Game Development Community

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by Redacted · in Artist Corner · 12/25/2006 (3:57 pm) · 18 replies

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  • #1
    12/27/2006 (5:14 am)
    Awesome update. The animated collision mesh.. I had never even considered / knew about that before.
    #2
    12/30/2006 (9:58 am)
    The animated collision meshes sounds great, thank you Joseph!
    But after creating a new dts using the exporting and viewing the moving collision mesh in torque show tool pro I tested playing the animation in the game but for some reason player collides only on one side of the box after the animation. So it looks like as if the collision mesh would break or something during the anim.
    I dont know, has any else have tried this yet?
    #3
    12/30/2006 (12:02 pm)
    Nice works Joseph

    thanks

    Philippe C
    #4
    12/30/2006 (11:30 pm)
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    #5
    12/31/2006 (5:21 am)
    @Joseph:
    Sure thing, I'll send you the blend file right now. Thanks.
    #6
    12/31/2006 (2:23 pm)
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    #7
    01/02/2007 (1:10 pm)
    Thanks for pointing that out Joseph! I didn't notice that this buggy behaviour was in the door resource as well.
    Well I'll be using whatever works then. :)
    #8
    01/07/2007 (8:53 am)
    Hey I found out recently that the engine (1.5) crashes when I zoom the camera close to the player model (exported using the new scripts from blender). Now first I have to say that it could have something to do with the fact that I am using the advanced camera resource or then it may have nothing to do with blender and the exporter.
    Anyway the crash happens in BitRender::render_tris() located in bitRender.cc at line 391.

    It crashes because all of those three variables (xLeftDir etc) are uninitialized (but they are only left so when you zoom too close).

    I just thought that I should post this here since the new exporter included the triangle strip feature and the function's name where the crash happens is "render_tris" (triangles?) so...


    Edit:
    I changed the code so that those variables and few others are now always initialized and the engine doesn't crash anymore, the shadows just look strange (of course they do now) when zooming close.
    #9
    01/07/2007 (1:01 pm)
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    #10
    01/07/2007 (1:06 pm)
    Will this work with 2.43 RC1?
    #11
    01/07/2007 (1:19 pm)
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    #12
    01/13/2007 (2:52 am)
    I'm getting a 'Python error: check console' when I try to run the cript (open it from the exports menu) in my own blend file, but it works fine with the example included, and with a new blend file.
    The console says:
    img247.imageshack.us/img247/1808/pythonconsoleerrorxq7.png
    EDIT: I managed to get it working by appending the mesh to a new blend file.
    #13
    01/13/2007 (8:38 am)
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    #14
    01/13/2007 (5:34 pm)
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    #15
    01/28/2007 (10:17 am)
    Hi all,

    I have the latest blender and exporter running fine in my windows boot, but my linux boot craps out when i try to export the example.blend, with the error:

    File "", line 34, in ?
    File "/home/john/.blender/scripts/DTSPython/__init__.py", line 30, in ?
    from Torque_Util import *
    File "/home/john/.blender/scripts/DTSPython/Torque_Util.py", line 26, in ?
    import struct, array, math, string
    ImportError: /usr/lib/python2.4/lib-dynload/array.so: undefined symbol: PyUnicodeUCS2_FromUnicode

    now i have seen posts similar to this, but i was unable to sift through and figure out the solution to this problem. i am assuming the answer is very simple, but i'm a linux and python newbie. very much want to move to the linux platform for my torque work.

    any assistance is greatly appreciated

    j
    #16
    01/28/2007 (10:39 am)
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    #17
    01/28/2007 (11:26 am)
    Thanks for the quick reply.
    i'm on mandriva 2007. is it possible that assuming i can figure out how to re-compile blender on my distro, would the problem likely go away?

    could it possibly work with python 2.3 or is the latest and greatest built with 2.4?
    #18
    01/28/2007 (11:51 am)
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