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PaladinOfKaos

Joined: 03 Aug 2006

Posts: 625

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Post Posted: Fri May 27, 2011 4:12 am — Post subject: PyPRP2 Beta 1 released!

After much hemming, hawing and delaying, we are finally ready to announce the first beta of PyPRP2: PyPRP2_0.8.1.

This release requires a 32-bit Blender 2.57. 64-bit Blenders and older versions will not work.

A short list of features supported in this release:

  • Automatic vertex light baking
  • Alpha vertex paint
  • Multiple material layers
  • Spawn points
  • Lamps
  • Textures
  • Wireframe materials
  • Kickables
  • Sphere and Proxy physicals


Join the discussion over at Guild of Writers Forun.


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Stucuk

Joined: 27 Jun 2010

Posts: 216

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Post Posted: Fri May 27, 2011 4:24 am — Post subject:

Nice, 2.57 support should make learning blender easier.


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Whilyam

Joined: 09 May 2006

Posts: 4004

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Post Posted: Fri May 27, 2011 4:36 am — Post subject:

Now begins the long task of getting my stuff properly ported. I look forward to seeing this developed further in the future Very Happy


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Dachannien

Joined: 13 Dec 2006

Posts: 213

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Post Posted: Sat May 28, 2011 9:33 pm — Post subject:

Just curious - what obstacles stand in the way of compatibility with 64-bit Blender? (I know it's low priority since everyone can just install the 32-bit version of Blender.)

Also, thanks to everyone who worked on PyPRP2! Very Happy


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PaladinOfKaos

Joined: 03 Aug 2006

Posts: 625

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Post Posted: Sat May 28, 2011 9:48 pm — Post subject:

Dachannien wrote:

Just curious - what obstacles stand in the way of compatibility with 64-bit Blender? (I know it's low priority since everyone can just install the 32-bit version of Blender.)



The ancient version of PhysX (2.6) used by MOULagain/CWE doesn't have a 64-bit version. You could build libHSPlasma (and thus PyPRP) against a newer PhysX with 64-bit support, but then any ages exported wouldn't work in the CWE builds that most folks are producing currently.

If you're interested in PyPRP2/CWE for a new product, you might try building against a newer PhysX so you can have 64-bit blender support. No guarantees that CWE will actually play nice with super-new versions, though.


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AdamJohnso

Joined: 09 May 2006

Posts: 1253

Location: Milledgeville, GA

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Post Posted: Sun May 29, 2011 12:03 am — Post subject:

CWE will not work with any PhysX SDK that is not from the 2.6.x series. The cooked mesh format changed when the minor version got bumped to 7. Cooked meshes are not backwards compatible.


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Dachannien

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Post Posted: Sun May 29, 2011 1:10 pm — Post subject:

Ah, I see. Thanks much for the explanation Smile


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PaladinOfKaos

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Post Posted: Mon May 30, 2011 4:48 am — Post subject:

AdamJohnso wrote:

CWE will not work with any PhysX SDK that is not from the 2.6.x series. The cooked mesh format changed when the minor version got bumped to 7. Cooked meshes are not backwards compatible.



Just to make sure we're all absolutely clear: The engine code might or might not work - I don't know if anyone's tested. Anything you build with newer PhysX won't be able to read current PRPs or write compatible PRPs, though.


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