BESM, Why must you revert my settings?

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Old 03 March 2003   #1
Thumbs up BESM, Why must you revert my settings?

Hey guys,

Im having an issue. Everytime i tweak out my BESM settings in a scene (this one in particular has 20 lights) and save it, close the scene and reopen it, all the settings i just tweaked are sent right back to how it was before... all the lights are turned off in the BESM panel and all my spec highlights and eveyrthing are reverted back!

has anyone experienced this? is there a way around it?

thanks
matt
 
Old 03 March 2003   #2
It's a bug that hastened my removal of BESM from tools I use. I'm not sure what causes it, but it originally started when Lightwave released version 7 which broke all plugins before their patch. Since it isnt worked on anymore it probably still looks at some of the code from that release. It still works for some people though.
 
Old 03 March 2003   #3
Just a further note...

BESM also crashes LW if I have any texture channels applied to a surface or if I try to edit surfaces by scene.

Looks like it's falling behind. Unreal seems to work well enough though if I can ever figure it out.
 
Old 03 March 2003   #4
okay, problem solved

thanks shade and dev....

I found out a way around it... and i already knew it, just didnt feel like taking the time.

Basically all you have to do is send the scene to modeler and load all the surfaces (assuming that you save the surfaces you want) in through surf editor there.

i am not having problems anymore!

it also could have something to do with teh amount of surfaces you have in one scene, i dumped about 40 while i was loading them thru modeler, so i can be sure which is the right solution.
:airguitar
 
Old 03 March 2003   #5
If their are bugs in BESM it is generally because no one bothered to email me with the problem or send me an example scene. I do have a small update coming out that will include the source code.

-Eric
 
Old 03 March 2003   #6
Hey Eric,

I didn't realize that you were still supporting BESM. Irie and I will have to get some files/bug notes out to you. We're currently using it on a music video project and hope to have some images and such to show real soon.

Thanks for a great plug though!

/devin
 
Old 03 March 2003   #7
most definitely! i didnt even k now where to begin sending bug info!

despite somethign small like this, BESM is still a wonderful plug!

we'll get some stuff to you soon
 
Old 03 March 2003   #8
Quote:
Originally posted by Irie
most definitely! i didnt even k now where to begin sending bug info!


Ditto. I just sent a bug report to the email address posted on Celshaded.com; will send more soon.
__________________
Python is my smashing board.
 
Old 03 March 2003   #9
Last test version I built. Consider it beta:

www.battlefleet.net\BESM_1_pi_win.zip

-Eric
 
Old 03 March 2003   #10
wow, thanks. is there a sheet on changes etc?

impressive feedback
 
Old 03 March 2003   #11
What a nice surprise. It'll be fun to play around with BESM again.
 
Old 03 March 2003   #12
I'm not sure the last version that NT released, but this version includes numerous bug fixes and small enhancements. It also contains the big conversion to true multi-threaded support. 1.pi should have a signifigant speed increase over previous versions.

-Eric
 
Old 03 March 2003   #13
The one thing to me that is really holding BESM back is the fact that it doesn't work with textures without lowering the opacity of the color, which allows the texture to show but takes away the color. Instead of replacing the texture it should have options to overlay the shader instead. If you added this in it would make a world of difference.
 
Old 03 March 2003   #14
cant you do that? turn the color texture use to "shaded" and force color down to say 50% or so...? or are you talking about more advanced surfaces? i havent gone so far as that yet...
 
Old 03 March 2003   #15
Actually, after playing around with the shader some more I noticed a new option decal or shade a texture onto BESM, so that kind of solves a problem I had with the earlier versions. Eric, if your still reading this thread I did have a couple of notes:

1. Your ink lines seem to be using some type of incidence angle as a method to draw the inklines. This creates an inkline with varying thin/ thickness to it. It doesn't hold that well for animation and I think there should be an option for an inkline of even thickness.

2. You can turn on an option to have a cel zone account for the color of the light and it works, but it only seems to work when I activate on the left most zone, or what would be the darkest zone. It doesn't seem to work on more than one zone. Is this a bug or it intentional?

3.I notice that when the Ink Over is enabled there is significant slowdown in the rendering, but I can't tell exactly what Ink Over is doing, what does it do?

4.What does light power do?

Overall I'd say this plugin is already showing improvement over the last version and it's coming along nicely!
 
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