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Blender Portable 2.48a Development Test 2

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tanisthalon
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Blender Portable 2.48a Development Test 2

Application: Blender
Category: Graphics & Pictures
Description: Blender is the free open source 3D content creation suite, available for all major operating systems under the GNU General Public License.

Visit official page

Release Notes:

Development Test 2 (2008-29-10):

  • updated Blender from 2.48 to 2.48a

Development Test 1 (2008-19-10): Initial release

If you have troubles running Blender on Windows, receiving an error message like"The Application failed to initialize properly ( 0xc0150002 )" while trying to starting Blender, then download and install the Microsoft Visual C++ 2008 SP1 Redistributable Package (x86). I will be looking into this further along with setting up an xml support for the use with yafaray. This will take time as my course will take precedent.

I have also left the console intact as it is an important asset to see what is happening and where whilst using Blender.

I hope to get a permanent place for this etc soon as otherwise I get charged by my ISP when my traffic gets hammered.

[Post fixed by mod SL, please dont post in full HTML mode]

(2009/04/05) Ico test for 2.49 release:
256px compressed
256px uncompressed
256px drop shadow compressed
256px drop shadow uncompressed

scriptdaemon
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Yes!

Thank you.

Btw, could you fix the post? It's a tad difficult to read.

Patrick Patience
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Hosting

Geoff,

If you need hosting (FTP access currently, soon web-based as well), just give me an email, it's on my user page. Bandwidth and disk space won't be an issue.

wingmanjd
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Thanks

I was looking forward to your release, Tanisthalon. Thanks for all your hard work!

scriptdaemon
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2.48a has been released.

2.48a has been released.

tanisthalon
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Yes

I am aware of the update but time issues are always a hindrance. Thank you though for the mention.

I am hoping to have time available before the weekend is over to update it for all.

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LOGAN-Portable
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Can the Microsoft Visual C++

Can the Microsoft Visual C++ 2008 SP1 Redistributable Package (x86)be included with Blender? (As it's... redistributable)

Bruce Pascoe
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Probably not, as the dynamic

Probably not, as the dynamic runtimes in VC2005 and 2008 require a manifest, therefore the DLLs have to be installed in the Windows side-by-side folder. This is part of the reason I switched to Dev-C++...

LOGAN-Portable
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Ah, I always thought putting

Ah, I always thought putting the required DLLs in the app folder would be enough because that's where Windows looks for them first. But things might have changed recently.

John Bentley
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They can be put in the app

They can be put in the app folder if you use include the correct manifest in the same folder.

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Bruce Pascoe
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Yeah, side-by-side makes

Yeah, side-by-side (introduced in XP) makes things more complicated.

Even worse is that it's entirely unnecessary and only makes DLL Hell (the problem it was designed to solve) worse. Sad

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John, Can you get this

John, Can you get this uploaded to sourceforge?

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scriptdaemon
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Without the redistributable,

Without the redistributable, I don't think it's 100% portable yet.

tanisthalon
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Manifests

I forgot to post here yesterday after the update was posted. The latest file set from BF has the manifests in so it is ready out of the box. It needs checking on 2000, XP and Vista without VB 2008 installed. From a few checks I did on XP and Vista we seem to be there. But more thumbs up are welcomed.

I have left the internal splash intact and the same for the appicon.

Look forward to feedback.

Oh I have noticed some errors in the Help file. I will correct this with the next release. Hopefully its recognised for a Pre-release and not a Development Test.

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scriptdaemon
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By the way, could you update

By the way, could you update the information on the test page? It still hass the 2.45 version.

arinlares
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Hope I'm not too late...

Works on XP Service Pack3, installed Python with it, and don't have any issues, aside from not knowing how to use blender. One issue, however, is I can't add plugins.

Hey! Where'd it go?

tanisthalon
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Scripts & Plugins

As an example download the Bolt Factory script http://sourceforge.net/projects/boltfactory/.

Extract the .py file to BlenderPortable/Data/settings/.blender/scripts.

Now using the 'Window Type' button, select Scripts. Click the scripts buttton, then move to Mesh and select Bolt Factory. Have a play with it and generate a new bolt with the Create button.

I will follow up later with an example on a texture plugin, unless someone beats me to it.

Edit: Just in case I cannot back back to you straight away give this a read http://wiki.blender.org/index.php/Books/Essential_Blender_%28text%29

Edit 2: This is a very brief way for you and there are better ways but that will come down to preference also.

Drag the top bar down to show the user preferences. Amend Tex Plugins to //tex. go to BelnderPortable/Data/settings/.blender/ and create a new folder called tex. Place any texture plugins there.

When using Blender press F6 to bring up the texture panel. Click on the Texture Type droplist and choose plugin. Choose load plugin button and the new folder you set up will open. Now select the plugin you require and if you do a render preview (shift+p) you should see it working correctly.

As I said earlier this is just a simple way for you and there are other ways with which to do this. As I am not that experienced with this side of things, I thought this would give you a step in the right direction. Please read the link I gave earlier and check out other tutorials and soon you could be telling me better things.

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arinlares
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Thanks for the link...

But, I already know how to install plugins. I'll use the tutorials to learn blender, and, hopefully, get some testing done.

Hey! Where'd it go?

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Thanks

Thanks

daywalkerjp
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Problem of user setting

Some the matters are questions on the User Preferences Window described as follows.
I have changed the menu to Japanese.
The font can be specified only by the absolute path though "VL-PGothic-Regular.ttf" font put in "Blender" folder of USB thumb drive at that time is specified.
When taking it to other personal computers for that
The font seems not to be found because of the following errors.

Failed to open font f:\PortableApps\BlenderPortable\Data\settings\.blender\font\
VLGothic\VL-PGothic-Regular.ttf

Though it is unquestionable if it is possible to set it by the relative path ・・・ -.

When another problem starts detaching USB thumb drive after ending "Blender", the message is displayed , saying that "It is not possible to detach it".

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daywalkerjp
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Postscript

The "relative path" button of a file browser seems not to work about the font of the menu either.

By the way, about the splash screen of Blender.
It is likely to be able to change by referring to this patch (for trunk & freestyle rev.18842) for portable apps.

http://blender2ch.hp.infoseek.co.jp/cgi-bin/up/src/up0238.zip

↑(attention)It is not possible to see from the link in the specification of infoseek, and please do copy pasting and look at URL.

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LOGAN-Portable
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I rather have an unchanged

I rather have an unchanged Blender binary. The Blender Splash shows only after the app is started so it has no function as portable splash screen.

tanisthalon
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Splash

No worries LOGAN, I see no real benefit in changing the splash. I'd rather keep the binary unmodified with the exception of having the user settings blend file set for portable use.

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tanisthalon
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Path

I will check more over the week but it definately looks like you are correct. If the font is on the local machine it should work fine as I checked Polish and Russian I think when I looked previously.

It resets to the native machine language when the font cannot be found. I will check with the font you mentioned (from sourceforge) and see if I can get a work around for you.

I will check your other comments afterwards.

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daywalkerjp
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thank you

Thank you for Mr. tanisthalon reply.
It wishes that the perfection of "Blender Portable" go up, and more and more people be able to use it.

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tanisthalon
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Font

I tried multiple ways of getting this to work and I believe I have an answer:

Place VL-PGothic-Regular.ttf in the root of the removeable device.
Then open Blender Portable.
Drag the top down to edit file paths etc etc.
Select language & font tab.
Select International tab.
Change language to Japanese and select tooltips/buttons/toolbox tabs.
Select select font.
Select the P tab, this should change from the host pc root to the removeable drive root.
Select VL-PGothic-Regular.ttf and then the load ui font tab.
Finally choose file tab and select save default settings or the shortcut ctrl u.

All been well this should work. I did try it in a couple of different drive letters myself. I could not get it to work any other way than what I have mentioned above.

With regards to unable to detach, in my trials whilst trying to get the font to work it varied with shutting down straight away to taking numerous attempts. More so to do with the drives and data transfer but I am sure the mods here can answer that much better than I.

I will look at the rest of your comment in a day or so.

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daywalkerjp
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Font reading success!

Thank you Mr.tanisthalon.

It was possible to confirm the operation in the environment that I was using.

VL P Gothic font is put on the root directory of USB thumb drive with PC1 first.
Next, the USB thumb drive is inserted in different PC(PC2).
The font was read.

PC1(C/D=HD Drive,E=DVD-R Drive)
F=USB thumb drive Drive(Portable Apps)

Font setting of Blender
F:\VL-PGothic-Regular.ttf

USB thumb drive Drive was removed and it connected it in PC2
PC2(C=HD Drive only)
USB thumb drive Drive was recognized by "D".

Blender is started.
Reading ..Japanese font..

success without reading error of console window confirmation font

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tanisthalon
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Good

Glad to hear you got it working correctly. Please call me Geoff. The name tanisthalon is a tag that I have had since the 80's.

I am hoping to get chance over the weekend to review your other queries.

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daywalkerjp
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There is one proposal.

It is a notebook computer that a lot of frequency that uses the Blender Portable version is.
Ten keys are necessary for Blender by all means for moving the aspect of the object.
However, there are a lot of notebook computers without ten keys.
Then, please add Laptop Number Pad Script to the Portable version though it is not included in the default version of Blender.

http://www.blendernation.com/2006/07/12/laptop-number-pad-script/

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tanisthalon
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Numpad Emulation

Not necessary as there is a numpad emulation in the settings.

Pull the top panel down
Select System & OpenGL
Select Emulate Numpad tab

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daywalkerjp
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Re.Numpad Emulation

I also know the setting.
The user of the desk-top PC that is accustomed to ten keys doesn't use it easily for a moment.

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tanisthalon
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Hmmm

To satisfy you I think it is best to be a part of any help file that is applicable to the download page when, hopefully, Blender Portable goes big league here.

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tanisthalon
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Blender

I was going to release an updated version with all the latest specs adhered to, but as some of you may be aware that over a week ago Ton mentioned that they are to release 2.49 shortly. So as to not mess everyone around, I am holding off until then.

I have been reading up on the Blender logo usage guidelines. Also refering to a few other areas I have been looking at, the Vista ico for 256 for example. I have done a sample based on John's specs, 256 ico, if a few people can check it out. I am hoping to check further with the Blender Foundation, unless its something they have in place for 2.49. It was a simple conversion from an available eps file and the use of Illustrator at college.

Edit: For some reason the 256px version is in the set but is only showing as 48px when viewed. Any pointers is appreciated. The ico set was created with IcoFX.

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John T. Haller
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It's Right

I checked it out in Vista and the 256px one shows up properly when viewing with Extra Large Icons on. Check with Blender to see if they're already using one. If not, they should use yours to make things in Vista and Windows 7 look best.

Sometimes, the impossible can become possible, if you're awesome!

tanisthalon
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Blender Foundation

BF use 48px. I have sent the files to Ton for him to approve and although he was happy with the initial ico set he mentioned that the view properties where not correct. Hopefully he will respond before tomorrow but he is a busy guy. I will ask if this can be implemented in the real mccoy as it would be beneficial for Vista users and upcoming Windows 7 users as you say.

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tanisthalon
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256px

Found the problem although it showed the image correctly, because there was a setting for compression when created the file got messed up and when selected read as 48px. Latest ico link.

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John T. Haller
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Compression Is OK

It's fine to compress the 256px version of it. Vista and up uses it just fine (and that's the only versions of Windows that supports these large sizes). The compression is there to keep the icons from being a couple hundred K. The description in Windows Explorer will say 48x48 when you compress it.

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tanisthalon
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Good to hear

That's more than fine then, as it jumped from 31.1kb compressed to 286kb uncompressed. Just had me bamboozled as to why the compressed one only showed the dimensions as 48x48 when it showed the true 256x256 image.

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tanisthalon
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Drop shadow

I have removed the previous links for the ico tests and placed them at the bottom of the original topic post at the top of this page. I have added a drop shadow variant for comment. Should not be too long before 2.49 gets released by Blender Foundation.

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[SPAM]

No spam here please, mod SL

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