Tut 4 and Blender 2.48a problem
+2
sio2interactive
cgen2
6 posters
Tut 4 and Blender 2.48a problem
First post for this noob.
First, the people behind SIO2 rock big time. I love you guys.
Got stuck on tutorial 3. Blender and those damn textures. Tried to recreate tutorial 4 model. Stuck again. Getting worried - maybe I am too stupid for this business. The textures wouldn't do what the tutorial (running Blender 2.47) showed them doing when I used Blender 2.48a on a Mac. Eventually, forced to conclude 2.48a is wonk with textures. I reverted to Blender 2.47 and bingo.
So, noobs don't despair, try 2.47.
First, the people behind SIO2 rock big time. I love you guys.
Got stuck on tutorial 3. Blender and those damn textures. Tried to recreate tutorial 4 model. Stuck again. Getting worried - maybe I am too stupid for this business. The textures wouldn't do what the tutorial (running Blender 2.47) showed them doing when I used Blender 2.48a on a Mac. Eventually, forced to conclude 2.48a is wonk with textures. I reverted to Blender 2.47 and bingo.
So, noobs don't despair, try 2.47.
cgen2- Posts : 38
Join date : 2008-12-14
Re: Tut 4 and Blender 2.48a problem
Hummmmm It might be something else, cuz Im personally using Blender 2.48a and all the tutorials .SIO2 of v1.3.1 have been exported using it... Might be something else that you do... by the way remember to clean the output directory, since v1.2 the exporter is not doing it for you anymore... so you better do it manually. Blender 2.48a is 100% compatible with SIO2 (in fact im using it everyday since its release and haven't found any issues yet...).
I know that the tutorials have been recorded using 2.47 but that doesn't mean that 2.48a is not working
Cheers,
I know that the tutorials have been recorded using 2.47 but that doesn't mean that 2.48a is not working
Cheers,
Re: Tut 4 and Blender 2.48a problem
I'm also using 2.48a, and no noticeable problem.
meteors- Posts : 241
Join date : 2008-11-08
Location : Sunny Florida
Re: Tut 4 and Blender 2.48a problem
i have same trouble on my mac 10.5.4 and blender 2.48a =\
molind- Posts : 3
Join date : 2008-12-16
Re: Tut 4 and Blender 2.48a problem
Molind: Can you be more precise about the nature of your problem in order to receive help...
Re: Tut 4 and Blender 2.48a problem
Molind
You don't have a white or black macbook do you? Cause if you do that is why your having problems. I have to run blender in Fusion in order for it to work.
Jon
You don't have a white or black macbook do you? Cause if you do that is why your having problems. I have to run blender in Fusion in order for it to work.
Jon
JonPru- Posts : 16
Join date : 2008-11-14
Re: Tut 4 and Blender 2.48a problem
So the latest version of Blender doesn't work on the lower-end macbooks?
meteors- Posts : 241
Join date : 2008-11-08
Location : Sunny Florida
Re: Tut 4 and Blender 2.48a problem
No. it just gets slower and slower and by the end of the first week it will barely work. I am not a computer wiz but I think it has something to do with the double buffering. Does anyone know if it works well on the new macbook with the Nvidia chipset?
Jon
Jon
JonPru- Posts : 16
Join date : 2008-11-14
Re: Tut 4 and Blender 2.48a problem
That sounds like a memory leak.
I'm on a loaded dual core macbook with an NVidia GEForce 8600M GT, and haven't noticed any problems beyond what you typically get from a free open-source app.
-j
I'm on a loaded dual core macbook with an NVidia GEForce 8600M GT, and haven't noticed any problems beyond what you typically get from a free open-source app.
-j
meteors- Posts : 241
Join date : 2008-11-08
Location : Sunny Florida
Re: Tut 4 and Blender 2.48a problem
try that:
http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=820
also 10.5.5 released some new opengl drivers that kill blender on macbooks, so don't update....
http://www.graphicall.org/builds/builds/showbuild.php?action=show&id=820
also 10.5.5 released some new opengl drivers that kill blender on macbooks, so don't update....
Blamm!- Posts : 23
Join date : 2008-11-18
Re: Tut 4 and Blender 2.48a problem
I'm using 10.5.5.
-j
-j
meteors- Posts : 241
Join date : 2008-11-08
Location : Sunny Florida
Re: Tut 4 and Blender 2.48a problem
Blamm!
Thanks so much. That build seems to be working. I will have to see if everything exports ok. Another build I had gave me some problems but it was pre blender 247. I looked forever trying to find a recent build but found nothing. Like I said I am not a computer guy and have only been using blender for 3 months with no real computer(beyond normal comp use) or graphics experience. I am having a lot of fun but man things got frustrating when I got this mac and had problems with the lack of opengl support.
Thanks so much. That build seems to be working. I will have to see if everything exports ok. Another build I had gave me some problems but it was pre blender 247. I looked forever trying to find a recent build but found nothing. Like I said I am not a computer guy and have only been using blender for 3 months with no real computer(beyond normal comp use) or graphics experience. I am having a lot of fun but man things got frustrating when I got this mac and had problems with the lack of opengl support.
JonPru- Posts : 16
Join date : 2008-11-14
Re: Tut 4 and Blender 2.48a problem
meteors,
yeah for some people its all good, i think it must be the new macbook chipset with the gl drivers plus blender...kerplowww
that build i linked doesnt work for me, blender still goes crazy and starts drawing stuff across the whole app, jaggedy lines and stuff
yeah for some people its all good, i think it must be the new macbook chipset with the gl drivers plus blender...kerplowww
that build i linked doesnt work for me, blender still goes crazy and starts drawing stuff across the whole app, jaggedy lines and stuff
Blamm!- Posts : 23
Join date : 2008-11-18
Re: Tut 4 and Blender 2.48a problem
Meteors:
Can you explain that a bit more?
haven't noticed any problems beyond what you typically get from a free open-source app.
Can you explain that a bit more?
Re: Tut 4 and Blender 2.48a problem
For example, some drop menus extend past the top of the app, so you can't see all the options. And occasionally it won't execute a command, and occasionally crashes altogether. Not a big deal.
And of course, the custom file dialogs were a bad design decision, but that's an argument for another time
-j
And of course, the custom file dialogs were a bad design decision, but that's an argument for another time
-j
meteors- Posts : 241
Join date : 2008-11-08
Location : Sunny Florida
Re: Tut 4 and Blender 2.48a problem
my mistake, sorry. all working fine for me now.
thanks for a great sdk.
thanks for a great sdk.
molind- Posts : 3
Join date : 2008-12-16
Re: Tut 4 and Blender 2.48a problem
sooooooo
Looks like 10.5.6 fixed my macbook slowdown and crash problem!!! yay! though Ill be on the look out for crashes... this was with 2.48a
Looks like 10.5.6 fixed my macbook slowdown and crash problem!!! yay! though Ill be on the look out for crashes... this was with 2.48a
Blamm!- Posts : 23
Join date : 2008-11-18
Re: Tut 4 and Blender 2.48a problem
ah well the slow down is still there but the crashes havent happened... ill just use that graphicall.org build
Blamm!- Posts : 23
Join date : 2008-11-18
Tut 4 and Blender 2.48a problem
I got over my issue with Blender 2.48a. I was having trouble painting textures on objects. Now I explicitly select Texture Paint before I edit on object. That seems to be 100%. I'm happy with 2.48a now.
The python exporter behaviour puzzles me. I note the advice to "clean the output directory". I presume that means wipe files from the output directory?
I have hard job making the .soi2 file reflect what's in the .blend file after editing the .blend file. Deleted objects appear and recent changes are not reflected in the .sio2 file. I know I have to select objects prior to exporting them and select the update button. I want to force the .sio2 file to reflect the .blend file but I may be simple ...
The python exporter behaviour puzzles me. I note the advice to "clean the output directory". I presume that means wipe files from the output directory?
I have hard job making the .soi2 file reflect what's in the .blend file after editing the .blend file. Deleted objects appear and recent changes are not reflected in the .sio2 file. I know I have to select objects prior to exporting them and select the update button. I want to force the .sio2 file to reflect the .blend file but I may be simple ...
cgen2- Posts : 38
Join date : 2008-12-14
Re: Tut 4 and Blender 2.48a problem
I see, well me what Im doing is every time a new object or new texture is added in the scene I move the output directory to the trash and re-export everything... If I only do some minor changes (like position object or material color etc...) I simply make an update...
I really suggest you to watch every video tutorials and try to reproduce them 1 by 1, you will never have a 100% conform copy of the blender viewport and SIO2, its 2 different things, its doing most of the job but, still, like for example, Blender is working on a face basis (which is understandable for an editor) however it is not pratical for a game engine... too many machine states changes etc...
The first thing before starting is to really understand what you can and cannot do with Blender/SIO2, as soon as you know the rest should be easy
Good luck,
Cheers,
I really suggest you to watch every video tutorials and try to reproduce them 1 by 1, you will never have a 100% conform copy of the blender viewport and SIO2, its 2 different things, its doing most of the job but, still, like for example, Blender is working on a face basis (which is understandable for an editor) however it is not pratical for a game engine... too many machine states changes etc...
The first thing before starting is to really understand what you can and cannot do with Blender/SIO2, as soon as you know the rest should be easy
Good luck,
Cheers,
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