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Author Topic: [Blender] 2.5 and UT content creation  (Read 7319 times)

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Offline Savage

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[Blender] 2.5 and UT content creation
« on: January 04, 2010, 05:28:59 PM »
I'm sorry if my question is in the wrong thread but I didn't know how to create a new one. I want to use the new Blender 2.5 to make content for the ClanDW UT3 server, our Death Warrant Invasion server, that I'm a member of. I used Blender 2.4x in the past to create content, mostly static because I was just getting familiar with the way UT3 uses armatures, and the export scripts I used for both static, skeletal, and animations all worked great but with the new 2.5 using Python 3.1, I get errors left and right with all of them. Mostly "print" errors. I know some things have changed but is their a new script or a way I can go in with IDLE and make the necessary changes? I have had to make minor changes in the past when changing versions of Python 2.x series with success but so far, I'm not having any luck here with the new Python 3.1... A lot of changes I guess. Any help or a point in the right direction would be greatly appreciated. I'm running behind schedule for a new line of monsters I hope to create soon but I'm burning a lot of time programming and learning to program just to get this fixed. Again, thanks in advance. Great to be here, thanks for excepting me.

Offline kat

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Re: [Blender] 2.5 and UT content creation
« Reply #1 on: January 05, 2010, 03:44:44 AM »
You're going to be kind of stuck by the looks of things. This tends to happen with every major update whereby the Blender dev team change things to improve Blenders capabilities which have the knock-on effect of 'breaking' scripts written for previous versions. Obviously that means having to wait on the script authors (or some other third party) to update them so they're compatible with the latest 2.5 Blender tree.

So for now, your only option for animated UT objects will be to use Blender 2.4x; you at least know that can be done - saves you time in many respects as well. It's likely that there may be issues with all the import/export scripts so it's going to take a bit of time to have those updated - to be honest, it's probably going to take people doing what you're doing and stepping up to the plate to amend and update the scripts (if you manage to do that, let me know and I'll host the files here for you).

Welcome to KatsBits btw  ;)

Offline Savage

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Re: [Blender] 2.5 and UT content creation
« Reply #2 on: January 09, 2010, 08:53:13 AM »
I'm attempting to fix them as soon as I can but I have a lot of work that I'm going to need to catch up on first so I figure I best resort back to 2.49b for a while. I must finish some static meshes for a few of our mappers and I'm hoping to submit an article for the Blender Art Magazine if I can find some spare time but once those things are finished, I'm putting my monsters and personal projects on hold and getting on those scripts. From the research I have done so far, it should be a pretty simple fix but very time consuming. I will take you up on your offer if I'm able to get them fixed. Thanks!

Offline ratty redemption

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Re: [Blender] 2.5 and UT content creation
« Reply #3 on: January 09, 2010, 10:59:21 AM »
@ savage, good luck with all that, and is there any chance when you have time of you posting some images of your blender models here? maybe in a different topic. we're always interested to see what game content is being created with blender as its the main app we use here at katsbits :)

Offline Savage

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Re: [Blender] 2.5 and UT content creation
« Reply #4 on: January 09, 2010, 07:21:39 PM »
Absolutely! I have a couple things I can show but most of it is WIP.

Offline ratty redemption

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Re: [Blender] 2.5 and UT content creation
« Reply #5 on: January 09, 2010, 07:28:11 PM »
cool and np about anything being wip, most of the work we show each other here is wip :)

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