Wrapscallion wrote:

redwall/nimh!!!!awesome!

wink Thanks



I did a partial scene last night and worked on light mapping. Everything was going great but one model(Inner Log House Frame)
was just not exporting to Maratis3D with its texture uv's properly aligned. Ill hve to work on it again today.

I did notice a problem with Lights I was only abe to have one in this scene because any others wouldnt show up?

The Fireplace, Floor and Log Walls have been Lightmaapped in both images.
http://i50.tinypic.com/2m4su89.png

http://i48.tinypic.com/bhxaid.png

252

(61 replies, posted in Editor)

Being able to apply the views settings to a camera would be nice. That way it would be easyer to setup a camera.

anael wrote:

Cool, thank you for the links.

The last screenshot seems interesting but too dark no ?

Ya thats because I had to move the light up to light the terrain. I have to play with the distance and brightness of the scene light. The size of the terrain and temple are off also. Well the mouse looks really small in comparison.

I think its a good start though. Brighten it up, Some more texture work, Add Rocks/Bolders, Some Plants, A few differant Trees and some Leaves, Hollow Logs. Stuff like that. Should look ok.

Screenshot of Terrain/Trees Test

http://i47.tinypic.com/2rfzlhs.png

All the download links in the wiki for assets are now fixed.

Here you go http://zester.googlecode.com/files/TheK … vdyn_1.zip

The model section on the wiki is fixed also I just have to do the texture section. I have a metric #$%4 ton of models that I made that need to be uploaded. Hopefully no more problems with file hosting.

The music selection I have its all cc and extreamly fitting for this project and impressive. Thanks to Kevin MacLeod.

Hopefully it turns out to be something the community likes and eather contrubutes to this or the wiki regardless its all for maratis wink

anael wrote:

Ho, I wanted to ask you, did you use baked lightmaps on your level or only dynamic lights ?

There Dynamic but I was planning on baking them to save on usage of lights. The textures are just place holders for insperation, not even using normal maps lol, the Dynamic lighting is doing all the work. That scene on my intel gpu runs perfectly.

As far as the game download/wiki content im working on fixing that. The problem is with "Google Storage" so Ill be moving everything over to my "Google Code" account.

258

(29 replies, posted in Scripting)

You can check the asset section of the wiki for models, thats where I will be adding them. http://wiki.maratis3d.org/index.php?title=Assets

There is a mushroom in the Organic section if you need one.

259

(29 replies, posted in Scripting)

Does this link work for you?
http://zester.googlecode.com/files/Sack.zip

260

(29 replies, posted in Scripting)

Here is a first attempt, Ill make differant sacks fter I finish with this ones texture.

Sack Full #1
http://i49.tinypic.com/13zzwvr.png

Download Link

gamemaker wrote:
zester wrote:
gamemaker wrote:

Im hardly a pro at blender, but why is a plugin needed for entire scenes..so blender by default doesn't 'light' entire scene when you apply a map, and without plugin makes it hard to do that ?

The script makes one Texture Atlas for all objects. In other words the script unwraps entire scene into one UV. 

gamemaker wrote:

When you are on a budget things can get iffy, and while its wonderful that blender exists for those with few funds, Im also finding that I really like Truespace 7.61 beta8 ( has never crashed ), which I find can do everything ( or very close to it) blender/max can, and a lot more.

I love blender it does everything I need and not only that programs like "Truespace", "Milkshape" and 3DSMax are not cross platform. 


gamemaker wrote:

If I could wish for a new feature for maratis, I think it would be to ease the restriction on needing blender to finalize a export for other modelers to avoid the  blender necessity. I think that holds maratis back a lot.


gamemaker wrote:

P.S.- I've seen some amazing plugins  for max that don't exist in such a form for blender, even if they aren't free, so while free is nice, its not always optimal wink I think I've seen a forest system plugin for max that i'd LOVE, and nothing like it for blender. That's what I'm getting at,,things like that.

I think what your really trying to say is that you dont like blender. I feel the same about 3DSMax and Photoshop!!!! wink

What I think about blender is irrelevant actually, and the fact I was trying to get at, which I stated I thought pretty clearly, were that maratis IS held back imho, due to its insistence on blender finalization. Max is the only tool atm that has someone working on it ( only if you have the very recent version, everyone else is out of luck: I get why, authors time is limited, etc..,), so short of blender and max, you are out of luck,,unless you don't mind holding your nose and using blender as the final 'tool'. I"d rather not wink

cu
gm
wink

My mistake, I was under the impression that You and Wrapscallion were hijacking the thread and going off topic because you wanted to inform us all on how much you dislike blender.

262

(29 replies, posted in Scripting)

Pär wrote:

Yes, exactly. smile

Well I will have to run some tests myself.

Ok cool I can use bags like that also in my project.
http://forum.maratis3d.com/viewtopic.php?pid=3173#p3173

The Keepers of Radvdyn is a (Redwall/The Secret of NIMH inspired Action Adventure RPG) that I have been working on in my spare time, all textures, sound effects, characters, everything will eventualy make its way to the wiki for anyone to use. The scene below is a prototype of a dungeon construction kit I am working on.

Screenplay: This is the rough draft for the story.
https://docs.google.com/document/d/1i3f … PDP3A/edit

You can downlod and test what I have so far.
Game Download Link

There are more screenshots here
http://forum.maratis3d.com/viewtopic.php?id=496

http://i49.tinypic.com/20qxlco.png
http://i48.tinypic.com/2d8mgjo.png
http://i47.tinypic.com/ideoe9.png

264

(29 replies, posted in Scripting)

I did a collision test at differant velocities between three differant objects and everything worked fine. So I am not sure whats going wrong with your code.

Sure, I would love if you made a sack which I could use. I need a pile of sacks laying on top of each other.

Like these? If yes both full and empty?
http://www.fallingpixel.com/products/38986/mains/000-3d-model-Previw0.jpg

265

(29 replies, posted in Scripting)

Pär wrote:

Hm, the num_collision still reads 0 in the console. Can you turn the collisionsensitivity up somehow?

One sec let me look at the problem with a simple example.

266

(29 replies, posted in Scripting)

Pär wrote:

I did it myself. smile

Thanks for the info! I didn't think about the follow behavior.

Let us know what kind of game your making, story line maybe. What ideas you have.

And if you would like I wouldnt mind contributing some models/textures. If you dont mind that
what ever I create also goes on the wiki for others to use.

267

(29 replies, posted in Scripting)

I am looking at your game I found a few problems. But for now we will just focus on your question.

What I did notice was that when you "fire" your pistol the bullet only sometimes fires and
it never re-spawns.

This code isnt right., for one isCollisionBetween by default assumes there is going to be a collision event, and by using "not" your reverting its expected result.       

if not isCollisionBetween(player, bullet1) then
    if bcoll > 0 then
        deactivate(bullet1)
        playSound(reload)
    end   
end


You would write it like this:

if isCollisionBetween(player, bullet1) then
    print("You shot the sherif")
else
    print("Crap you missed and he is mad!! RUN!!!")
end



You can give your bullet a "follow" behavor the settings I used was
delay 0.00
x: 0.12
y: 0.55
z: 0.44
local: Enabled

With those settings the bullet moved and rotated properly with the character. I was able to walk up to the bridge and shoot one of the houses.


Lastly I would create a new scene to test in "A simple shooting range" with
1. A "plane" for ground
2. Your character
3. The bullet
4. A Target "Cube"
Once your shooting action is working right then bring that code into your main scene.


I have a question for you did you do the "walk cycle animation" your self or was that something you found somewheres?

268

(29 replies, posted in Scripting)

Pär wrote:

Happy new year! If I use numcollision on the bullet. How can I make it more sensitive to collisions so it doesn't read out 0 when it hits something?

When I use this script I cant set X or Y values to the translate "move if necessary" because then when I rotate my player, the bullet doesn't rotate with him. smile

I would try attaching(parent) an (empty object) to the end of your gun? And have your bullet's position and rotation relavent to the empty and also have the bullet spawn from that location.

You might also want to try uploading your game somewheres for others to download and test out the troubles you are having.

269

(8 replies, posted in Engine)

Nice! smile Ill go check it out now.

I am playing with the  TextureAtlas script right now, it works if your using the proper combined versions of blender and the script, for me it was Blender 2.63.0 and TextureAtlas 0.14 other combinations ether didnt work or crashed.

Ill post a tutorial and example hopefully sometime today.

It doesnt really require a tutorial to use as its only a single button click and then bake, but there are 3 or 4 options you need
to set, and the video tutorial ui is an older version of the TextureAtlas script and the video is just really blury.

You will need  a image editing program like gimp or photoshop to convert white to transparent

In gimp its    Layer --> Transparency --> Color to Alpha

Before Color to Alpha
http://i50.tinypic.com/bvl7s.png

After
http://i45.tinypic.com/3481xqt.png

gamemaker wrote:

Im hardly a pro at blender, but why is a plugin needed for entire scenes..so blender by default doesn't 'light' entire scene when you apply a map, and without plugin makes it hard to do that ?

The script makes one Texture Atlas for all objects. In other words the script unwraps entire scene into one UV. 

gamemaker wrote:

When you are on a budget things can get iffy, and while its wonderful that blender exists for those with few funds, Im also finding that I really like Truespace 7.61 beta8 ( has never crashed ), which I find can do everything ( or very close to it) blender/max can, and a lot more.

I love blender it does everything I need and not only that programs like "Truespace", "Milkshape" and 3DSMax are not cross platform. 


gamemaker wrote:

If I could wish for a new feature for maratis, I think it would be to ease the restriction on needing blender to finalize a export for other modelers to avoid the  blender necessity. I think that holds maratis back a lot.


gamemaker wrote:

P.S.- I've seen some amazing plugins  for max that don't exist in such a form for blender, even if they aren't free, so while free is nice, its not always optimal wink I think I've seen a forest system plugin for max that i'd LOVE, and nothing like it for blender. That's what I'm getting at,,things like that.

I think what your really trying to say is that you dont like blender. I feel the same about 3DSMax and Photoshop!!!! wink

272

(9 replies, posted in Gossip)

anael wrote:

Nice !
And the lighting of your example is very cool,
the night ambiance with the candles is working well.

smile Thank you I like it to lol. Maratis really is a great tool I appreciate the work you have done and mostly making it cross platform.

273

(11 replies, posted in Gossip)

Crucio777 wrote:

okay the only reason i want to use ogre 3d coz its a very powerfull engine which can render to both directx and opengl. and if i use any engine i dont want to get into render coding ,i loved how maratis is designed i havent actually compared the render engine of maratis 3d i assumed that ogre 3d is better as an render engine (coz they are only focusing on the render engine )

I have lots of experance with Ogre. And its true that Ogre in terms of features is more advanced than maratis in some ways. BUT! wink Maratis is capable  of the same with the right shaders, and a partical effects engine. I like to think of Maratis as an open source Unity3D.  Also Ogre doesnt come with built in Physics(Bullet), and 3D Audio(OpenAL) support or Scripting(Lua) not to mention actualy getting your art from the Pipeline (Blender) is a serious pain in the a@# with Ogre and very very easy with Maratis.

274

(3 replies, posted in Gossip)

Nistur wrote:

I have been trying to plan what I'm doing in my various projects, and I'm slowly coming to an end of the editor GUI and framework system, so I'm looking at what tasks I can work on next. There are a lot of fundemental things missing so far (for exampe, entity selection/manipulation) but in order to keep... motivated, I think I want to try and find a task I can work on which is interesting, even if it's not quite as useful.

One of the options I'm considering is trying to make a video tool. At it's most basic, what I will probably start off doing is making it render to texture, and then encode to ogg with libtheora. In theory I don't think that would be too difficult. What I would like for the video creator to be able to scrub backwards and forwards through the scene, potentially making changes.

Obviously this is far too much work for a small distraction task, however I would like to keep it in mind if/when I do this, so it can be added later. I already have a couple of thoughts for what I can do, the main thing I'm unsure about is how you would go about playing a scene backwards. I know that it definitely can't have non-deterministic behaviours, and have to support anything with negative time deltas... I'm just wondering if there's any thoughts on how to get things to support backwards, forwards and being edited on the fly tongue

As far as adding video texture support into martis, my suggestion would be to use OpenCV, its fairly trival and I have done it in SFML2 for video playbck support not to mention using it in ogre for motion tracking "steering a ball with my head" wink.

Now for playing video? backwards. Thts not going to be easy because of how video is decoded and stored in the buffer, you would have to stream it to the buffer starting from the end of the file and then extract the frames in reverse. It might be easyer to just play audio and your character/scene animations in reverse. Might wink

275

(9 replies, posted in Gossip)

Hello everyone wink I will be spending some time in the Wiki Assets section, Adding content, Organizing that content and what not.
http://wiki.maratis3d.org/index.php?title=Assets

I allready added 2 textures in http://wiki.maratis3d.org/index.php?title=Stone

Stone1
Stone2