@Zester, It took me a while to figure it out, but tweaking the default UV window of blender will cause the "something went wrong" problem. if you don't tweak the window, it works fine on 2.65a  (so just create another layout if you need uv mapping and it's alright)

@Anael, Giles gives great results however it is ALOT of extra work (importing/exporting/managing textures names, re-assigning everything, etc), and render time (even preview renders) are quite long also.
Well, that's still an alternative for those who can't stand blender

But now honestly with the Atlas plugin there's no reason to look somewhere else, lately i've done alot of tests with Texture Atlas plugin and yeah, it's just awesome.

There's only one thing that kill your workflow : Texture paths (for spec and normal maps), i definitely can't find a good way to organize everything in a manner that  you don't have to edit anything

227

(14 replies, posted in General)

ew. faster and clearer than me tongue

228

(4 replies, posted in Scripting)

Great, thanks wink
unfortunately i can't compile so i must wait for the next version

229

(14 replies, posted in General)

Weird, once your normals are correct and edge split modifier is applied, everything should be fine
Can you send me the model so i can see what's wrong ?

230

(14 replies, posted in General)

Hmm i suggest :
- Increase normals size in the right pannel to see what's going on
- Try "Recalculate" and then Flip normals again, Flip again if necessary

try to get all faces pointing to the exterior (or most of them), then flip the remaining faces manually
That shortcut might help you : Select a face -> Shift+G -> Select by normals

231

(4 replies, posted in Scripting)

Right, the getBehaviorVariable values are correct, however i'm unable to change the values =x
Gonna make more tests tomorrow, maybe i just forgot something

232

(4 replies, posted in Scripting)

Hi, i'm trying to tweak the X/Y/Z values of the follow behavior but :

with getBehaviorVariable(Cam, 0, "offset") ->  nil
with setBehaviorVariable -> it display a random table in the console

any tips on this ?

233

(14 replies, posted in General)

For the factory, i think that's the same problem than here : http://forum.maratis3d.com/viewtopic.php?id=474

I confirm the exporter is working for 2.65a also

235

(9 replies, posted in News)

Oops sorry, ignore this, that was my mistake : i forgot some  "..\" in the paths..

236

(9 replies, posted in News)

dofile is working, thanks wink

i noticed a new bug about textures :
i tried to move a textured model from a project to another project, then it says : "unable to load picture.png"
It also happen on some models that were working fine with the previous version (before the 3.1c).

Renaming paths, converting image format or changing bit depth has no effect ; you have to re-export the mesh from blender to get the texture displaying again

237

(9 replies, posted in News)

One good and one bad news :x
Here (on windows) the hidecursor works, however it seems dofile is broken :

attempt to call global 'whateverfunction' (a nil value)

238

(2 replies, posted in Tutorials/Examples)

Here's a small example about clones :

There's 4 cones (+1 cone put outside of the scene, for naming easiness) and 1 sword on the scene.
Once the game is started,  a sword will be created at each cone position, and will start to rotate.
The red sphere (collsphere) is here just to test collision with the swords.

PunBB bbcode test

• Project : ClonePositions
• Lua script only : ClonePositions

Credits

- Rotating sword is a model from Reiner Tilesets
- Thanks to Tottel for missing piece of code wink

239

(8 replies, posted in Tutorials/Examples)

I do, almost daily  wink
the problem is i'm spending months experimenting modeling/animations/graphics techniques that reveal to be completely obsolete/useless in the end
Only now i'm starting to see what will work and what will not wink

For the invisible image, try :

• If you used "additive" material, also set material "emissive" value to 1 (and put a light in front of it in maratis)
• Make sure "Alpha" value of the material is at max. (Blender in glsl view will display the model correctly with alpha however  exporting it like that will render it 100% transparent in maratis.)

I also made a tut long time ago about this over here

Hope this helps

241

(8 replies, posted in Tutorials/Examples)

At least he bumped an example who needs an update tongue
don't worry they never last long smile

242

(5 replies, posted in General)

No problem. oh and i forgot about Pencil Project , this is purely application oriented  but it worth a look also

243

(61 replies, posted in Editor)

Almighty Laxz wrote:

Another idea.
Opening project files directly from the file? It would save time going into the editor and opening it through there.

Hello, you can already do this, just assign the .mproj file to open with maratis.exe

244

(5 replies, posted in General)

As far as i know there is close to no programs that focus on GUI making,
The closer i could find is :

Zpaint
SkinMan Originally made for virtual instruments GUI design
Inkscape Looks very capable of making good GUIs

or if you don't want to start from the begginning you could also check some stuff at Open Game Art for example, then adapt them to your needs

Good luck !

245

(21 replies, posted in Tutorials/Examples)

Pretty good way to place vegetation, thanks for the trick ! my previous method was a complete mess

246

(2 replies, posted in General)

Hello, try to apply "Edge split" modifier before exporting

247

(4 replies, posted in Scripting)

Hello, to quote anael :

anael wrote:

The lua script update is syncronised at 60fps
so you can create a timer with a simple variable like that :

t = 0

function onSceneUpdate()

    -- 1 second
    if t == 60  then
        print("one second")
    end

    t = t+1
end

So you could do something like :
--print every seconds in the console

TIMER = {ms = 0,  seconds = 0, onesec = 60}

function onSceneUpdate()

    TIMER.ms = TIMER.ms + 1

    if TIMER.ms == TIMER.onesec then
        TIMER.ms = 0
        TIMER.seconds = TIMER.seconds + 1
        print(TIMER.seconds)
    end

end

248

(21 replies, posted in Tutorials/Examples)

Hi & Welcome special_ops
Thanks you for your videos,
wonderful work really smile

249

(7 replies, posted in Tutorials/Examples)

Ya, Im looking at both examples , but I need to dig deeper, as if I try to change the entity0 mesh in sponza and replace with my own, maratisplayer crashes after pressing pacman.

I clearly need to do some reading on how things work.

I did look at the one script that comes ( joystick is irrelevant for me) with sponza but  see nothing showing one has to use any particular mesh. Is this why it crashes when I substitute my own mesh ?

I'll keep reading in the meantime.

cu
GM


gamemaker wrote:

If I understood the system, I'd be happy to do that, but its impossible knowing where to start wink

Jules example and YoFrankie are perfectly suited to start with, as they are simple and effective,
check my site in maratis section if you need quick explanations, i made an overview of the example

ps. updated the topic

250

(7 replies, posted in Tutorials/Examples)

Hi, well, i just realize these examples are quite confusing (too many variables),
i'm gonna make a better version today.
For now, to answer you :

I see that if I disable the player physics and run player, that it doesn't work as expected, but then reenabling the player and running example again, causes player to continue not to be able to move when pressing keys.

That's because the object "mass" got reset to 0 when you disable/enable physics

I also don't understand what 'locker' is doing.

locker is here to block the door (addforce on Z when door and locker are in collision), but you shouldn't go that way honestly =P

HOw does entity0 work and where can I see the code ?

I don't get what you mean here ? scripts are located under project/scripts