@ Vegas
I made another tutorial here:

http://forum.maratis3d.com/viewtopic.php?id=841

where I implement lua classes and also used the dofile() function. I actually created a clone in that tutorial.

It is basically up to how you design your class to work (which is possible since lua doesn't really have classes and that makes it more flexible).

For the clones you would certainly use the getClone() function perhaps alongside the clearForces() function.

@zester. Thanks for the post. I am going to look into Middleclass.

252

(42 replies, posted in Showcase)

Vegas wrote:

I just tried your car level, pretty good idea to have a free camera inside
the car, that gives a nice layer of immersion wink
That would be interesting to see your level with a more detailed buildings such as this

Good work!

Thank You Vegas. A city like that should be simple to create in Sketchup. I might just use one from the 3d warehouse to start.

I do want to work on this level more, just trying to win this fight with Blender. Hehe.

253

(9 replies, posted in Showcase)

Alinor wrote:

I couldn't close the window. Perhaps add a key event for escaping?

Yes, That would be a good improvement, but in fact I have no idea how to do this ^^

Thanks for your comments wink

In  a lua script all you would have to do is:

function onSceneUpdate()

if isKeyPressed("Q") then quit() end

end

254

(0 replies, posted in Editor)

There really has to be an integrated animation timeline. Right now we can only use the timeline to scrub through pre-animated animations done in blender.

But for cut scenes and such, we have to be able to do keyframe animation to get the type of shots we want.

Otherwise we would have to do everything in blender and then export it into Maratis. However, thereafter in order to edit any one thing, we have to go back into Blender and then re-export it.

This creates a very huge break in the workflow. Perhaps this has been mentioned before or is already being worked on, but I don't think I can find a workaround for it.

255

(3 replies, posted in Showcase)

https://sites.google.com/site/maratisfiles/files/Screenshot%20%28909%29.png

Somehow Captain America found his way into the level. hmmm... (not my model, just for testing). Looks pretty good in the level though. hehe.

Edit: File being updated...

When I get a chance, I am going to look at that code ant0n. Thanks for the post.

257

(3 replies, posted in Showcase)

Added the MODEL VIEWER level. For now this is only published. I might put up the project file later on. I need to work on the GUI. Here is the code for it:

--VARIABLES
chest = getObject("Chest")
cube = getObject("Cube")
camera = getObject("Camera")
faceCam = getObject("FaceCamera")
gui = getScene("GUI")

--FUNCTIONS
function ZoomIn()
    setCameraFov(camera,55)
end

function ZoomOut()
    setCameraFov(camera,35)
end

function SpinRight()
    rotate(cube,{0,0,1},2)
end

function SpinLeft()
    rotate(cube,{0,0,-1},2)
end

function TiltUp()
    rotate(cube,{1,0,0},1,"local")
end

function TiltDown()
    rotate(cube,{-1,0,0},1,"local")
end

function FaceCam()
    changeCurrentCamera(faceCam)
end

function BodyCam()
    changeCurrentCamera(camera)
end

--GAME
function onSceneUpdate()
    if isKeyPressed("D") then
        SpinRight()
    elseif isKeyPressed("A") then
        SpinLeft()
    end
    
    
    if isKeyPressed("W") then
        TiltDown()
    elseif isKeyPressed("S") then
        TiltUp()
    end
    
    
    if isKeyPressed("MOUSE_BUTTON1") then
        ZoomOut()
    elseif isKeyPressed("MOUSE_BUTTON3") then
        ZoomIn()
    end
    
    if isKeyPressed("F") then
        FaceCam()
    end
    
    if isKeyPressed("B") then
        BodyCam()
    end
    
    if isKeyPressed("Q") then
        quit()
    end
    
    enableCameraLayer(camera,gui)
end

Both cameras are following a cube that is in the center of the model, though they are offset differently. They both follow it locally. They do, however, have different "Look At" targets.

258

(9 replies, posted in Showcase)

It's good to see this type of use for Maratis. I am checking it out!

I couldn't close the window. Perhaps add a key event for escaping?

259

(42 replies, posted in Showcase)

I'm just going ahaead and uploading the car level project file. I uploaded the published version in another post, but this is the project file (in first post).

260

(14 replies, posted in Tutorials/Examples)

I know my issue. My ideas are too radical. And if what I am making can't meat my ideas (perhaps limitations on my part) then I will scrap the whole thing. I have so many ideas for this now that I can't keep it basic. I am working on animation right now though.

The gameplay aspect will be easy, but the game mechanics part might be a little difficult, because I want it to be engaging.

261

(9 replies, posted in External Tools)

I discovered that there is a plugin for animating UVs in Blender called AnimALL. It would be nice if Maratis had support for this. I wonder if it could be converted to an animated texture somehow.

262

(1 replies, posted in External Tools)

I found a GUI maker called Smart GUI. I am on a mission to find a gui maker that I can use for Maratis (making it from scratch will take too long). If you know of any, post them here. And if you know of a way to get this particular GUI maker working in Maratis (I am not that tech savvy) then please tell me how. hehe.

Smart GUI:
http://www.autohotkey.com/board/topic/7 … i-creator/

263

(7 replies, posted in General)

Okay, I have a new process that I am using. Using a Bsurfaces plugin.
http://forum.maratis3d.com/viewtopic.php?pid=5963#p5963

I will still try to figure out how I can use Virtual Fashion Pro for clothing. Until then I will use Bsurfaces.

264

(14 replies, posted in Tutorials/Examples)

It certainly makes making hair really quick.

I just made a crazy shape and draped it over this mesh. Then I added a displace modifier and a subsurf modifier. Unwrapped using Smart UV project.

note: I had to pin the center-most face so that it would not topple off of the head (put it in a vertex group and used the "pinning" box in the cloth settings.

https://sites.google.com/site/maratisfiles/files/Screenshot%20%28876%29.png
https://sites.google.com/site/maratisfiles/files/Screenshot%20%28877%29.png
Okay, used it for a dress also. This is how I will proceed. Thanks com3d
https://sites.google.com/site/maratisfiles/files/Screenshot%20%28878%29.png

265

(14 replies, posted in Tutorials/Examples)

www.bsrufaces.info

Shows up when I hover over

Found the link

http://blenderartists.org/forum/showthr … faces-v1-5

266

(14 replies, posted in Tutorials/Examples)

Hmm. I try to click on the link to the file and I get a website about free teeth cleaning.

Edit. Okay, Bsurfaces is included with the latest version of Blender. Thanks.

https://sites.google.com/site/maratisfiles/files/Screenshot%20%28874%29.png

First attempt at using it

267

(14 replies, posted in Tutorials/Examples)

At a standstill. Looking for a quicker and easier FREE way to create clothing. I found a software called Virtual Fashion Pro 1.5. I can't get it to export. Will not continue until I figure this out.

268

(9 replies, posted in External Tools)

Found a garment maker plugin. Going to test it.

Edit: Its a patch. Don't know how to do that one.

269

(15 replies, posted in General)

Thanks Vegas! I had that program a while ago before my first laptop crashed. Hadn't downloaded it again. It was VERY good. Thanks again.

270

(61 replies, posted in Editor)

A changeMap() function would be very nice, and it doesn't seem it would be that hard. I don't understand c++ yet, and I assume a game plugin would do the trick (still don't get how that works either).

Inside of the mesh file you see where the mesh looks for an applied diffuse map or specular map etc. If there were a function that we could use in LUA under the Object functions that would redirect that path to any other path/file that would be very useful. It would be a way to change textures and material from within maratis.

I am trying to make a fashion game where the colors can be changed. It looks like for now I am going to use material and texture animation.

271

(15 replies, posted in General)

Thanks Anael. That clears it up really nicely. Does anyone know of any small software that can calculate the memory of a program dynamically? Perhaps task manager could do it. Thanks guys.

272

(14 replies, posted in Tutorials/Examples)

I am on a mission to make a small but complete game with Maratis. I guess the process would serve as a good tutorial on how I will make it. So I will post the process here. I will also be updating my other posts with content also (like the bvh animation page and the game assets page) as I create content for this game.

I will be making a basic dress up game using my character select demo as a base:
http://forum.maratis3d.com/viewtopic.php?id=775.
And now for my first step:

STEP 1: TIME TO PLAY!

So, I'm off to play some dress up games. This way I can collect some ideas, and get some inspiration for how I want my game to be. Along the way I will sketch some ideas down.
2013-11-10

TIME TO PLAY Resources:

-Toca Hair salon
https://itunes.apple.com/us/app/toca-ha … 32660?mt=8

-Fashion Star
https://itunes.apple.com/us/app/fashion … 00503?mt=8

-Design it Princess Fashion
https://itunes.apple.com/us/app/design- … 16499?mt=8

-Style me Girl
https://itunes.apple.com/us/app/style-m … 14229?mt=8

STEP 2: DESIGN PROTOTYPING:

So, I want to prototype the design of the game. I won't be using models I made, just models I could find for free to fill in space. I just want to get the impression of the setup of the game. I could even use basic primitive, but that isn't fun. I am going to upload several photos of this phase.

https://sites.google.com/site/maratisfiles/files/Screenshot%20%28860%29.png
https://sites.google.com/site/maratisfiles/files/Screenshot%20%28861%29.png
https://sites.google.com/site/maratisfiles/files/Screenshot%20%28866%29.png

STEP 3: OORRWEDO

If you haven't checked out my tutorial on "How to Game" You can here:
http://forum.maratis3d.com/viewtopic.php?id=811

I am going to turn it into a game following the OORRWEDO process:

1) Objectives:

Walk through the store choosing your wardrobe.
Apply your wardrobe to the mannequin to see how it looks.
When satisfied, apply your wardrobe to a runway model.

2) Obstacles:
3) Reward:

You get to see your wardrobe on your model as they walk the runway. You also get money if your wardrobe is successful.

4) Rules:

Points are given based on how pieces are paired. Each article of clothing has an initial point value attached to it. The maximum score for a complete wardrobe is 10 points. However, certain articles of clothing conflict with other articles of clothing, taking away from the overall point value of the wardrobe.

For instance, if you have a brown top which has +2 points, and khaki colored slacks +6 then you get 10 points. However, if you have a brown top (+2) and purple slacks, you get no points for the purple slacks unless they work in a way (accessories).

(I will be working out the rules as I continue the project, for now, I am going to start on the next step.)
2013-11-12

STEP 4: GATHERING THE TOOLS

I have been doing some testing to see what tools I can use to make this game. This is the list of tools I will be using:

Google Sketchup 8(level design)
Quidam(character creation)
Makehuman(character creation)
Blender(rigging, animation, and exporting)
Poser(cloth simulation)
Gimp(photo editing and normal map creation)

STEP 5: BLOCKING

Okay, I am going to start blocking in some stuff. I am not focused on details or fine tuning. Just blocking in place holders. First I am going to work on the level (this game will only have one level. Then I will work on some basic coding. Perhaps I will use my customizable game script to get started.

I also added a background sound to the mall level to set the mood of the level. I might try to block in some walking people.

Level

https://sites.google.com/site/maratisfiles/files/Screenshot%20%28881%29.png

Menu

https://sites.google.com/site/maratisfiles/files/Screenshot%20%28883%29.png
For now the menu doesn't work when you click it. I will apply the unprojected point function as was used in my State level to make it work.

Better Menu

https://sites.google.com/site/maratisfiles/files/Screenshot%20%28889%29.png
Using unrpojected point (Thanks Vegas)

Crowd

https://sites.google.com/site/maratisfiles/files/Screenshot%20%28885%29.png
I used "One Bone Animation" to slide these billboard people around (check my posts)

Text Box

https://sites.google.com/site/maratisfiles/files/Screenshot%20%28888%29.png
The graphic for this text box is easy to change. The rectangle is just a place holder.

STEP 6: GAMEPLAY & GAME MECHANICS

Now to figure out the gameplay (that is what makes a game interesting after all).

Thinking...

273

(15 replies, posted in General)

After reading that 2nd link, I think they make a distinction between a proxy object in Max, and an object instance.

The proxy it seems is rendered as point cloud data. I'm still trying to understand how it works, but so,etching like this would be useful in the Maratis engine. I don't think that even Unity has this.

Such an idea is a good one for game design, because you can get a bunch of high poly objects in your level without crashing your game.

274

(5 replies, posted in General)

Good point Crucio.

275

(2 replies, posted in Gossip)

Thanks zester, I'm sure I will have a lot of questions when in start making this project, because I know I am going to be hacking at least 80% of it. Hahaha. I should document the whole process in a post so that new comers can see what was required to make it. I'm going to start with a small one first. Hmmm....