Thanks to all for the hard work in developing the latest version. I have a Pentium 4 3Ghz with a GE Force 5700 256 meg graphics card. When I run a previous game created on 2.34, the moving objects using IPO's become jerky when using a follow camera. The sound has also been effected and seems to follow the jerky movement. The key press functions now seem to have a press and release function as well.
I have also tested the IPO's in animation....no game engine. Something has changed. I tired running the old "skinny guy jump.blend" file, and it looks nervous! What has changed? I have even tried creating a new program with 2.4, and an object using an IPO and a follow camera is also not smooth. It smooths out by using "enable all frames" but then this does not work when you create a runtime program.
Please consider my comments as feedback and not criticism. I LUV Blender!!
Keith
Some more 2.4 bugs
Moderators: jesterKing, stiv
There are lots of issues indeed. To compensate, perhaps you want to try this new build and gfx demos:
http://www.continuousphysics.com/ftp/pu ... indows.zip
http://www.continuousphysics.com/ftp/pu ... 241gfx.zip
The graphics features look like this on a NVidia 6600 GT.
Erwin

http://www.continuousphysics.com/ftp/pu ... indows.zip
http://www.continuousphysics.com/ftp/pu ... 241gfx.zip
The graphics features look like this on a NVidia 6600 GT.
Erwin

Thanx for the reply Erwin, and thanx a lot for your ongoing work on the game engine. I'll have a look at those files that you mentioned. I have a lot to learn about all of this. Most of my work has been a IPO animations in the GE, and it has been really useful. I have a new project now where I need to steer an object around and use a follow camera, so it would be nice to get it all smooth again.
I figured out how to steer my model around with the joystick input without any Python or any programming. I'm not talking about ON/OFF steering but "almost" analogue steering. I'll post a thread on it soon. Thanks again.
Keith
I figured out how to steer my model around with the joystick input without any Python or any programming. I'm not talking about ON/OFF steering but "almost" analogue steering. I'll post a thread on it soon. Thanks again.
Keith
Thanx for the reply Erwin, and thanx a lot for your ongoing work on the game engine. I'll have a look at those files that you mentioned. I have a lot to learn about all of this. Most of my work has been a IPO animations in the GE, and it has been really useful. I have a new project now where I need to steer an object around and use a follow camera, so it would be nice to get it all smooth again.
I figured out how to steer my model around with the joystick input without any Python or any programming. I'm not talking about ON/OFF steering but "almost" analogue steering. I'll post a thread on it soon. Thanks again.
Keith
I figured out how to steer my model around with the joystick input without any Python or any programming. I'm not talking about ON/OFF steering but "almost" analogue steering. I'll post a thread on it soon. Thanks again.
Keith
UncleZeiv wrote:are you kidding? and does multi-material also mean multple uv-channels?
Hey,
Its possible to have a second set. It needs to be set manually though.
Code: Select all
import GameLogic
co = GameLogic.getcurrentController()
obj = co.getOwner()
m_i = 0
mesh = obj.getMesh(m_i) # There can be more than one mesh...
while mesh != None:
for mat in range(mesh.getNumMaterials()):
for v_index in range(mesh.getVertexArrayLength(mat)):
texvert = mesh.getVertex(mat, v_index)
texture_unit = 1 # (0-2)
coords = [1.0,0.0]
texvert.setUV2(coords, texture_unit)
m_i += 1
mesh = obj.getMesh(m_i)
Thanks,
Snail