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Re: blender 2.49 [Re: LordMoggy] #271856
06/15/09 13:19
06/15/09 13:19
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Interfaces like Blender, Lightwave, Modo or even ZBrush are very different but not crappy. They make sense and follow a logic.

I personally have more problems with navigating in the 3d space of these apps. Blender has some very different scheme for 3d navigation, I often start accidentally some mouse gestures and I have to setup a lot to make rotating, moving, panning and all this comfortable.

But this is even worse in ZBrush. But lots of very skilled artists can handle it successfully. Lightwave as another option is easy to learn compared with these and many professionals use it.

I will watch with interest how well the new Blender edition will be accepted. I will try it as well.


Models, Textures and Games from Dexsoft
Re: blender 2.49 [Re: Machinery_Frank] #271866
06/15/09 13:50
06/15/09 13:50
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
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Joined: May 2002
Posts: 7,441
Code:
        for as in self.ANIMATIONSEQUENCES:
            if as[1].find(":") != -1:
                start, end, step = as[1].split(":")
                frames = range(int(start), int(end)+1, int(step))
            else:
                frames = as[1].split()
            i = 0
            for f in frames:
                self.framelist.append([as[0] + str(i), int(f), as[2]]) # name, number, type
                i += 1
find this part of the script by looking for the first line. make the following changes then you will be able to enter a range like 1:100:2. the last number is the step size.

Re: blender 2.49 [Re: ventilator] #271941
06/15/09 18:12
06/15/09 18:12
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
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Joined: Apr 2008
Posts: 2,488
Thanks a lot Ventilator smile ! i'll try it tonight !

Re: blender 2.49 [Re: ratchet] #271951
06/15/09 18:37
06/15/09 18:37
Joined: Apr 2008
Posts: 437
dracula Offline
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dracula  Offline
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Joined: Apr 2008
Posts: 437
I downloaded the 2.5 experimental build to look at the new GUI.
It's very nice smile

Early Blender 2.5 Builds [Re: dracula] #272524
06/18/09 12:53
06/18/09 12:53
Joined: Jul 2004
Posts: 1,924
Finland
Ambassador Offline
Serious User
Ambassador  Offline
Serious User

Joined: Jul 2004
Posts: 1,924
Finland
Just in case people don't know where to get early blender builds:

http://www.graphicall.org/builds/index.php

32 Bit Blender 2.5 SVN Revision 20888 (Windows): http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=1025

i368 Blender 2.5 SVN Revision 20870 (Linux): http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=1023

Last edited by Ambassador; 06/18/09 12:56.
Re: Early Blender 2.5 Builds [Re: Ambassador] #272618
06/19/09 00:13
06/19/09 00:13
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
Well , i work on a casual game where it will be ninjas among others ennemies !

I use Blender and it's new projection texture painting.
It's powerfull and now you can paint texture very precisely withou tseams problems !

But i got an artifact , perhaps the projection texture is too much precise :
When i use paint tools the model looks ok , when i quit tool
or export model we can see the seam frown cry ???



Anyone have encoutered this problem ?

Last edited by ratchet; 06/19/09 00:19.
Re: Early Blender 2.5 Builds [Re: ratchet] #272619
06/19/09 00:46
06/19/09 00:46
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
i would have to see your uv-map + texture but probably it's a problem with mipmapping. you could try a higher bleed value.



by the way, soon (tomorrow or so) there will be blender 2.49a. i think it will use python 2.6 where "as" is a new keyword. so you will have to rename the "as" variable in the above part of my script. i don't think i have used "as" anywhere else but i am not sure. smile

Re: Early Blender 2.5 Builds [Re: ventilator] #272621
06/19/09 01:29
06/19/09 01:29
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
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Joined: Apr 2008
Posts: 2,488
@Ventilator :
Well i don't know where to upload freely ?
And what is the menu for change bleed value ?

In fact the texture painting don't bleed at all, in fact it's too much precise with projection now , very good for painting, but it makes seems appearing after export or when viewing the model instead of editing it frown

Caus when painting texture , i see no seems, but when i switch to oject view,k the seams appear !
And they don't disappear afetr exporting the model to A7 for example !

Re: Early Blender 2.5 Builds [Re: ratchet] #272622
06/19/09 01:34
06/19/09 01:34
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
just a screenshot of the uv-editor would do.

the bleed setting is in the paint button panel. it defines how many pixels the brush will draw over the uv-borders. it's important to draw some pixels over uv-borders because for mipmapping the texture will be scaled down several times and this can cause such seams if low resolution pixels with other colors enter your uv-islands.

Re: Early Blender 2.5 Builds [Re: ventilator] #272624
06/19/09 01:44
06/19/09 01:44
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
The screenshot of UV tools under Blender !



I found the bleed paramter , but by putting even 5 ,8 or 10
value the seams are still here ??

Perhaps it's due to exporting the model from Ssilo in obj format, and importing in BLender for UVMap and texturing !

I gonna make a test , but perhaps it's beacause of the use of Silo !



Last edited by ratchet; 06/19/09 01:44.
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