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1  Crystal Space Development / Game Content Creation / Re: Animesh exporting with b2cs on: February 04, 2009, 01:18:16 pm
I needed to add the action in the blender NLA editor then it exported OK.

The reason I couldn't see the CrystalSpace page of the export UI was due to needing more dependencies.  You can see which dependencies b2cs is missing by looking at the blender console output when b2cs loads.
2  Crystal Space Development / Game Content Creation / Animesh exporting with b2cs on: January 25, 2009, 10:49:21 am
I'm trying to export an animesh character with b2cs.  It exports OK as genmesh.  I'm following the steps on the Yo Frankie DVD.  It seems I need to create an animation graph.  In the screenshot on the DVD it shows a UI being available via the 'CrystalSpace' combo box option in the blender export UI but when I select 'CrystalSpace' I just see a blank screen...

I'm using blender 2.47 with latest b2cs from svn.

3  Associate Projects / CEL Discussion / Re: Orientation borked when using CelEntity template to import an Entity on: January 15, 2009, 05:37:21 pm
Thanks to caedes on irc for solving this for me.  It turns out the local axes of my armature were rotated relative to the global axes.

4  Associate Projects / CEL Discussion / Orientation borked when using CelEntity template to import an Entity on: January 13, 2009, 05:03:25 pm
I'm trying to spawn an npc at a point in my world.  I have the world in one blender file and the npc in a second.  I've looked at crystalcore to see how that achieves the same thing but I'm having trouble getting the imported mesh orientated correctly.

A few pictures to illustrate the problem:-

and the code I'm using to set up the spawn point:

  - This library contains an entity template for a spawn point that spawns npcs.
    <addon plugin="cel.addons.celentitytpl" entityname="npc-spawnpoint" >
        <propclass name="pclogic.spawn">
    <action name="AddEntityTemplateType">
    <par name="chance" float="1.0" />
    <par name="template" string="$template" />
    <par name="entity" string="$entname" />
    <action name="SetTiming">
    <par name="repeat" bool="true" />
    <par name="random" bool="true" />
    <par name="mindelay" long="1000" />
    <par name="maxdelay" long="1000" />
    <action name="SetEnabled">
    <par name="enabled" bool="true" />
    <action name="AddSpawnPosition">
    <par name="sector" string="$sector" />
    <par name="position" string="$node" />
                <par name="yrot" float="0.0" />
    <property name="namecounter" bool="false" />
    <property name="spawnunique" bool="true" />
    <action name="Spawn" />

<?xml version="1.0" encoding="UTF-8"?>
  <library path="/models/npc_test" file="library" />
  <addon plugin="cel.addons.celentitytpl" entityname="npc_test-tpl">
    <propclass name="pcmesh" tag="model">
      <action name="LoadMesh">
    <par name="factoryname" string="body" />
  <action name="MoveMesh">
    <par name="sector" string="$sector" />
            <par name="position" vector="$pos" />
    <propclass name="" />
    <behaviour layer="behaviourlayer" name="npc_behave" />

Finally my entities file for my world:
  <library file="/library/npc_spawnpoint.xml" />
  <library file="npc_test.xml" path="/npc_test" />
  <library file="viewControls.xml" path="/entities/viewControls" />

    <addon plugin="cel.addons.celentity" template="npc-spawnpoint" entityname="npc1-spawnpoint" >
        <par name="template" value="npc_test-tpl" />
        <par name="entname" value="npc1" />
<par name="sector" value="Scene" />
<par name="node" value="npc_test" />

I've tried rotating the empty node in blender but that makes no difference.  I've seen the yrot parameter in AddSpawnPosition but for some reason my model is misaligned in more than one axis.  I don't understand why my mesh is being rotated?

5  Crystal Space Development / Game Content Creation / Texture & Animation problem on: January 12, 2009, 04:52:03 pm
When I Ctrl+R to run this test model of mine the textures are all inside out and the animation screwed up.

I've tried doing Apply Scale and Rotation in blender, I know that sometimes causes problems.  I've also checked that all my vertices have a vertex group and I only have one root bone in my very simple test skeleton.

My test model is here:

This is how it looks in the test application:

I'm exporting using SVN b2cs using CS 1.4.

6  Crystal Space Development / Support / Re: Where is Aws in version 1.0 of crystal space? on: June 18, 2007, 01:18:01 pm
raq77, CEGUI is an external project from CS.  Details can be found here:

If it couldn't load the plugin check the CEGUI dll is in your windows library search path (e.g. in the application directory), iirc there are different .dlls for different versions of MSVC++ and debug/release variants.  Make sure you've installed the correct cs-win32libs for your version of CS, details here:
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