Re: [Bf-committers] Proposal: to remove the TexFace options

2011-09-15 Thread Dalai Felinto
A quick update, I think the conversion of multitexture files is 100% [*] and tomorrow I will double check GLSL files (yo frankie specially). YF may be complicated because everything is linked libs and I'm not converting them automatically. As per Ton suggestion, I renamed Two-Sided to Back

Re: [Bf-committers] Proposal: to remove the TexFace options

2011-08-03 Thread Dalai Felinto
Hello again, it's poke time :) Benoit started reviewing the code and so far things seem stable. So I just want to announce new builds here, where back-compatibility is completely handled. http://graphicall.org/dfelinto (this time OSX, Win32 and Lin64) For feedback from users I just created a new

Re: [Bf-committers] Proposal: to remove the TexFace options

2011-03-11 Thread Dalai Felinto
Hello there, the code is read, up and running here. I sent it to the tracker because it will make easy for review (I'm going to ask to Benoit to take a look at the BGE changes, but it would be nice if someone could take a quick look at the Blender part as well - Brecht do you think you could take

Re: [Bf-committers] Proposal: to remove the TexFace options

2011-03-11 Thread michael williamson
Downloading now! How do the changes affect GL view and the texture painting workflow? I have tons of scripts and addons dealing with UV and texture face workarounds, so am curious how this works. On 11/03/11 12:16, Dalai Felinto wrote: Hello there, the code is read, up and running here.

Re: [Bf-committers] Proposal: to remove the TexFace options

2011-03-11 Thread Carsten Wartmann
Am 11.03.2011 13:16, schrieb Dalai Felinto: Hello there, the code is read, up and running here. ... Are there bugs? Likely (it's a big patch after all). But I've been chasing them over the week and believe it's all manageable. If you can help testing, please report them in the patch entry.

Re: [Bf-committers] Proposal: to remove the TexFace options

2011-03-11 Thread Carsten Wartmann
Am 11.03.2011 13:16, schrieb Dalai Felinto: I didn't address backward compatibility, so I still would like to hear what is the best solution. I don't think an automatic conversion is a good idea (it would affect rendering, and split materials will likely get messy). So still looking for help

Re: [Bf-committers] Proposal: to remove the TexFace options

2011-03-11 Thread Dalai Felinto
@Michael Williamson: How do the changes affect GL view and the texture painting workflow? It shouldn't affect the texture painting workflow. I haven't test it but the part of the UV struct I'm touching is barely used in Blender itself )other @Carsten Wartmann: How is it working together with

Re: [Bf-committers] Proposal: to remove the TexFace options

2011-03-11 Thread Erwin Coumans
think it can be usefull to have Collision by Face. There is a new checkbox by the Physics panel. Turn it off and collision goes away. It is not clear: is there still an option to turn on/off collision per face? That is a very useful feature we shouldn't drop I think. Thanks, Erwin On 11

Re: [Bf-committers] Proposal: to remove the TexFace options

2011-03-11 Thread Dalai Felinto
Hi Erwin, as with the rest of functionalities you can't per face but per material. In the tracker there is an image with the UI highlights: http://www.pasteall.org/pic/show.php?id=9863 It's in the header of the Physics tab in the material panel (and it's on by default). Thanks, Dalai 2011/3/11

Re: [Bf-committers] Proposal: to remove the TexFace options

2011-02-07 Thread Carsten Wartmann
Am 04.02.2011 14:21, schrieb Brecht Van Lommel: So I think it have to be possible to show all the textures in GLSL when following is meet: - Object has a Material, - Face Textures in Options-Panel is ON Agree with that here. Actually I consider this more to be a bug than a design. Brecht

Re: [Bf-committers] Proposal: to remove the TexFace options

2011-02-04 Thread Ρυακιωτάκης Αντώνης
Hi all! On the topic of Painting: Ι was recently thinking along the lines of the image Layer, how it is confusing to setup an image to paint on, select a new one, etc. I remember there has been a discussion here about that. Actually Letterrip has posted a proposal

Re: [Bf-committers] Proposal: to remove the TexFace options

2011-02-04 Thread Carsten Wartmann
Am 04.02.2011 05:59, schrieb Dalai Felinto: Hi Carsten, - ObColor: I think I used it many times for changing the Mesh color with As far as I know you can't change the Mesh color, but only the object color with this. The difference is that it can be unique per objects sharing the same mesh

Re: [Bf-committers] Proposal: to remove the TexFace options

2011-02-04 Thread Alberto Torres
+1 for me BUT it needs an easy/fast way of adding a image texture with the current UV coordinates. I propose a button under texture type which creates an image texture and sets the source to the active image in the image editor and the active UV ob the object as coordinates. That would save a lot

Re: [Bf-committers] Proposal: to remove the TexFace options

2011-02-04 Thread Erwin Coumans
Is there a way to automatically convert older files using TexFace, instead of requiring manual updates? On Feb 3, 2011, at 12:56 PM, Dalai Felinto dfeli...@gmail.com wrote: have suggestions to make]). Be aware that there is a big problem with backward compatibility here - old files relying

Re: [Bf-committers] Proposal: to remove the TexFace options

2011-02-04 Thread Brecht Van Lommel
Hi Dalai, Good proposal. Backwards compatibility is possible if you automatically add/modify materials, though the conversion code would get messy. On Fri, Feb 4, 2011 at 1:32 PM, Carsten Wartmann c...@blenderbuch.de wrote: So I think it have to be possible to show all the textures in GLSL

Re: [Bf-committers] Proposal: to remove the TexFace options

2011-02-04 Thread Dalai Felinto
... replies on text ... Erwin, Is there a way to automatically convert older files using TexFace, instead of requiring manual updates? I originally thought that Blender had a limit of materials per object. It doesn't so as Brecht pointed out backward compatible is possible. The implementation

[Bf-committers] Proposal: to remove the TexFace options

2011-02-03 Thread Dalai Felinto
Dear developers and users, Tex Face is part of Blender original design 15 years ago. The functionality it brought to the Blender Game Engine is still useful nowadays. However its design hasn't changed and it lacks integration with other parts of Blender. This proposal is centered on moving the

Re: [Bf-committers] Proposal: to remove the TexFace options

2011-02-03 Thread Matt Ebb
+1 from me, seems much more sensible, and helps to clean up some of the bizarre behaviour that's lingered over the years. Matt On Fri, Feb 4, 2011 at 7:56 AM, Dalai Felinto dfeli...@gmail.com wrote: Dear developers and users, Tex Face is part of Blender original design 15 years ago. The

Re: [Bf-committers] Proposal: to remove the TexFace options

2011-02-03 Thread Carsten Wartmann
Am 03.02.2011 21:56, schrieb Dalai Felinto: Dear developers and users, Tex Face is part of Blender original design 15 years ago. The functionality it brought to the Blender Game Engine is still useful nowadays. However its design hasn't changed and it lacks integration with other parts of

Re: [Bf-committers] Proposal: to remove the TexFace options

2011-02-03 Thread M.G. Kishalmi
+1 especially since painting bumpmaps became popular just recently ;) mostly - but not exclusively - beginners are uncertain how to even set up texture painting I believe removing the dependence on texfaces would aid here. @Dalai: very nice proposal, can only second that. cheers, mario On