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00:17.40 | *** join/#bzflag-chat Drummaster01 (n=43a72c3b@bz.bzflag.bz) |
00:17.43 | Drummaster01 | hi |
00:18.19 | Drummaster01 | The email address to get on the COPPA list is Tim@Rikers.org, right? |
00:20.17 | JeffM2501 | yes |
00:23.30 | *** join/#bzflag-chat Swigg (n=Default@71-12-214-109.dhcp.spbg.sc.charter.com) |
00:23.47 | CBG | ... this drummaster dude... he aint getting in with or without an email from his mom, right? |
00:23.56 | Swigg | Jeffm2501: Ping! |
00:24.16 | JeffM2501 | ? |
00:30.41 | *** join/#bzflag-chat Drummaster01 (n=43a72c3b@bz.bzflag.bz) |
00:31.05 | Drummaster01 | ok JeffM my mom sent you a CC of that email |
00:31.21 | JeffM2501 | cool |
00:31.50 | Drummaster01 | so I'm good? |
00:32.41 | JeffM2501 | once tim files it we'll have it on record and you won't be violating the coppa anymore |
00:32.48 | JeffM2501 | the rest will be up to you. |
00:33.07 | Drummaster01 | That last sentance sounded very wrong, but ok |
00:33.17 | Winny | ? |
00:33.19 | JeffM2501 | pardon? |
00:33.44 | Drummaster01 | Nevermind |
00:34.16 | Drummaster01 | So see ya |
00:34.21 | JeffM2501 | I do not see an email from our mother |
00:34.38 | me1 | our? |
00:34.43 | JeffM2501 | your |
00:34.49 | JeffM2501 | missed a key :) |
00:34.50 | me1 | my? |
00:34.59 | me1 | :P |
00:36.46 | Winny | JeffM2501: check the spam folder.. maybe the typing was that bad ;) |
00:36.51 | Winny | or he sent it to tim |
00:37.06 | L4m3r | he said he CC'd it to jeff |
00:38.05 | Winny | ah |
00:38.37 | Winny | maybe he got one of those pads with the carbon on it they have in banks and was pushing it onto his monitor |
00:38.41 | Winny | "it won't copy!!" |
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00:58.08 | CBG | The ex-chairman of the Games Society at my uni (and I am webmaster on the current board as of 2 weeks ago) is moaning about DRM in FarCry 2 (and Spore) on the forums... I just posted a reply saying I don't give a shit that ended with: |
00:58.11 | CBG | But what I am saying is that, until it effects me, I'm not going to go about campaigning against anything as that would just be silly. Millions of things have not happened to me and I don't have time to campaign about all of those. How will the rape-victim-support groups feel if I join an anti-drm march but turn down their invite to the rape-support-rally when I am not the victim of either? |
00:58.50 | JeffM2501 | CBG: language please |
00:58.53 | CBG | Ah, wrong channel... :| |
00:58.54 | JeffM2501 | seriously |
00:58.59 | CBG | Yep, sorry JeffM2501. |
00:59.00 | JeffM2501 | heh |
00:59.14 | CBG | Take a wild guess at what channel I thought I was in... |
00:59.18 | F687s | 'Twas very interesting, though. *golf clap* |
00:59.32 | CBG | F687s: :P |
00:59.36 | Winny | CBG: plantmafoo |
00:59.46 | CBG | right. ;) |
01:00.38 | CBG | But, swearing aside... did I make a good point? :) |
01:01.25 | CBG | I mean... rape-victims world-wide would be in uproar if I were to show support at an anti-DRM protest, right? |
01:03.27 | JeffM2501 | that isn't for here ether ok, |
01:03.55 | CBG | Meh.. Ok. |
01:04.25 | CBG | And sorry for that random ping earlier, JeffM2501... got called away right after I hit enter. It wasn't important anyway. |
01:04.59 | JeffM2501 | k |
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18:27.46 | L4m3r | spldart: I reassembled my server yesterday, using one of those three mobos. it posted with less of a fight than I had expected. I will test the other two as I have time. |
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18:42.08 | spldart | allrighty. Kewlio |
18:43.15 | spldart | Anyone notice debian lenny seems faster than etch? I'm used to it being the reverse with subsequent OS's. |
18:43.45 | *** join/#bzflag-chat me1 (n=khazhy@bzflag/player/Me1) |
18:47.12 | L4m3r | goes to upgrade to Lenny on a whim |
18:47.20 | L4m3r | hope it doesn't break! |
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19:01.49 | *** join/#bzflag-chat bz22 (n=48f185a6@bz.bzflag.bz) |
19:02.16 | bz22 | does any body know the exact link to get a plugin for blender that will export to .bzw |
19:05.42 | me1 | http://my.bzflag.org/bb/search.php? |
19:06.09 | spldart | L4m3r: The last incarnation I downloaded of lenny netinst is fairly stable and functional. After installing it on one of my home pc's and using it a while I decided I trusted it to go on my workstation. I'm not dissapointed.. I occasionally run into a dependency issue because of incomplete repositories. |
19:06.57 | spldart | Just 2.5 to 3 months ago I had some serious issues with xorg on it though. but they seem to be resolved. |
19:07.29 | spldart | doh! |
19:08.04 | *** join/#bzflag-chat JeffM2501 (n=JeffM@bzflag/projectadmin/JeffM) |
19:08.29 | me1 | bz22, try http://wiki.teppic.homelinux.net/bzwiki/index.php/Main_Page |
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19:10.16 | bz22 | so i need the bzwtool kit? |
19:11.07 | me1 | That is the direct blender to bzw exporter, yes |
19:11.45 | me1 | Yeah, leave in the middle of my sentence, why don't ya? |
19:13.18 | Winny | hehe |
19:16.08 | me1 | hmm, Winny, any particular reason Rat's nest is in prefabs/map objects? |
19:16.23 | Winny | because it's a bunch of objects and textures included in the zip |
19:16.40 | Winny | I intended it for people to use the objects more then use the map |
19:16.58 | me1 | ahh |
19:17.19 | *** join/#bzflag-chat bz22 (n=48f185a6@bz.bzflag.bz) |
19:18.19 | bz22 | ok i got the tools and i found an installation guide but one small problem, i can find where the scripts are kept, i did in default location but there is no C:\Program Files\Blender Foundation\Blender\.blender\scrips |
19:19.00 | me1 | then make one |
19:19.27 | me1 | Right-click -> new folder |
19:19.32 | bz22 | i tried, wouldnt do .blender |
19:19.43 | me1 | What was the error? |
19:19.55 | bz22 | it doesnt like the . |
19:20.52 | me1 | try looking in C:\Docs and setings\username\application data\blender |
19:21.21 | me1 | (The folder is hidden, so you will have to set your preferences to show hidden files) |
19:22.30 | bz22 | in the program files? |
19:22.41 | blast007 | no |
19:23.01 | blast007 | read what he said ;) |
19:23.05 | blast007 | documents and settings |
19:23.17 | bz22 | i got gay vista |
19:23.51 | blast007 | then it's under c:\users |
19:24.27 | blast007 | try C:\Users\<YourUsername>\Application Data\Blender Foundation\Blender\.blender\scripts |
19:24.33 | bz22 | i just switched and i can find out how to show hidden files :( i hate vista so much |
19:24.41 | me1 | why? |
19:24.49 | blast007 | can, or can't? |
19:25.00 | bz22 | cant, sry |
19:25.10 | me1 | erm, then you did something wrong. |
19:25.12 | blast007 | you don't need to if you just type that into the address bar |
19:25.23 | bz22 | oh |
19:25.24 | blast007 | me1: he can't find WHERE to enable hidden files |
19:25.47 | me1 | oh, me read it as "i found out taht i can't show hidden files" :\ |
19:25.48 | bz22 | zomg |
19:25.53 | bz22 | it wont give me acess |
19:26.22 | blast007 | did you type that exact as I gave it above? or did you replace "<YourUsername" with your username? |
19:26.46 | blast007 | and that was just a guess based on my XP location |
19:27.13 | bz22 | ok |
19:27.16 | bz22 | nvm i got it |
19:27.19 | blast007 | k |
19:27.25 | bz22 | now i just have to mod it in notepad 2 |
19:39.31 | bz22 | so what do i have to do to the BzConfig.py |
19:42.29 | me1 | when you start the script there should be an options thing, and if you fill out that, you won't need to edit bzconfig.py |
19:44.01 | bz22 | lol too late, i edited the file paths in it already for my paths |
19:44.37 | me1 | either way, it does the same thing |
19:44.41 | blast007 | me1: the wiki for BZWTools says to edit it with a text editor ;) |
19:45.30 | me1 | there is a tool you can use if you don't want to edit it by hand included, i guess that's not the cool way to do it. :P |
19:46.47 | bz22 | aww crud, this is right, right? C:\\Program Files\\Bzflag2.0.10\data |
19:46.51 | bz22 | \\ |
19:46.59 | blast007 | maybe |
19:47.03 | blast007 | does it not work? |
19:47.28 | bz22 | nvm it works now :) |
19:47.44 | bz22 | i fogot to put \\ at the end of data, i had just one \ |
19:48.03 | bz22 | so now im set to use blender huh? |
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19:49.06 | me1 | make sure before you try to export that the mesh is in layer one, and that you select the mesh and click "new mesh" in the scripts window (in the bzwtools script) |
19:57.59 | bz22 | ok, lol i had a problem, i started with the box in the begining and hit export but the file was blank |
19:59.31 | me1 | did you set up mesh export? |
19:59.48 | me1 | ie, open up the script in the scripts window, and click on the "mesh export" button |
20:00.22 | bz22 | all i did was make a box, and hit export, looked at the file, blank |
20:01.24 | me1 | did you set up mesh export? |
20:01.26 | me1 | ie, open up the script in the scripts window, and click on the "mesh export" button |
20:08.59 | Winny | why is he using the mesh exporter? |
20:09.03 | Winny | why not just use modeltool? |
20:09.51 | me1 | if you're not going to convert to drawinfo, file> export> bzw seems a lot simpler |
20:14.03 | *** join/#bzflag-chat bz22 (n=48f185a6@bz.bzflag.bz) |
20:14.20 | bz22 | was i suppose to remove that line in the .py that said ignor this line? |
20:16.01 | me1 | It doesn't matter |
20:17.49 | me1 | actually, if you downloaded the latest version, i don't think there should be a bzconfig.py |
20:18.10 | me1 | nvm |
20:18.36 | me1 | actually, " **** This file is now depreciated, there is no need to edit it anymore, use BZWToolkit to edit your preferences****" |
20:18.43 | me1 | yeah, you probably got an older version |
20:26.44 | Winny | me1: with modelltool you simply export it as a bzw then drag the file onto modeltool |
20:26.54 | Winny | export it as a obj* |
20:30.19 | Winny | no confusing configuration required |
20:31.47 | me1 | the configureation isn't confusing. simple paste the paths to the cache, the data folder, my docs, and one other, and you're set |
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20:41.36 | bz22 | thats what i did |
20:41.40 | bz22 | but it doesnt work |
20:41.51 | bz22 | it just leaves the file blank |
20:42.11 | me1 | you'd probably be better off using modeltool, then |
20:42.33 | me1 | you can export as obj, and drag and drop the obj file onto modeltool, and it converts it to bzw |
20:43.00 | bz22 | so instead of blender i get modeltool |
20:43.06 | me1 | no |
20:43.24 | me1 | you need blender or some other 3d editor to MAKE the mesh, and you export what you make in blender to obj |
20:43.31 | me1 | then you convet the obj to bzw with modeltool |
20:43.49 | bz22 | ok ill download it |
20:44.12 | me1 | bz22, http://beta.bzflag.bz/builds/tools/modeltool_win_1.8.4.zip |
20:45.50 | *** join/#bzflag-chat TD-Linux (n=wheeeeee@about/essy/indecisive/TD-Linux) |
20:47.02 | bz22 | i ran it but it closed |
20:47.21 | me1 | did you doulbe click it? |
20:47.24 | bz22 | yes |
20:47.27 | me1 | ... |
20:47.42 | *** join/#bzflag-chat TriXagon (n=TriXagon@user-0c93kho.cable.mindspring.com) |
20:47.44 | me1 | once you make your model, you export to .obj |
20:47.52 | TriXagon | me1 |
20:47.56 | me1 | then, you drag and drop the .obj onto the modeltool icon |
20:47.58 | me1 | TriXagon |
20:50.03 | bz22 | YAY |
20:50.07 | bz22 | it worked |
20:50.09 | bz22 | im happy |
20:50.10 | me1 | cool |
20:50.17 | bz22 | thx for all the help me1 |
20:50.25 | bz22 | im a noob at blender and stuff so i kinda suck |
20:50.47 | blast007 | only one way to get better at it ;) |
20:50.47 | TriXagon | hang on |
20:50.55 | TriXagon | i can get you a tutorial on blender |
20:50.58 | TriXagon | one sec... |
20:51.01 | bz22 | i have the page |
20:51.03 | bz22 | its in blender |
20:51.11 | bz22 | under help and stuff |
20:51.16 | me1 | Go to amazon, get $30, and get a big book you can show to all your friends |
20:51.20 | TriXagon | http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro |
20:51.36 | TriXagon | that's how i learned most of what i know on blender |
20:52.01 | me1 | I'd reccomend http://www.blenderartists.org it's a huge community in blender, and has some useful tutorials. Not nessisarily for bzflag modeling, but for modeling in general |
20:52.58 | me1 | the wikibook TriXagon reccommended is where I learned most of what I know as well, so it might not hurt to try that as well |
20:54.39 | me1 | but seriously, really big book, you can brag! ;) http://tinyurl.com/blenderbook |
20:56.57 | *** join/#bzflag-chat bz22 (n=48f185a6@bz.bzflag.bz) |
20:57.13 | bz22 | lol one prob, when i exported it made a matref of (null) |
20:57.29 | me1 | that means that is has no material |
20:57.40 | bz22 | so i just add a matref at the top? |
20:57.46 | bz22 | named (null) |
20:58.04 | me1 | you can assign a material to it in blender, then it won't be a problem |
20:58.14 | bz22 | ok, ill just do the mat for this time |
20:59.04 | blast007 | not sure if (null) is a valid material name ;) |
20:59.23 | blast007 | if you don't need a material, just take out the matref's from the bzw |
20:59.41 | bz22 | yhea, ok |
21:01.08 | bz22 | lol why is the cone on its side |
21:01.26 | TriXagon | waaaait |
21:01.32 | TriXagon | all you wanted is a normal cone? |
21:01.38 | bz22 | as a test |
21:01.42 | TriXagon | oh |
21:01.45 | TriXagon | phew |
21:01.50 | bz22 | i gess i have to rotate it huh |
21:01.51 | me1 | you need to specify "switch y and z" when exporting to obj |
21:01.58 | me1 | or, if you did, unspecify it |
21:02.01 | bz22 | ok |
21:02.11 | TriXagon | if you're using wings, right? |
21:02.17 | me1 | blender |
21:02.20 | TriXagon | i have blender with BZWToolkit |
21:02.27 | TriXagon | do i need to re-export? |
21:02.34 | TriXagon | wiith switch? |
21:02.37 | TriXagon | with* |
21:02.39 | me1 | what? |
21:02.54 | TriXagon | i'm modeling in blender |
21:03.00 | me1 | if you export with bzwtools, you don't need to export as obj, just export as bzw |
21:03.11 | TriXagon | right sorry, confused myself |
21:03.17 | bz22 | i have to do it with .obj |
21:03.19 | TriXagon | exporting as .obj |
21:03.28 | bz22 | but where do i select the switch y with z |
21:03.46 | TriXagon | i THINK there's a window that pops up when blender exports obj... |
21:03.48 | TriXagon | ...i THINK |
21:03.51 | bz22 | yhea |
21:03.51 | TriXagon | not sure |
21:03.54 | bz22 | i does |
21:03.59 | TriXagon | that should have the option on it |
21:04.05 | TriXagon | if not, no help available |
21:04.06 | bz22 | is it "keep vert order"? |
21:04.15 | TriXagon | i have no idea |
21:05.25 | me1 | before you jump head first into modeling, i think you should learn the basics of the modeler you are using, and practice modeling/exporting. |
21:05.45 | me1 | also, you should get a good grasp of the layout of the modeler, and how to use it. |
21:05.46 | TriXagon | wait |
21:05.55 | TriXagon | unless i'm thinking wrong, this is an easy fix |
21:06.02 | TriXagon | nstick the cone on its side :P |
21:06.08 | TriXagon | in the modeler |
21:06.34 | me1 | when you export as obj, you click ok, it opens a window, either select, or deselect "rotate x90" |
21:06.42 | me1 | bz22, |
21:06.42 | TriXagon | oh |
21:06.43 | TriXagon | ok |
21:06.49 | bz22 | ok i got it |
21:07.11 | bz22 | i did that and it worked and now i just saw ur message |
21:07.17 | bz22 | so tyvm |
21:10.51 | *** join/#bzflag-chat Drummaster01 (n=43a72c3b@bz.bzflag.bz) |
21:11.05 | TriXagon | drum! |
21:11.09 | Drummaster01 | Hey Winny |
21:11.11 | Drummaster01 | Hi |
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21:41.44 | Abominable | ahs3- Big bad buckos map is broke, I think it just needs to be restarted. |
21:48.04 | ahs3- | ok |
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22:32.24 | Winny | anyone in here have any experience with 2d physics on simple shapes? (ie, <6 sides) |
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23:28.19 | TD-Linux | not really :( |
23:41.00 | AAA_awright | Winny: It isn't that hard, really. It moves about it's center of gravity just like any object in kinematics. The number of sides doesn't matter, it just matters what corner or side it strikes if there is a collision, for mechanics. |
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23:41.52 | AAA_awright | Er, there is angular torque and momentum and stuff to worry about |
23:42.04 | AAA_awright | That varies based on the shape, but a little calc isn't hard :) |
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