Hi,
there is a problem with the delcorp.org dns, so for the moment the
following url has to be used to access:
http://leapingcat.org/blender2crystal/index.php/Main_Page
some services like svn will be down until this can be fixed.
Greetings and sorry for the inconvenience
Pablo
--
On 12/12/09 13:09, Vincent Knecht wrote:
>> Hi!
>>
>>
>>
> Hello !
>
>a few days ago I uploaded a binary package for celstart and some of the
> CS tools for Linux 64bits too:
> http://www.crystalspace3d.org/downloads/contrib/celstart-1.4.0-Linux-x86_64.tar.bz2
> http://www.crystalspace3d.
Marten Svanfeldt wrote:
> Hi all,
>
>
> iEventPlugInvestigate moreUsed in glcommon2d, joystick,
> win32 and OSX
> code.. But why?
>
Isn't iEventPlug required to send events into the event queue? It is
required by the following function in iEventQueue:
csPtr CreateEventO
Hi
Henry Daniel wrote:
> Hi again,
>
> I was checking out the repository and the old GSoC projects related to
> CS, I found some projects interesting to me. I'm not sure if the
> pathfinding algorithm is already done, but if it's no I could do it.
> In addition to the pathfinding, I was thinking a
Tim Shannon wrote:
> I'm curious if there are any plans to update the blender2crystal UI
> and editors to take advantage of some of the changes coming in Blender
> 2.5.
> http://www.blender.org/development/current-projects/blender-25-project/
>
> It looks like they are adding a lot of functionalit
Tim Shannon wrote:
> The current blender2crystal documentation states that the default mesh
> type is thing, and lightmaps only apply to thing meshes
> (http://b2cs.delcorp.org/index.php/Object_Type_Reference#Mesh_Types)
> and not genmeshes. I'm assuming it's out of date right, and the
> default m
Daniel Esser escribió:
> res wrote:
>
>> On 27.10.2008 16:52, Pablo Martin wrote:
>>
>>> B2cs will use just the first path component in CRYSTAL, which should be
>>> the path where data/shaders can be found.
>>>
>> CS itself on th
Daniel Esser escribió:
>
> currently my CRYSTAL environment variable is set to
> .../crystal-sdk:.../crystal-sdk/lib/crystalspace-1.4:.../crystal-sdk/etc/crystalspace-1.4.
>
> I just wondered because you wrote CRYSTAL should point to only one
> directory. If I do so CS doesn't find any plugin or
I considered it one of the great features of cs, but, given its not
maintained any more, and far from the rendering glory of the old days,
we can't do much, so it has to be ditched.
Just for the record, i started using cs because of the software
renderer, and it used to be faster than opengl rende
Ill clarify about the cel patch (and i think the info is good to know
for all cs users too).
I didn't commit it yet, because the patch changes billboard-text drawing
order in an incorrect way (explanation below). It is not a problem with
no billboard overlap, but it is not 100% correct.
The speed
I'd say you can even list what plugins you are using with bugplug.
ctrl-alt-l=listplugins
you can change it through data/config-plugins/bugplug.key
note some plugins could be loaded later on, but will give you a nice
idea of whats in use.
greetings!
Pablo
res escribió:
> On 10.09.2008 05:35,
That seems to come from out of date swigpyruntime.h, which is a file
generated by swig. Make sure it is generated, and the correct one is
used (maybe by overwriting the frozen one). There's been some issue with
the build system using the wrong one, so it can be that, otherwise, not
sure. About celI
:)
>
> On Wed, Aug 13, 2008 at 8:51 PM, Pablo Martin <[EMAIL PROTECTED]
> <mailto:[EMAIL PROTECTED]>> wrote:
>
> I think you cant do it in the factory, just in the object (as b2cs
> does), but i might be wrong.
>
> Pablo
>
>
> Amir Taaki
I think you cant do it in the factory, just in the object (as b2cs
does), but i might be wrong.
Pablo
Amir Taaki escribió:
> Looking through documentation I can't see how describing geometry in
> factory files is done. Here's what I have,
>
>
>
>
> textures/props_pickups_
Hi, i believe the version in b2cs server has these,
http://b2cs.delcorp.org/index.php/Debian_Packages
it is very dated though (nothing for feisty or gutsy), new packages are
in development and will hopefully soon (1-2 weeks) be ready.
still, you can use the sources for the deb files to roll your
infinity escribió:
> What script did Genjix use to export the second UV?
>
not sure genjix used it, but b2cs can export a second (and more) uv set.
(as of svn version)
greetings
Pablo
-
SF.Net email is sponsored by:
Che
Hi!
In order to start using "new" optimization features in swig the required
version was changed to 1.3.28 (only for python though).
Note people with an older version will just use the pregenerated files
(now done with 1.3.31), so i strongly believe it shouldnt be a problem
to anyone.
Please let
Lukas Erlinghagen wrote:
> Pablo Martin schrieb:
>
>> res wrote:
>>
>>> On 04.10.2007 19:58, Pablo Martin wrote:
>>>
>>>
>>>>> 3.: pysimp can't load the cspace module. I changed cspython.cpp to add
>&g
res wrote:
> On 04.10.2007 19:58, Pablo Martin wrote:
>
>>> 3.: pysimp can't load the cspace module. I changed cspython.cpp to add
>>> scripts/python/frozen to pythonpath in addition to scripts/python.
>>> However, I'm not sure whether this should be
Hi
Lukas Erlinghagen wrote:
> Hi!
>
> I just tried to build the split python modules on MSVC 2005, using CS
> trunk revision 27806. Unfortunately, there were some errors.
>
> 1.: The variable called PYTHONPATH in
> plugins\cscript\cspython\cspython.cpp, lines 101 ff, conflicts with a
> Win32-speci
Marten Svanfeldt (dev) wrote:
> Quoting Pablo Martin <[EMAIL PROTECTED]>:
>
>
>> Other than this, all should be 100% compatible with previous way of
>> doing things.
>>
>
> So I assume these two issues have been taken care of?
>
> 1. Updating
Hi!
I just merged bindingsplit branch into trunk. This means now the swig
files are ready for building bindings in several modules instead of just
one big module, which should help memory and linking problems for most
users. Keep in mind atm only python is using the new approach to
building the bi
Hi!
Bindingsplit branch is basically stable since some days, and no big
problems have been found by any of the testers. The idea would be to
merge *now* if nobody have any issues i dont know of (ie, no specific
objections or things someone thinks need to be done).
I will wait a couple days just i
Hi!
I think many of you are aware of the bindingsplit branch, which
rearranges the swig files so that it is possible to build bindings for
different languages in several modules instead of just one big one.
This is beneficial for the following reasons:
- Solves problems in os's that cant link so
The problem could be the python tutorials are using software renderer
(this should be changed), try adding -video=opengl to the command used
to run them.
About the glcg "oddity" its just a side effect of using software renderer.
Greetings
Pablo
Diez B.Roggisch wrote:
> Hi all,
>
> I've success
Last year we installed software from that repo (well it was a different
one but same packages basically), computers there had debian. I hope
this year will be just as easy to setup as last. :)
The procedure was: arrive there the day before, install on one machine,
and have it magically deployed on
Hi
Richard Boehme wrote:
> On 6/27/07, Amir Taaki <[EMAIL PROTECTED]> wrote:
>
>> Hi!
>>
>> Even better! We made an example!
>>
>> https://b2cs.delcorp.org/svn/cspop
>>
>
> Thanks. I'll check that out later tonight. Is it in active
> development? What's the license on it (didn't see that i
Hi!
Indeed b2cs cant export text objects. You should convert it to a mesh first.
Greetings
Pablo
santjago wrote:
> hi, i'm novice...
> i try to create e map with blender and then export it..
> in my map there is text, but when i try to export it
> blender2crystal say "no submodule for exportin
Hi!
Note csexternal is just a repository for third party plugins, and anyone
is invited to add any plugins he has there (not sure this is clear from
genjix' email). I can give appropriate permissions there to anyone that
wants them.
We created this repository because of the feeling that many plug
Hi
Eric Sunshine wrote:
> - It may not necessarily be true that breaking the bindings apart
> into smaller modules would improve build time (in fact, it might
> lengthen it).
>
> - Breaking the bindings apart into smaller modules, although not
> necessarily improving overall build time, mig
Yes this is exactly the problem i want to address. You need 500mb-1gb
ram to compile the python bindings depending on swig version (.28
started needing a lot more ram to compile the generated bindings).
Once main memory is filled and system starts swapping the compilation is
hopeless :P.
Pablo
Hi!
I have been working on a solution to be able to access cspace get/set
methods as language specific accessors (in my case python).
Ie, i want to be able to do:
movable.Position = somevector
somevector = movable.Position
instead of:
movable.SetPosition(somevector)
somevector = movable.GetPosi
Hi!
I think many people is aware that current swig bindings generation is
creating way too big modules, that take loads of ram to build and in
some systems arent even linkable due to too many symbols. The problem is
already very visible from python and a lot of people is complaining
(either that t
Hi
res wrote:
>> but i noticed the method of
>> blitting from the texture handle is quite slower than changing the
>> texture target (20 fps against 120 with a 256x256 video). Is this
>> normal?
>>
>
> Make sure the textures are uncompressed ("nocompress" class). Also try
> disabling mipmaps
res wrote:
> On 10.01.2007 17:04, Pablo Martin wrote:
>
>> Another question that arises is it seems all loaders get tested against
>> any given texture (until one works at least), so defining the handled
>> mimetypes doesnt seem of much use here, maybe i'm also
res wrote:
>> actually the same happened on first pure proctex implementation of the
>> same concept, but i thought it was something i was doing wrong there
>> (proctex implementation was more messy). Maybe somebody knows what might
>> be wrong here? I have checked carefully with mng loader but i d
Hi!
I've been working on an ffmpeg image loader for crystalspace that allows
to use videos as textures.
First i'd like to ask if it would be good for crystalspace itself, or
maybe better suited for CSExtra repository, so i can commit it.
You can check its code at:
http://leapingcat.org/pablo/
hi!
I've made some debian packages for ubuntu dapper, edgy and debian unstable.
This should allow easy installation in any of this systems, and provide
full working environment for crystal/cel/b2cs. For now i made them from
the subversion repos. Also note for now they are only built for i386 but
Hi,
blender2crystal is soon about to be released. After months of hard work
we have prepared a release candidate, and we strongly encourage
everyone to take a go and make sure its bullet proof, as we want to
publicise the upcoming release wildly, also out of cs and cel specific
circles.
blender2c
Hi!
I want to comment i added today the pycscegui module to crystalspace.
This is an additional python module that allows to use the cegui wrapper
plugin in cs, plus makes the link between cegui and cs bindings so they
can be used together.
Note to build this you'll need the following:
* cegui 0.
Hi!
I've been investigating a bit and noticed there is some support code in
cspython stuff to support python versions<2.2 (old style classes).
As 2.1 is now pretty ancient i was thinking about dropping support for
it, as it would simplify the bindings a bit (internally) and possibly
allow for som
Ho!
I was thinking maybe we could move all swig .i files to a separate
folder from include/ivaria. I propose include/bindings but maybe
somebody has a better idea :-)
Is there anybody against this?
Greetings!
Pablo
-
Take
at do people think? Would any of these be appropiate for the standard
input console? I like the second option more (define a callback for user
selectable completion key).
Greetings!
Pablo Martin
-
Take Surveys. Earn
n packages (already using it in my drone debian machines
:)).
Martin: the repo is in your server btw :). also as soon as i can i'd
like to offer a packaged cs and cel that works with blender2crystal-cvs.
Instructions at:
http://b2cs.delcorp.org/index.php/Debian_Packages
Greetings!
pablo
.
greetings
pablo
Pablo Martin wrote:
hi martin!!!
i think you must set the zmode in meshes with alpha, just set zmode to
none. (i think this was the best way to do it, the default zmode is
use, and you can also try fill or test). (you can set this using the
MassTag tool or manually as a
!
pablo
Martin Henne wrote:
Hi all,
we ran into problems using alpha textures within blender.
The problem is described with some screenshots at
the website below.
It happens with blend2cs and with blender2crystal:
http://www.martinhenne.de/alphabug/
The blend-files are also available. What could
Library export was indeed quite broken (after a rework of the export
engine some time ago that made it lots faster). Fixed it, but probably
still needs some polishing. Also View button will work again for
directly viewing a factory in viewmesh.
pablo
John Ellis wrote:
Library exporting appe
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