trueSpace7 plugin compatibility list

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trueSpace7 plugin compatibility list // Archive: Tech Forum

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Post by Alien // Jan 28, 2006, 12:38pm

Alien
Total Posts: 1231
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I thought that as we have a new version of tS it might be a nice idea to start a compatibility list so that people can see what does & doesn't work with tS7.

Compatible:
Alpha hair (http://www.customgraphicwork.com/AlphaHair/)
ANIME Shader 1.02a (http://ckgamefactory.hp.infoseek.co.jp/tsxe/animesha.html) [Lightworks only, doesn't show up in any solid render modes or Player]
coolpowers4 (http://freecp.sourceforge.net/) [modeler only]
Light Man (http://www.lunadude.com/tS/tS_filez/lightMan.html) [modeler only]
Mesh Forge 2.1 (http://www.primitiveitch.com/forge2/forge.html) [modeler only?]
MonsterToolKit (http://www.caligari.com/Products/trueSpace/ts5/plugins/caligari/dePak/default.asp?Cate=Caligari) [modeler only]
MotionStudio 1.0 (http://www.primitiveitch.com/php/catalog.php?uiKeySearch=MotionStudio) [reported to work with modeller, but not player]
Object Panel 1.4.1 (http://ca.geocities.com/gubbie2/tsx.html) [modeler only]
piAAZBufferTool 1.1 (http://www.primitiveitch.com/php/catalog.php?uiKeySearch=piAAZ) [Lightworks only]
Primal Particles FX (http://www.primitiveitch.com/ppfx/) [reported to work, but don't switch layouts with the PPFX window open or you'll lose the window and have to restart]
PyroCluster (http://www.caligari.com/Products/trueSpace/ts5/plugins/caligari/FXPak/default.asp?Cate=Caligari) [modeler only]
SpaceTime Morph 2 (http://www.caligari.com/Products/trueSpace/ts5/plugins/caligari/AniPack/default.asp?Cate=Caligari) [modeler only]
trueDisplacement 1.13 (http://ckgamefactory.hp.infoseek.co.jp/tsxe/truedisp.html) [reported to work, but with some problems]
trueScape 2 (http://www.digitalflux.com/truescape2.html) [modeler only?]
ZoomToFit 1.01 (http://ckgamefactory.hp.infoseek.co.jp/tsxe.html) [modeler only]

Not compatible:
Hold & Fetch (http://www.blackknightproductions.com/hf.htm) [says it's saved the scene, but then when you go to fetch the saved scene it says it can't find it]

Unknown:

If anyone else wants to contribute to this list, either make a post or send me a PM & I'll update the list [assuming Caligari doesn't limit the age of a post you can modify]. Please give info similar to what I've posted above, eg player/modeler compatibility & URL.

<edit>
I added an Unknown status category, for when people ask me about plugins that I don't know about, & hopefully so that someone who does will see it & let me know.
</edit>

Post by Asem // Jan 28, 2006, 5:36pm

Asem
Total Posts: 255
The few that I use.

Works:

Truescape 2
TrueDisplacement (A few problems)
MeshForge

Cool:cool:

Post by roman // Jan 28, 2006, 5:41pm

roman
Total Posts: 320
The main reason for TS7 bridge to have a real time sync with older Model view (i.e TS6) so old content, including TS5 and TS6 plug-ins work. Now we have to work on some new TS7 plug-ins, which will be designed for Player View. We at Caligari already have some ideas about that and of course we hope 3rd parties will join in!

Post by frank // Jan 28, 2006, 6:29pm

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Total Posts: 709
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Hi Roman!


Any idea when the tS7 API for 3rd party developers will be released?


Thanks!

Post by Alien // Jan 28, 2006, 6:34pm

Alien
Total Posts: 1231
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The main reason for TS7 bridge to have a real time sync with older Model view (i.e TS6) so old content, including TS5 and TS6 plug-ins work.

When my knowledge of tS7 has increased sufficiently [especially with regard to the LE] I want to have a go at porting some of the simpler plugins into tS7, so that they'll work in both modeler & player. The bad news [for me] is that Norm tells me that I'd need to learn scripting of some sort & compile said script to create a free floating plugin, otherwise if I use just the LE it'll be constrained to either the LE or stack, & I don't think I really have a head for scripting. :(

Now we have to work on some new TS7 plug-ins, which will be designed for Player View. We at Caligari already have some ideas about that and of course we hope 3rd parties will join in!Please tell me 1 of those ideas is a hair/fur plugin? I believe in tS7 & really want it to succeed, but I fear that it'll take the inclusion of hair & fur for the industry to sit up & take notice. I know tS7's great, you know tS7's great, but.... it's kinda like how for a long time all people cared about [with regard to CPUs] was the Mhz/Ghz, regardless of actual performance.

Post by smoothchat // Jan 30, 2006, 2:28pm

smoothchat
Total Posts: 15
Many installed plugins don't activate properly at TS7 load time. Clicking the icons do nothing. If I click on the "load plugin" icon and cancel (without loading anything), the installed plugins then sem to work (panels will open etc)

Post by Alien // Jan 30, 2006, 2:32pm

Alien
Total Posts: 1231
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This is the first I've heard of this particular problem, perhaps if you gave more details someone might be able to help you. If others can confirm they don't work I'll add them to the list.

Post by smoothchat // Jan 31, 2006, 2:47pm

smoothchat
Total Posts: 15
I have about 40 plugins loaded, spread across about 10 toolbars all grouped together on one master toolbar. It appears that at load time, only the last item in each sub toolbar gets initialised, the rest on each toolbar fail to work when selected. However, if I simply click the "plugin installer" button, and close the file dialog that pops up (without selecting anything to install), I see my Plugins toolbar "refresh" itself, and then all the plugins work.


I know how to get around the problem, I would think that this is a legacy support issue and as such, it might not get much attention from the dev team.

Post by Burnart // Feb 2, 2006, 1:57pm

Burnart
Total Posts: 839
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Probably not the place to comment but it was raised here - I too think that fur/hair is a must - just don't make it a VRay ONLY option. What about a good fabric plugin also ( cloth plugin currently around is only partway there I reckon)

Post by Steinie // Feb 2, 2006, 2:51pm

Steinie
Total Posts: 3667
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I would love to see Caligari come out with a Hair plugin! Lightwave and 3DMax has very good ones.

Post by Naes3d // Feb 3, 2006, 3:40pm

Naes3d
Total Posts: 0
I would love to see Caligari come out with a Hair plugin! Lightwave and 3DMax has very good ones.

I am not too familiar with what Lightwave and Max are offering. I was kinda hoping that trueSpace would include something like C4D's Hair.

Maybe as far as cloth goes, Caligari could work out a deal with Syflex.

Yeah. That'd be a coup and a half.

Post by stan // Feb 8, 2006, 2:06pm

stan
Total Posts: 1240
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http://ca.geocities.com/gubbie2/tsx.html


the objectpanel 1.4.1 is now available on my site..;)

Post by judee3d // Feb 14, 2006, 8:02am

judee3d
Total Posts: 12
What about all the Pak Cd's? When I purchased TS6.6 it came with iPak, rayPak, aniPak, dePak, and fxPak. I know some of these are actually groups of plugins, so perhaps it will just be a matter of trying them out. But how should I go about installing them? Do I install them into TS7? Or can they be ported over from TS6.6?


I'm trying to decide whether to keep TS 6.6 installed or clear it out first and do a fresh install of TS7.

Post by Alien // Feb 14, 2006, 8:40am

Alien
Total Posts: 1231
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iPak's been assimilated into tS7, as for the other 4 Paks, I have them, but haven't had the chance to try them yet.


I don't think keeping tS6.6 installed will cause you any problems, so unless you need the space I'd keep it installed for now.


As for using the install routine vs. just copying them across - I have heard that the copying method is the best bet for Pyrocluster, but don't know about any others. Personally, I'd try the install method 1st, & if that doesn't work, then try the copy method.

Post by splinters // Feb 14, 2006, 9:08am

splinters
Total Posts: 4148
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These work for me;


Monster toolkit

Alpha hair

Cool Powers (CP4?)


Don't use that many plug ins......:o

Post by frootee // Feb 14, 2006, 11:49pm

frootee
Total Posts: 2667
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well, I'm looking forward to jumping in, but we need the SDK.


thanks.


frootee

Post by Alien // Feb 15, 2006, 4:29am

Alien
Total Posts: 1231
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If you think you need an SDK for tS7 before you start creating tools for it, then you have yet to grasp what it is truly great about it. Stop thinking of it like it's tS 6.6 or earlier.


I've tried to explain it more than once, & I know Caligari has as well. Obviously my ability to explain stuff simply isn't good enough, or people simply just don't want to listen.

Post by stan // Feb 15, 2006, 4:33am

stan
Total Posts: 1240
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so Alien..what are you creating for us then :D

Post by Alien // Feb 15, 2006, 4:46am

Alien
Total Posts: 1231
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hehe - I wish. :) I'm still learning my modelling skills, & I'm trying to focus on a project which is going to require a lot of work.


For the moment I'm going to have to put off learning the necessary stuff for making tools, unless I happen to come across some sort of problem that I need to create something for to solve it.


Ok, so maybe you might need an SDK for more advanced stuff, but people are making it sound like they can't do anything without 1. That's the point I was trying to make.

Post by stan // Feb 15, 2006, 5:00am

stan
Total Posts: 1240
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well..you can use the 6.6 sdk for the modeler side..but with the developers guide hopefully will have all the functions or attributes nessesary for the LE scripts..I never got an answer in another thread about using an edit control for both in and out....or why they have not allowed a white edit control for out ..

Post by Alien // Feb 15, 2006, 5:02am

Alien
Total Posts: 1231
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Didn't someone from Caligari say they were going to fix/unify the colour scheme on that thing?

Post by stan // Feb 15, 2006, 5:15am

stan
Total Posts: 1240
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yes unify them by making them all grey for out.. they forgot the combobox.eek..should of kept my mouth shut..:(

Post by Alien // Feb 15, 2006, 5:39am

Alien
Total Posts: 1231
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We should be able to pick what colour we want for eveything. I think it's silly if we can't

Post by e-graffiti // Feb 21, 2006, 1:52am

e-graffiti
Total Posts: 171
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My experience with TS 7 is that some plugins are not 100% compatible ( I still get "the server threw an exception" error when using the flash plugin, then the plugin will crash!). Basic shaders between the two programs dont work the same, try applying the "classic" BrickWall material to an object in TS7, "save as" a TS 6.6 scene and open it in TS 6.6, no material will be applied you will only have the object. Since all plugins dont work you may find that you need TS6.6 to get the plugin to work properly. You will probably get through the courses quicker if you use a pre TS 7 release. Happy TrueSpacing...

Post by splinters // Feb 21, 2006, 2:19pm

splinters
Total Posts: 4148
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Isn't the flash.tsx actually in the TS7 install? You would hope it would work.

I can see the flash.tsx in my TS7 folder and I did not install it.....:confused:


EDIT: got 'the server threw an exception' error too but TS did not crash; Flash screen would not go though until I changed layout...:confused:

Post by e-graffiti // Feb 22, 2006, 1:33am

e-graffiti
Total Posts: 171
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Splinters funny you should mention that the Flash plugin comes as part of your install. I recall while beta testing TS7 one of the betas "did" come with the Flash plugin but it did not come as part of the final version, but even the beta that came with the plugin operated inproperly. I get the "the server threw an exception" only when I preview my work in the flash plugin is that what you or any else is seeing?

Post by splinters // Feb 22, 2006, 2:29am

splinters
Total Posts: 4148
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Yes, I get the error when I use the preview option. As for Flash not being in final version-I cannot be sure as I am using a different build to the 'official' release which may be differerent to yours.

Either way, I have reported this to developer's on beta forums.:o

Post by stan // Feb 22, 2006, 11:43am

stan
Total Posts: 1240
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Splinters..just installed from cd and there is no flash.tsx...it wasn't on the download version either..

Post by Alien // Feb 22, 2006, 2:29pm

Alien
Total Posts: 1231
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Splinters..just installed from cd and there is no flash.tsx...it wasn't on the download version either..

I was going to say that although you can buy it through Caligari, it's not actually made by them, & so is a seperate purchase. However when I looked at the page for it there was a proTeam link button on the page, which makes me think that maybe they've done some sort of deal with the creator of it to include it with the proTeam deal - if so I'm a little miffed, as I still had to pay for it seperately after joining proTeam.

Post by aeroplane // May 20, 2007, 8:31am

aeroplane
Total Posts: 10
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With regards to Primal Particles FX, I can get it to work in 7.11 but unfortunately there is a significant limitation: when I reload a scene with PPFX emitters, they are not recognized by PPFX, nor do they appear visibly in the scene. However, the emitters still appear in the KFE, and retain their position/rotation. So if one were willing to replace the 'phantom' emitter objects with PPFX emitters and then load settings for them every time the scene were loaded, PPFX could be used with 7.11... of course, a fix would be great - unfortunately I don't know any programming.
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