In the tracker there is an image with the UI highlights:
http://www.pasteall.org/pic/show.php?id=9863
It's in the header of the Physics tab in the material panel (and
it's on by default).
Thanks,
Dalai
2011/3/11
Am 04.02.2011 14:21, schrieb Brecht Van Lommel:
So I think it have to be possible
to show all the textures in GLSL when following is meet:
- Object has a Material,
- Face Textures in Options-Panel is ON
Agree with that here. Actually I consider this more to be a bug than a
design. Brecht
Hi all!
On the topic of Painting:
Ι was recently thinking along the lines of the image Layer, how it is
confusing to setup an image to paint on, select a new one, etc. I remember
there has been a discussion here about that. Actually Letterrip has posted a
proposal
Am 04.02.2011 05:59, schrieb Dalai Felinto:
Hi Carsten,
- ObColor: I think I used it many times for changing the Mesh color with
As far as I know you can't change the Mesh color, but only the object color
with this. The difference is that it can be unique per objects sharing the
same mesh
+1 for me BUT it needs an easy/fast way of adding a image texture with
the current UV coordinates.
I propose a button under texture type which creates an image texture
and sets the source to the active image in the image editor and the
active UV ob the object as coordinates. That would save a lot
Is there a way to automatically convert older files using TexFace, instead of
requiring manual updates?
On Feb 3, 2011, at 12:56 PM, Dalai Felinto dfeli...@gmail.com wrote:
have suggestions to make]).
Be aware that there is a big problem with backward compatibility here - old
files relying
Hi Dalai,
Good proposal. Backwards compatibility is possible if you
automatically add/modify materials, though the conversion code would
get messy.
On Fri, Feb 4, 2011 at 1:32 PM, Carsten Wartmann c...@blenderbuch.de wrote:
So I think it have to be possible
to show all the textures in GLSL
... replies on text ...
Erwin,
Is there a way to automatically convert older files using TexFace, instead
of requiring manual updates?
I originally thought that Blender had a limit of materials per object. It
doesn't so as Brecht pointed out backward compatible is possible. The
implementation
Dear developers and users,
Tex Face is part of Blender original design 15 years ago. The
functionality it brought to the Blender Game Engine is still useful
nowadays. However its design hasn't changed and it lacks integration with
other parts of Blender. This proposal is centered on moving the
+1 from me, seems much more sensible, and helps to clean up some of
the bizarre behaviour that's lingered over the years.
Matt
On Fri, Feb 4, 2011 at 7:56 AM, Dalai Felinto dfeli...@gmail.com wrote:
Dear developers and users,
Tex Face is part of Blender original design 15 years ago. The
Am 03.02.2011 21:56, schrieb Dalai Felinto:
Dear developers and users,
Tex Face is part of Blender original design 15 years ago. The
functionality it brought to the Blender Game Engine is still useful
nowadays. However its design hasn't changed and it lacks integration with
other parts of
+1
especially since painting bumpmaps became popular just recently ;)
mostly - but not exclusively - beginners are uncertain how to even
set up texture painting
I believe removing the dependence on texfaces would aid here.
@Dalai: very nice proposal, can only second that.
cheers,
mario
On
20 matches
Mail list logo