pipmak-users Mailing List for Pipmak Game Engine (Page 14)
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From: Christian W. <cwa...@gm...> - 2009-01-23 12:41:34
|
Evgen wrote: > Here I want continue about save and load game without Windows dialogs > I’m also use windows and ubuntu, but play games only windows. > And I think about functions for windows-pipmak first, in my topic on > Loadlib > thread =) Actually I don't think there's much Windows-specific about this, except for the choice of the location where to put the files. All the rest should be the same on all platforms. > I have some knowledge of C#, and today try open source in C++ > (pipmakLuaLib > and pipmak_windows files) where I think see functions what we need for > update Nitpick: it's C, not C++. > But big problem for me, that I cant work with Makefiles and never > work with > C++, only C# > For example in C# you can also open Solution, where included all > files. > And if I try write some functions (for load and save game without > windows > dialog) I cant complete *.exe in C++ Makefiles Since you talk about C#, you're probably using MS Visual Studio. You should talk to Andrea Viarengo, he has worked on compiling Pipmak with Visual C++ 2005. He has never submitted his project files and stuff for inclusion into the source repository though. Maybe you'll find his wiki article <http://pipmak.sourceforge.net/wiki/index.php/ MSVC8_Build> useful. > Maybe I can include dlls (or some plugins) to pipmak, and after it > use new > functions? You could probably do that, but why not implement it directly in Pipmak where it belongs. > Some variants(windows): > gamesave("name") -- main folder ( / ) > -- or /save/ folder in game directory, > -- or special path (for windows: MyDocuments/game_name/) > > we can use names, but I think use numbers > gamesave(1) --2,3,4,5.. > savegame1.pipsave, > savegame2.pipsave, > savegame3.pipsave files, as variants.. Using just names, without paths, is what I like best. I think this can be handled as an overload of the existing pipmak.savegame() function: when you call it without arguments, it brings up the dialog as before, when you call it with a name it saves in the standard folder. Dito for pipmak.opensavedgame(). What happens when writing to that folder (or creating it) fails? Throw an error? In addition, we'd need a function to enumerate all saved games in the standard folder. And, in the far future, maybe the ability to read some information from them for display in a saved game browser (screenshots, even). As for what the standard folder should be, for Mac OS I propose ~/ Library/Application Support/Pipmak/<project name>/ or ~/Library/ Preferences/Pipmak/<project name>/. Or perhaps leave out the intermediary Pipmak folder, since game users don't care if their games are made with Pipmak - although that would increase the risk of naming collisions? For Windows, probably something in My Documents, as you say. (What to do with project names that are not valid file names? Windows in particular has all sorts of restrictions on file names.) On Linux and other Unixes, maybe ~/.pipmak/<project name>/ - or has a better convention than littering the home directory with invisible items been established by now? > Oh… It will be so good, if some body understand my english =) No problem :) -Christian |
From: Evgen <ev-...@ya...> - 2009-01-23 09:41:37
|
> I can think of another use for a function like this: a developer might want > his game to automatically save its state at set points in the game. "Clock > Tower" (the original SNES "Clock Tower" that was renamed "Clock Tower: The > First Fear" when its sequel was released) would autosave every time you enter > a room, which made things much easier, because its easy to forget to save when > you're being chased. I like this idea, its very useful, but for it we need functions > This could frustrate users (of games, not developers using Pipmak) who want to > take their saved games to another system. Maybe the path should not be > hard-coded into Pipmak, but put in "defaults.lua" How we can write this path in defaults.lua? may be use installing program? (as I know some installing wizards may write options files, after installing) -- View this message in context: http://www.nabble.com/Re%3A-Save-dialogs-tp21620506p21621339.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Aidan G. <wgs...@ih...> - 2009-01-23 08:35:07
|
> From a personal point of view, I disagree. I prefer being able to > save as many games as I want, under whatever name I want, anywhere I > want to the limited in-game save facilities some games have. I'm with Christian on this one. I liked that the Myst games let you do this. >> I think it nice if players will save/load game with special functions >> without Windows dialog. >> for example pipmak.savegame2("name") -- and game will saved as >> name.pipsave >> in game folder without windows dialogs. I can think of another use for a function like this: a developer might want his game to automatically save its state at set points in the game. "Clock Tower" (the original SNES "Clock Tower" that was renamed "Clock Tower: The First Fear" when its sequel was released) would autosave every time you enter a room, which made things much easier, because its easy to forget to save when you're being chased. > I disagree with the suggestion to save in the game folder though > (assuming you mean the folder that contains the project), because this > location might not be writable by the user (e.g. located on a CD). The > standard location should be somewhere in the user's home directory (~/ > Library/Application Support/ on Mac OS, don't know where on Windows). This could frustrate users (of games, not developers using Pipmak) who want to take their saved games to another system. Maybe the path should not be hard-coded into Pipmak, but put in "defaults.lua" -Aidan |
From: Evgen <ev-...@ya...> - 2009-01-22 22:32:55
|
Hi =) Here I want continue about save and load game without Windows dialogs I’m also use windows and ubuntu, but play games only windows. And I think about functions for windows-pipmak first, in my topic on Loadlib thread =) I have some knowledge of C#, and today try open source in C++ (pipmakLuaLib and pipmak_windows files) where I think see functions what we need for update But big problem for me, that I cant work with Makefiles and never work with C++, only C# For example in C# you can also open Solution, where included all files. And if I try write some functions (for load and save game without windows dialog) I cant complete *.exe in C++ Makefiles Maybe I can include dlls (or some plugins) to pipmak, and after it use new functions? Or idea of this functions will try in new version? Some variants(windows): gamesave("name") -- main folder ( / ) -- or /save/ folder in game directory, -- or special path (for windows: MyDocuments/game_name/) we can use names, but I think use numbers gamesave(1) --2,3,4,5.. savegame1.pipsave, savegame2.pipsave, savegame3.pipsave files, as variants.. I think that saving and loading in game, without windows very nice for game. Without this functions, games will be as little test example =( and not be such as big interesting adventure game Oh… It will be so good, if some body understand my english =) -- View this message in context: http://www.nabble.com/Save-and-Load-in-Pipmak-for-Windows-tp21613994p21613994.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2009-01-22 12:28:36
|
Hello Evgen Administrative detail first: please start a new thread for a new topic, instead of replying in an unrelated old thread. Makes the list archives easier to follow. > Next I try build little demo, but when I check save and load > functions, I > saw Windows (save/load) dialog with MyDocument folder.. I think it > not nice > > When players play game, and want to save/load progress, I think > nobody want > see Windows dialogs or Windows system messages, and search files, or > get > keyboard and write long special name with description =) From a personal point of view, I disagree. I prefer being able to save as many games as I want, under whatever name I want, anywhere I want to the limited in-game save facilities some games have. True, I wouldn't want to see Windows dialogs, but I'm pretty happy with my Mac OS dialogs ;). But I recognize that my personal opinion is not the measure of all things here, so of course project authors should eventually be able to implement an in-game saved game browser if they so choose. The present solution was just the minimum necessary. > I think it nice if players will save/load game with special functions > without Windows dialog. > for example pipmak.savegame2("name") -- and game will saved as > name.pipsave > in game folder without windows dialogs. > > May be in future versions it will be? Or anybody already do it? It has been in a corner of my head as a vague idea, but as far as I know nobody has done any work on it. It hasn't even made it onto the to-do list yet :). I disagree with the suggestion to save in the game folder though (assuming you mean the folder that contains the project), because this location might not be writable by the user (e.g. located on a CD). The standard location should be somewhere in the user's home directory (~/ Library/Application Support/ on Mac OS, don't know where on Windows). -Christian |
From: Evgen <ev-...@ya...> - 2009-01-22 11:12:32
|
Some time ago i find Pipmak, and i think that is very interesting project =) My english not well, and first time I translate wiki and manual. Next I try build little demo, but when I check save and load functions, I saw Windows (save/load) dialog with MyDocument folder.. I think it not nice When players play game, and want to save/load progress, I think nobody want see Windows dialogs or Windows system messages, and search files, or get keyboard and write long special name with description =) I think it nice if players will save/load game with special functions without Windows dialog. for example pipmak.savegame2("name") -- and game will saved as name.pipsave in game folder without windows dialogs. May be in future versions it will be? Or anybody already do it? Thanks -- View this message in context: http://www.nabble.com/Loadlib-and-co.-tp14759194p21602085.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: NigeC <nig...@gm...> - 2008-12-13 23:16:59
|
other engines i can think of use ogg to good effect, quality is usually ok, it'll be nice to see it sometime :) ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/Playing-movies-in-pipmak-tp20961377p20995516.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2008-12-11 20:58:21
|
Hello Ulysse Welcome to the list, after your subscription odyssey! (Nomen est omen?) > I'm in team who wants to develop a game using pipmak. We wonder if > it 's possible to play movies like .mpg or .mov files in pipmak > because we wil have to use such feature in our game. > If it's not, is this feature planned in a next release or is this a > feature that will never be in the pipmak engine ? Unfortunately this is not possible currently. For the moment you're stuck with storing every frame of an animation as a separate image file and flipping through them, as done for the rotating wheel in the demo project. It is a planned feature (and probably the most often requested one), but no concrete work has been done towards it and I can't commit to any specific date of arrival (I know, I've been saying that for years... :) ). In particular, it has not been decided yet what video decoding library to use, so I can't say anything about what file formats will be supported. Most likely, the first implementation will support Ogg Theora exclusively (like with Vorbis for sound). I can say with certainty that I'm not going to use QuickTime, because it only exists for Mac OS and Windows. It's possible that at some point we will use a library that can read some QuickTime files, but I wouldn't hold my breath for it. (This is getting kind of a FAQ, I guess I should put it on the wiki some time.) -Christian |
From: Eric G. <uly...@ho...> - 2008-12-11 18:21:09
|
I'm in team who wants to develop a game using pipmak. We wonder if it 's possible to play movies like .mpg or .mov files in pipmak because we wil have to use such feature in our game. If it's not, is this feature planned in a next release or is this a feature that will never be in the pipmak engine ? I'm a Java programmer for business and I work also on another project based on python and pygame. I don't learn programming in lua, but if I can help in the project, it will be certainly possible. Thanks for your answer Ulysse _________________________________________________________________ Email envoyé avec Windows Live Hotmail. Dites adieux aux spam et virus, passez à Hotmail ! C'est gratuit ! http://www.windowslive.fr/hotmail/default.asp |
From: Aidan G. <wgs...@ih...> - 2008-12-02 08:36:39
|
Christian Walther wrote: > I suspect that your error is "file not found" - the library will > certainly not be found inside a zipped project, and even in an > unzipped project, unless you changed the working directory to there, > it won't be found inside the node if you just say "hello.so" without a > path. Ah, it finds it, if I give it the full path. It doesn't seem to like relative paths (or, more likely, I can't figure out what the working directory is). > (As noted in commit message 188: "plugin support is quick-and-dirty > for now, there is no standard way to locate plugins, and no formal API > for plugins to interact with Pipmak". The former issue will be > addressed in the real module support that I should be working on.) I don't know if this could be done, but how about changing Pipmak to look for plug-ins (when loadlib() is called, maybe write a wrapper function) in a directory named "plugins" in the same directory as the Pipmak project? (i.e. all plug-in paths are relative to the "plugins" directory.) So the directory structure might look like this... loadlibTest/ |-- loadlibTest.pipmak | |-- 1 | | |-- face.png | | `-- node.lua | `-- main.lua `-- plugins `-- hello.so -Aidan |
From: Christian W. <cwa...@gm...> - 2008-12-01 09:44:47
|
Aidan Gauland wrote: > I'm want to write a plug-in for Pipmak, so I tried using the example > plug-in that comes with Pipmak, but I keep getting "attempt to call > a nil value" when I try this. > > loadlib("hello.so", "init")() loadlib() returns nil when it can't load the library. Check the second and third return values in that case, the second is an error message and the third "open" or "init" depending on whether the error was in opening the library or in finding the function. I suspect that your error is "file not found" - the library will certainly not be found inside a zipped project, and even in an unzipped project, unless you changed the working directory to there, it won't be found inside the node if you just say "hello.so" without a path. (As noted in commit message 188: "plugin support is quick-and-dirty for now, there is no standard way to locate plugins, and no formal API for plugins to interact with Pipmak". The former issue will be addressed in the real module support that I should be working on.) -Christian |
From: Aidan G. <wgs...@ih...> - 2008-12-01 03:46:46
|
Hello, I'm want to write a plug-in for Pipmak, so I tried using the example plug-in that comes with Pipmak, but I keep getting "attempt to call a nil value" when I try this. I've attached an example Pipmak project that shows exactly what I'm doing, so if anyone can look at it and tell me what I'm doing wrong, that would be great. I'm running Debian etch GNU/Linux with Lua 5.0. Thanks, Aidan |
From: NigeC <nig...@gm...> - 2008-11-30 11:21:17
|
I found the best way to do it was create 6 cameras, as a single camera moves slightly off axis as it turns, FOV for 512x512 is 1.255 camera1 = X-90.00 Y-0.00 Z 0.00 camera2 = X-90.00 Y 90.00 Z 0.00 camera3 = X 90.00 Y-0.00 Z -180.00 camera4 = X-90.00 Y-90.00 Z 0.00 camera5 = X 0.00 Y 0.00 Z 0.00 camera6 = X check location x,y,z is zero for all and group them so you can move them around, ungroup when they are in the desired location, I had strange sh*t happen leaving the grouped as a camera isn't exactly an item you'd group! ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/TrueSpace-tp20739744p20756641.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: NigeC <nig...@gm...> - 2008-11-28 19:51:03
|
You can now get Truespace 7.6 free http://www.caligari.com/Products/trueSpace/tS75/brochure/intro.asp here Most of my 3D is done in a earlier TS but most pano images i do in Bryce, because TS's camera control is very basic and annoying But in TS 7.6 you can control the FOV a lot better and you can do cubic pano's ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/TrueSpace-tp20739744p20739744.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Urs H. <ur...@an...> - 2008-11-15 17:55:03
|
Christian Walther wrote: > Interesting theory! > > The location graph seems a natural concept for a Pipmak game, judging > from my own and rivenwanderer's use of it. My intention is that one > day you will be able to view and graphically manipulate that graph in > Pipmak itself. > > Your idea of extending the graph to the game state is interesting, > I've never thought of that. I might have to spend a bit more thought > on it to recognize its usefulness. Can you give some more examples of > problems that your final software would help solve? [...] First I have to say that it is rather an idea than a theory. It would not surprise me if, at the end, I have to conclude that this idea is useless. The next step will be that I look at some games and try to find out, whether they can be modeled as I imagine and whether the question of the dead end is useful. > Some questions spring to my mind right away: [...] Yes, all those questions have to be answered. But this will take me a lot of time. So you have to be patient (or help me). But I want to make two remarks: 1. The graph becomes too big. It grows exponentially in the size of the state table. Since a game can easily have 100 entries in the state table, this yields at least 2^100 nodes for the graph. So this would have to be improved. The graph could be stored in memory without listing all nodes explizitely. But what happens if one wants to run a breath first search on it? It would take exponential time in the size of the state table, which perhaps would be too much. 2. Example for a dead end (similar to the ones that turn up in my game): I have positions A and B connected through a gate. At position A there is a button which opens the gate and at position B there is one that closes it. If you hit the button at B, you will no longer be able to go to A. But now I have some dought that all dead ends can be found by an algorithm: A friend of mine once played a game where one can rotate a bridge such that it connects a point C to points 1, 2, 3 or 4. At point C there is the control panel for the bridge which requires a code. Unfortunately the code can only be derived if one has seen a painting at point 1. Actually, my friend entered the right code by accident without knowing how to construct it. (I believe that for every position you need a slightly altered code.) Greetings Urs |
From: Christian W. <cwa...@gm...> - 2008-11-12 17:31:23
|
Interesting theory! The location graph seems a natural concept for a Pipmak game, judging from my own and rivenwanderer's use of it. My intention is that one day you will be able to view and graphically manipulate that graph in Pipmak itself. Your idea of extending the graph to the game state is interesting, I've never thought of that. I might have to spend a bit more thought on it to recognize its usefulness. Can you give some more examples of problems that your final software would help solve? I mean, "can the game be finished at all?" is an interesting question from a theoretical point of view, but I doubt that anyone would design a game complex enough that they would need the help of specialized software to arrive at the answer "yes". Would your software somehow display the graph, or is the graph only a theoretical concept used internally? Does it even need to explicitly know the full graph (derivation of which seems like a non-trivial problem in itself), or can some insight be gained already from abstract graph theory, with limited input? What kind of input would it take, anyway? Some questions spring to my mind right away: What if the effect of some user action does not only depend on the current node and the state table, but also on time or on a (pseudo-)random number or something like that? Does your model cover that too? If it does, is the resulting graph still small enough to be of any practical use? What if some dimensions are continuous? Does graph theory apply to graphs with uncountably many vertices? Or are you relying on the fact that in a digital representation, all dimensions are necessarily finite? Does your system for determining what to render take into account that some of the dimensions that apply to a particular node can be "separable"? E.g. when I have a lever with two states, and on its handle a light that can be either red or blue, then I need to render patches for all four combinations (the whole cartesian product): on-red, off-red, on-blue, off-blue. But when the lever and the light are in different parts of the screen, I only need to render two images, one with both on, one with both off, and can get two independent patches from them that together can represent all four states. Rendering all four combinations would still work, but in a situation of realistic complexity would be a gigantic waste of resources. -Christian |
From: Urs H. <ur...@an...> - 2008-11-11 12:31:26
|
Hi As some discussion about automatic creation of hotspots and node.lua files has arised here, I tell you the following ideas now instead of doing that when my first game is finished. Since my time is sucked up by other projects and also because there is some technical problem in my game, it will take a lot more time until it is actually finished. But here my ideas, they are a bit mathematical, since I am a math student, but anyway: I have observed that a Pipmak game is actually an finite state automaton. (Well, one could imagine a Pipmak game that can not be described as an automaton, but would it be interesting?) We can describe the whole game as a directed graph. The vertices of the graph are all possible combinations of the location (i.e. the name of the node) and the possible values of the state table. The edges are the traversals the user can make: Changing the node, klicking a switch, moving a lever and so on. One vertex is the beginning of the game, and another (or several others) mark the end of the game. Now, using graph algorithms, we can answer some questions: Can the game be finished at all? If one reaches a given vertex by starting at the beginning, can the game still be finished (i.e. are there no dead ends)? Are there states we do not have to render since they can not be reached? First, let us define the the Location graph of a game. It contains every node in the game as vertex. The directed edges are the directions the user can move to by simply clicking on a hotspot. This graph can be laid out in 3D space using the locations of the cameras. This layout would allow us to automatically generate hotspots. An entry in the state table is what I call a dimension. It is simply the set of all values this entry can take. For example, in my game one can switch off the light, so I have a dimension Light={off,on}. Also, one can move a lever which yields a dimension Lever1={1,2,3,4}. The cartesian product of the set of nodes and all dimensions gives the state space. The state space is simply the set of all possible states the game can have. The vertices of the game graph G are elements of this state space. Now every location can be annotated with the dimensions that can be observed there. For example in my game, the dimension Lever1 can only be observed on some locations, since one can not see the lever from the other locations. However the dimension Light can be observed everywhere. This actually "glues" together vertices in the game graph. I currently use this information for rendering. The ultimate goal is to transform my ideas into a software package that greatly aids in designing games for Pipmak. What do you think about that? |
From: Christian W. <cwa...@gm...> - 2008-11-09 18:56:54
|
>> - It would be nice to have a file browser for the "path" field >> instead >> of having to type it. > > Hm, I'll see if Blender's API has an easy way to do that. http://www.blender.org/documentation/248PythonDoc/Window-module.html#FileSelector -Christian |
From: rivenwanderer <riv...@ya...> - 2008-11-09 18:23:03
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> - Is there a reason for having the panorama rendering and camera > location saving in two separate steps? I'd have expected it to save the > camExport file already in the rendering step. There isn't a good reason, it just made more sense during development :p Next version will combine them. > - It would be nice to have a file browser for the "path" field instead > of having to type it. Hm, I'll see if Blender's API has an easy way to do that. > - For nodes that lie at different heights, the elevation of the handles > is inverted: the handle that goes up on my tower is down on the floor > instead of covering the top of the tower. Oops! ^_^;; I'll fix that in the next version. Must be a sign error or something. > - Node names that are not numbers must be put in quotes in the > "target=xyz" line. Otherwise Lua sees them as variables, which have > value nil when undefined, and nothing happens when you click on the > handle (not even an error message). (For Pipmak >= r209, even numbers > could be put in quotes, but that wouldn't work for 0.2.7.) The script has a "use_pipmak_2_7" variable which I'm already using to determine whether to use az/el or caz/cel--I can use the same variable to switch off of quoting all node names or not, and allow the variable to be set via commandline args (defaulting to assuming it's the standard 0.2.7 version if it's not specified). I think that 0.2.7 and "the latest version from SVN" are the only two versions of Pipmak I'm going to care about, so I won't worry about versions between 0.2.7 and r209. Thanks for testing! -- View this message in context: http://www.nabble.com/Working-on-some-tools-for-Blender-and-Pipmak-tp20317074p20409183.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2008-11-09 09:55:36
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rivenwanderer wrote: > http://www.nabble.com/file/p20401034/panos-for-pipmak.py panos-for-pipmak.py > http://www.nabble.com/file/p20401034/pipmak-auto-handle.py > pipmak-auto-handle.py > http://www.nabble.com/file/p20401034/connectivity connectivity Cool, works! - Is there a reason for having the panorama rendering and camera location saving in two separate steps? I'd have expected it to save the camExport file already in the rendering step. - It would be nice to have a file browser for the "path" field instead of having to type it. - For nodes that lie at different heights, the elevation of the handles is inverted: the handle that goes up on my tower is down on the floor instead of covering the top of the tower. - Node names that are not numbers must be put in quotes in the "target=xyz" line. Otherwise Lua sees them as variables, which have value nil when undefined, and nothing happens when you click on the handle (not even an error message). (For Pipmak >= r209, even numbers could be put in quotes, but that wouldn't work for 0.2.7.) -Christian |
From: rivenwanderer <riv...@ya...> - 2008-11-08 22:15:56
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http://www.nabble.com/file/p20401034/panos-for-pipmak.py panos-for-pipmak.py http://www.nabble.com/file/p20401034/pipmak-auto-handle.py pipmak-auto-handle.py http://www.nabble.com/file/p20401034/connectivity connectivity Here are instructions on using python scripts in blender, which you'll need for the "panos-for-pipmak" file: http://www.alienhelpdesk.com/python_scripts/using_python_scripts The Blender script is still in a bit of a mess, since I mostly cannibalized it from something else. Most notably, it doesn't return the cameras to their original orientation when it's done. I also haven't made it correctly do the "1 extra pixel larger than 90 degrees" thing, because it hasn't been noticeable at a 1024 resolution :p Oh, and the cameras need to be named things that Pipmak recognizes as node names--so only numbers if you're using the build that's on the website. The "path" you set in the script UI should be the directory you intend to be the .pipmak directory for the project. That's where the script will also save the object location file, called "camExport", and where you should save the connectivity map called "connectivity" (I've attached an example). You should also execute the pipmak-auto-handle.py script from immediately inside the .pipmak project directory. The easiest way is to place a copy of the script in the directory, but you obviously don't have to. Let me know if you have any questions or run into any problems! -- View this message in context: http://www.nabble.com/Working-on-some-tools-for-Blender-and-Pipmak-tp20317074p20401034.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Christian W. <cwa...@gm...> - 2008-11-08 19:52:59
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rivenwanderer wrote: > I've got the basics working, yay! > ... > Any Blender users out there who'd like to beta-test this? It would be > instructive to have someone besides me use this :) I wouldn't call myself a Blender user as I haven't used Blender a lot, and then only as a modeler, not for rendering, so I don't have a scene ready to use it in - but I'd be interested in having a look just out of curiosity. I used a similar system in POV-Ray when I started with the demo project. -Christian |
From: rivenwanderer <riv...@ya...> - 2008-11-08 18:47:42
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I've got the basics working, yay! Right now, my script only creates the node.lua file if one doesn't exist. So if you have made changes to a node and then want to re-generate handles in it, you need to rename or move the node.lua file and manually merge in your changes. Any Blender users out there who'd like to beta-test this? It would be instructive to have someone besides me use this :) -- View this message in context: http://www.nabble.com/Working-on-some-tools-for-Blender-and-Pipmak-tp20317074p20399121.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: rivenwanderer <riv...@ya...> - 2008-11-05 01:29:57
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I hadn't been planning on doing auto-handle-placement with slide nodes--mostly because in the types of games I'd like to make, slide nodes would be the result of clicking on *something* rather than in a direction, if that makes sense, so I'll be more likely to want to manually trace a custom hotspot map. But a bit of Pipmak-centric scripting could certainly be done for slide nodes in Blender--an analogous batch-renderer that placed renders into the appropriate subfolders, and perhaps also generated a skeleton node.lua . Aidan Gauland wrote: > > Sounds... amazing! Do you have plans for a way of specifying slide nodes? > > -Aidan > > rivenwanderer wrote: >> I'm working on making some tools for getting Pipmak environments together >> as >> quickly and easily as possible. The first is a Blender Python script >> made >> from the Panorama Maker tool at >> http://www.alienhelpdesk.com/python_scripts/old_scripts . The tool >> renders >> panoramas for all selected cameras in a Blender scene, placing them into >> node subfolders where the names are taken from the names of the camera >> objects in Blender. > > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the > world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > > -- View this message in context: http://www.nabble.com/Working-on-some-tools-for-Blender-and-Pipmak-tp20317074p20334871.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Aidan G. <wgs...@ih...> - 2008-11-04 21:50:01
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Sounds... amazing! Do you have plans for a way of specifying slide nodes? -Aidan rivenwanderer wrote: > I'm working on making some tools for getting Pipmak environments together as > quickly and easily as possible. The first is a Blender Python script made > from the Panorama Maker tool at > http://www.alienhelpdesk.com/python_scripts/old_scripts . The tool renders > panoramas for all selected cameras in a Blender scene, placing them into > node subfolders where the names are taken from the names of the camera > objects in Blender. |