7.6 Plugins?

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7.6 Plugins? // Tech Forum

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Post by whirabomber // Dec 9, 2008, 5:40am

whirabomber
Total Posts: 11
Will all of my 7.x plugins still work with 7.6? I have the truplay plugin pack and hope to use it with 7.6.

Post by rjeff // Dec 9, 2008, 6:16am

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Total Posts: 1260
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I have found with alot of my older plugins it is hit or miss. You just have to "plug" them in and see. Sorry to be vauge, but that is the best option.

Post by TomG // Dec 9, 2008, 6:30am

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Total Posts: 3397
I don't recall there being a "trueplay plugin pack" - unless a really old one? I seem to remember there might have been one with that name from back in tS3.2 days :O


Certainly there were no packs released for tS7.x, all development for 7.x so far has been in the way of objects and scripts, none of which have been released as a pack (with the exception of the TurboSquid plugin which is a full standalone item).


For older plugins compatible with tS6.6 and earlier, you have to just try them and see. Most of them will work, since the Modeler is just tS6.6. You may run into issues though, due to subtle changes in Modeler, and if it conflicts in any way with the workspace (you can try with the Bridge off to help compatibility).


HTH!

Tom

Post by Ospreyluvr // Dec 9, 2008, 6:53am

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Total Posts: 112
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I think that there should be a plug in allowing loading of different file types easier. That is the only upside to blender over Truespace. Blender imports and exports TONS of different file types. :(

Post by frootee // Dec 9, 2008, 7:15am

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Total Posts: 2667
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I think that there should be a plug in allowing loading of different file types easier. That is the only upside to blender over Truespace. Blender imports and exports TONS of different file types. :(


Hi Ospreyluvr.


It's "On The List" :)

Post by TomG // Dec 9, 2008, 7:16am

TomG
Total Posts: 3397
tS does handle quite a few file types natively - you'll find a set under the Model side, under its File menu, and a different set under the workspace side (recommended for X format, the workspace side is the latest version, and exports our new bones).


You'll also find the LUUV plugin on the Model side, for OBJ format (the most common, and closest to a standard, 3D format there is).


It could use more in the way of the two newest formats, COLLADA and FBX, and it could use more in the way of architectural / CAD specific formats - but beyond that, you should be pretty good :) What formats (or applications) did you want to work with in particular? Maybe folks can give you way to work with those with what tS already has :)


Thanks!

Tom

Post by nowherebrain // Dec 9, 2008, 8:48am

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Total Posts: 1062
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I think that there should be a plug in allowing loading of different file types easier. That is the only upside to blender over Truespace. Blender imports and exports TONS of different file types. :(


if(person_being_wrong > 0)

{

sarcasm();

}


Really? That is the only thing huh?.....


what about.....


Hair physics-

MATERIAL NODES-(useful that is)

Compositing Nodes-

cloth(top notch cloth)-

fluid sim-

sculpt tools-(not gimmicky, useful)

re-topology tools-

texture creation and painting and customizable brushes-

painting in viewport-

LSCM mapping-

render baking(including alpha and decals)-

mesh deform(use a less dense model to animate a high density mesh)-

....

...

this is a short list....HERE (http://www.blender.org/features-gallery/features/) is the long list.

Post by transient // Dec 9, 2008, 2:13pm

transient
Total Posts: 977
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I wonder about truespace's future, but getting truespace to play well with others would be a top priority if I had any say in things.


A native 3dcoat, sketchup, rhino or moi importer would do more for truespace than any of Blender's features imo. Combine this with a better (or maybe cheaper) vray, or a fully working 3delight or even Lightworks, and truespace would be very marketable.


It would also be choice if truespace's real-time output was a decent allegory for the rendered stuff (as the new fry render real-time looks to be doing), but I think this was already deemed impossible. Shame.........

Post by nowherebrain // Dec 10, 2008, 6:22am

nowherebrain
Total Posts: 1062
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My point was not that it (tS) is dead...it just needs work. I would dev my own plugins if I had the time to come to grips with their SDK(trueSpace.h anyone?), but I do not.

Post by frootee // Dec 10, 2008, 7:09am

frootee
Total Posts: 2667
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Yo Braino!!!!

I got your Fluid Sim Right Heeeaahh! :D

Seriously.
I know I am starting to sound like a scratched record but..


I am almost done with this beast.. <scratch>

I am almost done with this beast.. <scratch>

I am almost done with this beast.. <scratch>

:banana:

The script side is done. Yeah I used the LE , So You Don't Have To!

I could have used C++ for the interface but I figured, the import part is all that really needed the SDK. I could have done it all with scripting, possibly, but, I needed to figure out the SDK code. I've got a pretty good handle on it now. The SDK side is also done, with the exception of cleanup. I yanked out all the unnecessary code; I used the Examples plugin set, and kept all of it until the last moment, because I did not know which parts I would need.

Anyways. I've got to get the documentation done, then testing. I think I got all the crashes and Intergalactic Bugs of Mystery resolved. But with testing, hopefully if there are any more they will be exposed.

Next up I plan to work on some import stuff. Actually, this plugin does some importing of its own, so I have a head start in that area.

Post by prodigy // Dec 10, 2008, 7:45am

prodigy
Total Posts: 3029
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"I got your Fluid Sim Right...."
Yeah yeah... :rolleyes:

I am almost done........
yeah yeah... SURE :rolleyes:





Jajajajja.. Just kidding Froo.. :D

There's a few bananas waiting for...
Yeah yeah.. few bananas.. hurray!! :rolleyes:

Post by frootee // Dec 10, 2008, 7:53am

frootee
Total Posts: 2667
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hehehe prodigy! :D

Post by transient // Dec 10, 2008, 3:50pm

transient
Total Posts: 977
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My point was not that it (tS) is dead...it just needs work. I would dev my own plugins if I had the time to come to grips with their SDK(trueSpace.h anyone?), but I do not.


Maybe Caligari should make a series of videos targeted at plug-in developers?


Fluidsim is going to be very nice, hopefully this will encourage more people to develop importers for ts.:)

Post by Ospreyluvr // Dec 11, 2008, 3:08pm

Ospreyluvr
Total Posts: 112
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Hi Ospreyluvr.


It's "On The List" :)


Cool. Soooo...Does this mean new TrueSpace soon??? ;) Hey, I can dream! I love truespace, and even though I have just mastered blender, I want to learn truespace.(Yes, I know "not as used as blender, not as many tutorials". That will change. People will realize what a awesome program truespace is. Then, they shall come. Make it, and they will come.:banana:

Post by transient // Dec 11, 2008, 5:39pm

transient
Total Posts: 977
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The learning material for truespace is a lot better than blender, mostly. A lot of the tutorials out there for Blender are pretty weak, or are for older editions. The developers know this and things are improving, but with so many changes happening in Blender it's impossible to keep up.


Blender has a few good books, but they cost money.


I've been using Blender for a lot longer than truespace, but know a lot less about it. Definitely not one of truespace's problems imo.......

Post by whirabomber // Dec 30, 2008, 4:05pm

whirabomber
Total Posts: 11
The pack I was refering to was the GameSpace plugin pack that was mostly exporters for unreal, I think dark basic, 3d gamestudio, source, and a few other game engines. I do have a few 5.0 plug-ins sitting around but most have been superceeded via TS features. TruPak is the 5.x pack that comes to mind.
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