Crystal Space
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Latest Member: Tanninhalber212
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1  Crystal Space Development / Support / Re: Problems installing Blender2Crystal on: July 12, 2010, 07:39:02 am
Blender2Crystal doesn't work out-of-the-box with Python 2.6 and Blender 2.49b even on WinXP Sad Had to patch a few lines myself (I was lucky). First it was of some python library (win32 release version damn buggy), then B2C's bug. Try installing the latest versions from source

Thanks for responding, maybe you can help.  I have downloaded the source versions of both PyXML 0.8.4 and PIL 1.1.7.  Because I have Crystal Space I have the jpg, tga, png, and zlib libraries installed and in their own special directory.  I can compile PyXML  using the lines:

"python build --with-xslt --with-xpath"
"python install --with-xslt --with-xpath"

I am not sure if I need the directives on the install but I add them anyway. However, none of the demos are able to run because I beleive they are outdated.  They request a file called core in the xml.dom directory, but does not exist in the xml.dom directory.  There is a file but no  So I am unsure if it is installed correctly because outside first learning python, then writing a test script I am unable to test it...

to compile the PIL files seem to be even more difficult.  As noted I have the image libraries installed on a seperate hard drive.  Where Python is c:/Python26, the C++ libraries would be located on D:/CrystalSpace/CrystalSpace_Libraries/(Libs or includes)/
The instructions tell you to specify a tuple directory for these libraries so I give it "D:/dir/lib","D:/dir/includes".  Then using similar to the above, I test it with as directed in the README, again it seems to fail...

And I have no idea what the B2C but is...
2  Crystal Space Development / Support / Problems installing Blender2Crystal on: July 04, 2010, 07:46:53 am
This has been a very frustrating experience trying to get anything python working together on my computer, but that is an entirely different Rant.  My problem is this.

I have Blender 2.4.9 which is compiled with Python 2.6.2
I am running a x64 windows 7 ultimate OS so Python 2.6.2 is x64 bit version.
PIL only has 32 bit installers, but there is an x64 bit installer.
PyXML only has 32 bit installers, had to compile it myself (Unfortunatly I do not know Python well) and only guess I have done it correctly.

In my 64bit Blender I get NameError: global name 'Domlette' is not defined

in my 32 bit Blender I get ImportError: No module named tempfile (which exists in my 2.6 Libs directory)

Has anyone been able to get this working on their Windows x64 bit system?
3  Crystal Space Project Development / Feature Requests / Better Compilation Directory Structure on: June 05, 2010, 08:04:17 am
I'll admit it I am a bit OCD when it comes to the organization of my projects but it ends up paying off immensely when I explain things to other people.  I have a pet project i've been developing for a year now, a home brewed Game engine whose parts and structure I've pulled from many sources, but one thing I've most proud of is its directory structure.  I can pull it up and show it to someone and they pick it up very quickly.  I have repeatedly dropped Crystal Space and gone back over 4-5 years because I feel like its a dirty build each time I look upon the jungle of files.  The single thing that bothers me most is that for how well Crystal space seems organized at first download, once I hit that compile button the plugins, libraries, and executables just get dumped into the top level directory along with all kinds of other files (except for the obj files, they are nice and neatly sent off to their obj file directory).  It absolutely drives me insane as I have to sift through debug and release dll's and all the extra stuff that comes with them to get to the things I need.  In my own engine I have designated two very specific locations just for these so I can get clean library files and executables with out any trouble, they are simply named "test" and "Bin" for debug and release.

My overall suggestion is simple, modifying the various build files to place debug and release builds in separate and distinguishable locations along with all the other files (such as the vfs config file) you would need to copy and paste into a separate directory to deploy a game for Crystal Space... okay so maybe not completely simple but do able and will make life much easier for future development and future newbies.

Maybe It is just my preference to Visual Studio, so sue me, but it is a hassle to go through and alter each project file directory every single time I want to update my copy of the Crystal Space Engine to a new build.
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