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1  Crystal Space Development / Game Content Creation / Re: exporting from blender using blender2crystal on: December 07, 2005, 07:28:05 pm
You probably want more than just a plane - you'd want at least a cube with inward-facing normals for your camera to sit in.

Aside from that, you would need to UV map your texture onto a face in order to see it when its exported.
2  Crystal Space Development / General Crystal Space Discussion / Re: The name on: December 05, 2005, 02:56:46 am
I'm not sure what you're asking... are you trying to set an environment variable or something?
3  Miscellaneous / Article/Tutorial Discussion / Character Modeling Tutorials Posted on: December 03, 2005, 04:06:37 am
I just posted the first drafts of my character modeling tutorials on the community wiki. They are:
Building Textures with GIMP
Building a Character Mesh in Blender
Texture Mapping Character Meshes in Blender

I'm still working on two more tutorials to round out the selection: skeletal animation and exporting the object for use in CrystalSpace. They're currently scribbles in a notebook... I'm working on doing screen captures & typing it all out.

Feel free to provide feedback and correct any errors - I'll update the tutorial likewise.
4  Miscellaneous / Article/Tutorial Requests / Re: Tutorial for Binary Build on: December 03, 2005, 04:00:52 am
5  Associate Projects / CrystalBlend Discussion / Re: Crystal Space, CrystalBlend, GameEngine: Discussion and Plans on: December 03, 2005, 03:59:48 am
I would doubt it... we're talking about a content creation app vs. another engine.
6  Crystal Space Development / Game Content Creation / Re: blender2crystal and spr3d animation? on: October 29, 2005, 03:31:06 am
I figured out the bug in the blender2crystal exporter. Or maybe it's a bug in Blender. Or a feature. To any point, I'll post what I found then follow it up with inflammatory comments just to see if anyone, preferably anyone who might maintain blender2crystal is reading this thread.

Blender's NMesh module has two methods that will return an NMesh object: GetRaw and GetRawFromObject. GetRaw will get the raw mesh info for a given mesh, while GetRawFromObject will get mesh info for a given object. Like Jorrit pointed out a while ago, the (loose) analogy is like retreiving a factory vs. a mesh. GetRaw, in its current state, returns just the mesh data itself without deformations. GetRawFromObject returns deformed mesh data (see Blender's Python Docs for the whole dirty business). in the blender2crystal distribution uses GetRaw which just returns the static mesh data without skeletal deformations from rigging at a given frame. I hacked the Python script to use GetRawFromObject and things now work peachy. Just change
mesh = Blender.NMesh.GetRaw(

mesh = Blender.NMesh.GetRawFromObject(

Now I just need to figure out why exporting as a library makes the exporter barf.

<inflamatory comment>
I think we should bring back the <BLINK> tag.
</inflamatory comment>
7  Crystal Space Development / General Crystal Space Discussion / Re: Things to Check Before You Post on: October 28, 2005, 03:10:37 am
...along those same lines: CrystalSpace is not an application. It's a set of libraries. The .zip file you download or the CVS files you checkout do not constitute an application. You will have to compile stuff. CrystalSpace isn't an out-of-the-box editor to create a game (although CrystalBlend will come close), it's an engine comprised of several libraries that let you build a stand-alone application.
8  Crystal Space Development / Support / Re: Get position of camera in simple2 application on: October 28, 2005, 03:04:46 am
You might want to use visability culling, clipping a far plane or implementing fog if things are getting too long. If you're using hardware rendering on just a tunnel, tho, you should be largely okay.
9  Crystal Space Development / Game Content Creation / Re: blender2crystal and spr3d animation? on: October 27, 2005, 04:31:24 am
Has anyone else been able to communicate with the blender2crystal team? No e-mail addresses, no forum, mailing list doesn't work...

Given how genmesh animation with spr3d would be much nicer (from my pov, anyways) than the current cal3d solution, I'd like to work through why the correct vertex information isn't being sent along during export.
10  Crystal Space Development / Game Content Creation / Re: blender2crystal and spr3d animation? on: October 25, 2005, 06:46:16 am

Looking at a simpler version of a spr3d file (just a boxman) I can now see what's going on. ALL THE FRAMES HAVE THE SAME VERTEX INFORMATION.


So... someone help me here... how does blender2crystal determine vertex offsets for each frame? It's obviously not by armature... or IPO... so how else would it divine what LocRot transformation to set?

Looking at the source, it appears it's only getting raw mesh data. Is there another way I should be doing this in Blender?
11  Crystal Space Development / Support / Re: Get position of camera in simple2 application on: October 25, 2005, 03:47:30 am
You might want to take a look at walktest - there's an option that will create an endless maze based on sectors. Sounds right up your alley.
12  Crystal Space Development / Game Content Creation / blender2crystal and spr3d animation? on: October 24, 2005, 04:36:50 am
Has anyone been able to get blender2crystal's spr3d export to work?

I built a model in Blender, then exported it using the cal3d exporter. That mesh seemed to animate via cal3d's miniviewer.
When I attempt to export it using blender2crystal into a spr3d library it doesn't animate. The mesh itself loads just fine in viewmesh, but I can't start an animation loop.

I looked through the viewmesh source and didn't find any glaring problems, and looked through the mesh's XML and didn't find one, either. I'm *guessing* the problem might be in viewmesh? I'm using today's CVS.

The mesh itself is available at, just in case enterprising minds are interested.
13  Crystal Space Projects / Project Discussion / Re: Blender on: October 24, 2005, 02:51:12 am
Along the same lines, blender2crystal is currently allowing you to export spr3d libraries... so you can do animated genmeshes without the cal3d plugin.
14  Crystal Space Development / Support / Re: MMORPG on: October 21, 2005, 03:40:01 am
You don't need Visual Studio per se - you can use other open-source build tools out there. gcc 3.x should work fine.

If you're trying to get started, probably the best thing is to walk through the Simple Tutorial application just to get a basic room up and running (it's in the docs at After that the best thing to do is walk through some of the community tutorials at

The trickiest thing is getting your build/development environment set up - if you can get as far as building your own standalone app with a single room you can view, your well on your way. The next big step is content creation, which the community site can greatly assist with.
15  Crystal Space Development / General Crystal Space Discussion / Re: Crystal Space as an open source game engine on: October 18, 2005, 10:52:24 pm
Correct - there is no executable file. You will need to build & configure the libraries - check out for documentation on how to do so (or the tutorials at
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