#30 Added by Naema 1 decade ago
#31 Added by Teeneemai 1 decade ago
#32 Added by Jarnys 1 decade ago
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#33 Added by Phileur 1 decade ago
Edited 3 times | Last edited by Tiximei (9 years ago)
#34 Added by Siela 1 decade ago
Last edited by Tiximei (9 years ago)
#35 Added by Bubbason 1 decade ago
Last edited by Bubbason (1 decade ago)
#36 Added by Swan 1 decade ago
#37 Added by Bubbason 1 decade ago
#38 Added by Karu 1 decade ago
#39 Added by Markanjio 1 decade ago
Ok, so I noticed on Ryzom Forge to make plushies, etc, you need 3ds max, Well, i went to the web page and it looks like its a Windows program. I use a mac, is there an equivelent program you can use for OSX? I would like to learn this :D
You MIGHT be able to use blender - the ryzom core people were trying to convert everything for blender but you'll have to ask them first if they are done with everything related to making it possible to use blender instead of 3Ds max and if they are what to keep in mind
13:00:41 rdelvax | Hi,13:01:07 rdelvax | Is there anyone who charted the shape, skel and anim files?13:02:42 rdelvax | If so, I could try and learn enough python to try and make blender importer/exporter plugins with a little help from some friends...13:03:57 rdelvax | If there's no info for those filetypes, I might give reversed engineering a try, but that could take a while...14:33:49 dfighter | rdelvax, as far as I know there's already an ongoing effort14:34:10 dfighter | you should consult with Botanic_14:35:51 sfb | rdelvax: If you want to know what is in the files you need to look at the serialization methods for the corresponding classes.14:36:13 sfb | rdelvax: Because these file formats are binary representations of the contents of an instance of those classes.14:36:49 sfb | rdelvax: Regarding a Blender plugin, dfighter is spot on. Botanic_ and someone else have been working on something on the side. It'd be worth talking to him to see where it is at.14:39:42 rdelvax | thnx, I'll contact botanic ;)14:40:07 rdelvax | Maybe I can help him.
#40 Added by Abekomdf 9 years ago
A fatal error occurs. The program must quitProcName: <Unknown>File: /ryzom-ryzomcore-5c9146c667c1/code/nel/src/gui/interface_parser.c ppLine: 587FuncName: parseXMLDocumentReason: could not parse 'lua'-------------------------------User Crash Callback:-------------------------------HomeId: 101ShardId: 101On a Mainland ShardApplication: ryzom_liveNo user entity informationViewPosition: 0.00 0.00 0.00LocalTime: 2015/08/02 21:49:56ServerTick: 1021771984ConnectState: ConnectedLanguage: EnglishClientVersion: ryzomcore/v0.12.0-devPatchVersion: 610Client is onlineNumServerHOP: 0NumFarTP: 0NumReselectPerso: 0Connection Events: Memory: 13GB/15GBProcess Virtual Memory: 0BOS: Linux version 3.16.0-4-amd64 (debian-kernel@lists.debian.org) (gcc version 4.8.4 (Debian 4.8.4-1) ) #1 SMP Debian 3.16.7-ckt11-1+deb8u2 (2015-07-17)Processor: AMD FX(tm)-8350 Eight-Core Processor / ? Family 21 Model 2 Stepping 0 / AuthenticAMD / 1400.000MHz / 3 Processors foundCPUID: 0HT: NOCpuMask: ffNeL3D: OpenGL / X.Org / Gallium 0.4 on AMD OLAND / 3.0 Mesa 10.3.2No sound
#41 Added by Karu 9 years ago
Can anyone suggest anything else to try? Do I have to build my own lua and luabind; or maybe the error has nothing to do with lua?!
#42 Added by Abekomdf 9 years ago
2015/08/02 21:49:56 <Unknown> INF e689a740 common.cpp 615 : Exception will be launched: interaction.lua:134: attempt to call field 'mod' (a nil value)2015/08/02 21:49:56 <Unknown> WRN e689a740 interface_parser.cpp 2863 : ELuaExecuteError: interaction.lua:134: attempt to call field 'mod' (a nil value)2015/08/02 21:49:56 <Unknown> ERR e689a740 interface_parser.cpp 587 : could not parse 'lua'
#43 Added by Karu 9 years ago
The only other lines that appear to have potential relevance are:Exception will be launched: interaction.lua:134: attempt to call field 'mod' (a nil value)
Exception will be launched: interaction.lua:134: attempt to call field 'mod' (a nil value)
#44 Added by Abekomdf 9 years ago
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