276

(2 replies, posted in Gossip)

Once again I had to find some encouragement for my Blender woes. And i came across this article by (once again) Andrew Price.

For anyone having a hard time with Blender (like I am) this is a good article. After reading this, I am going to work on my first project with Maratis. I am not going to depend on any tutorials (my name is out the window for this one).

I am going to try to make Maratis look like the Cry Engine (hahaha. Maybe).

Anyhow, here is the article:

http://www.blenderguru.com/how-i-learne … s-for-you/

Wow! They charge for each part in the app also. Probably would end up paying the much there too.

I'll stick with the scraps for now.

278

(5 replies, posted in General)

Crucio777 wrote:

hmm it would cost a lot to anael to make something like unity asset store , and as he said before he can barely pay for this website , but we could do something like a topic to have all the links of the mesh files and projects (everything uploaded somewhere else).

Well, it could be a way to make money also, if people wanted to charge, he would get a percentage for every download. That way there are incentives on both side. My main hangup with buying stuff over the Internet is that I have my credit information all out there. I like how Amazon doesn't ask for so much info. Just an email. And you can use a gift card to pay.

PayPal is okay I guess, haven't used them since I had that issue on EBay (bad deal) but that was a while ago.

Ahhh okay. That Richard Williams thing is an app on the App Store also. I had downloaded it. Content looked good, but costs too much for me. I'm going to rough it out on my own.

280

(15 replies, posted in General)

I remembered that I stumbled across that word when I was using a copy of 3dsmax 2009(don't have it anymore). I remembered that it was used to put a lot of things in a scene without using a lot of memory.

Found a link about it.

http://3dvisualizationtips.blogspot.com … e-and.html

And another link (by Autodesk)
http://docs.autodesk.com/3DSMAX/15/ENU/ … =d30e38282

281

(15 replies, posted in General)

I stumbled across the word I was thinking of:

"Proxy"

And thanks anael.

282

(5 replies, posted in General)

I think it would be a good idea to add a Content Page to this website (not to the wiki). Where people can upload their .mesh files and things for other people to be able to download and load into their game.

This could be everything from meshs to levels to scripts etc.

I just realized that this is one major thing missing from this site. Unity3d has a store full of content, and new comers can download things and get started testing stuff in Unity.

I have made several objects myself, but to keep posting them on a thread that can get lost is not a good idea. If it would be too much to add to this site, you can make another site for it.

You could use the free website builders WIX from wix.com or WEEBLY from weebly.com to make it quicker. This is something that is badly needed.

Anyone agree?

I looked at a couple of lynda.com tutorials a while ago (the free ones on youtube), and I just about have this animation down good enough to get some good stuff into Maratis. A few more things to do first (creating my own cartoony character and wardrobe) and I might have Ratchet & Clank up and running. haha.

Haven't been able to do the game mechanics part of the game for all of the technical issues. We will see.

284

(4 replies, posted in Gossip)

I have been working on my animation skills. This is a video of a little motion I did. This is my first try at it so have pity. Hehe.

https://sites.google.com/site/maratisfi … aitFin.avi

285

(15 replies, posted in General)

That is the word I was thinking it was, or "ghost clone" I am thinking of the getclone() function. Wonder if the clone uses memory, and if it does, whether it uses less. Otherwise you might as well just make a duplicate item.

286

(3 replies, posted in Scripting)

Couldn't you make a function that both deactivates the one object and removes the forces of the other objects?

287

(15 replies, posted in General)

When you clone an object, does that clone take up the same amount of memory as the original object?

It is actually making a duplicate of the object, or just a representation of the object that appears but does not use memory.

I think I recall being able to create a clone of an object in a software and that clone not actually be rendered. So, you could create as many duplicates as you want and not use memory, as the object is only rendered once.

I think I recall, somewhere in my long history of learning 3d, such a thing.

Anyone know what it is called?

288

(10 replies, posted in General)

That's a good idea com3d. That Is why I decided to post it here, because I was thinking it was user error and not the exporter. It does seem it should work, but it may be something that I am doing that is causing the error.

For instance, I created a particle system using a cube. I converted the particles into a real object (becomes a real mesh) selected all the meshes and joined them (maratis has issue exporting several meshes at once). Still got an error. So I did an edge split on it. Also added a material (objects have to have materials or else they will not export.

I figured out the material thing and multiple selection thing by trial and error. Perhaps there are other reasons i get errors. I do switch back and forth between GSL and multitexture mode for different projects (don't know the difference other than that GSL works more often than multitexture.

I will work on something today. I will post the blend file here first, and get forum feed back, and if it indeed is a bug, I'll post it on the report.

289

(0 replies, posted in Tutorials/Examples)

The english language has many words. Each word has a designated part of speech. When these words are combined in special ways, you get a sentence.

I want to share a standard I have for translating these parts of speech into lua programming so that your code will be more readable.

NOUNS

A noun is a Person, Place, Thing, or Idea.
Variables should be named like nouns. Meet Joe:

joe =

Joe is a person, so he is a noun. We could put joe in a Person Class to make him more of a person:

joe = Person()
VERBS

Verbs are Action Words. Joe can walk and talk!
Functions should be named like verbs.

joe:Walk()
joe:Talk()
ADJECTIVES

Adjectives Describe Nouns! Joe is pale!
Use Booleans to denote adjectives.

pale = true
ADVERBS

Adverbs Describe Verbs. Joey can walk Quickly:
Once again, use Booleans to denote adverbs. If you use them as arguments for functions, it reads better.

joe:Walk(quickly)

walk = true
quickly = true
PARTICIPLES

A participle is a tense of a verb. Is Joe biking? Or has joe biked? Usually past or present tense.
Once again, Booleans.

biking = true
biked = false
PREPOSITIONS

A preposition is a Location Word. Is joe Under the shed or In the shed? Is he Around the corner or Along the corner?
Booleans again.

under = false
around = true
CONJUNCTIONS

Conjunctions JOIN sentences (statements).
Usually Conditional Statements are the conjunctions in programming. Words like "but," "and," !because," are conjunctions.

if joe.isWalking and joe.isWalkingQuickly then
    joe.isAfraid
end

Above, isWalking is a boolean, as well as isWalkingQuickly. Also isAfraid is a boolean. So all we are doing is setting boolean values. Starting to look like an English sentence.

INTERJECTIONS

Interjections are used to express emotion or sentiment. Uh, er, bye, hi, cheers! Horray! Wow! Sup! Oh! Well! Sorry! Oh dear!
One way to do interjections is to use Loops. Most of the time these statments stand for other things. "Wow" means that you are surprised and don't know what to say.

surprised = true
speecheless = true

while speechless and surprised do
    LookInAmazement()
end

We could make a function called Wow() that would set these boolean variables:

function Wow()
    wowed = true
    surprised = true
    speecheless = true
    LookInAmazement()
end

joe:Wow()

290

(10 replies, posted in General)

So we can import an animated collada file into Marstis and the animation will play when the timeline is scrubed? Hmm

Only draw back would be that if you have multiple animations, they might have to run together (no way to separate them by range as with a maratis mesh)

I honestly like the maratis format, because it's easy to edit, I just need to figure out the rules for exporting in Blender, although it seems some of the exports I have tried should have worked.

291

(10 replies, posted in General)

Hmm, do you think collada would work? Assimp supports collada, but I take it it doesn't support animated collada files.

The maratis exporter is fine, but it really turns away bunches of people who would otherwise use Maratis, because a .mesh file can't be exported out of major 3d software. It all rides on one plugin for Blender.

Anael, I was just testing something with this particular file, but when another error happens, I will post it on the link you gave me (I figured that was where I should have posted this, but it looked confusing. hehe)

292

(10 replies, posted in General)

Every time I get a good model going it seems I run into a Maratis exporter issue. I just can't figure them out. This time I ran into issues on lines:

909
148
163
460
114

of the exporter script.

I am using version 2.68 and recently downloaded the updated script for this version and it worked (thanks anael), but I can't figure out all the things that could be causing these errors. Perhaps someone knows of some common causes?

I know sometimes if I have an object like a light or camera accidentally selected when I export, I will get an error. But I deselected them.

Could the origin location have something to do with it? I moved it to be centered.

This usually happens when I am selecting multiple meshes to be exported at the same time (or if the mesh is chopped up). Usually when I am exporting a mesh with clothes that are separate objects. But if I combine them as one, the materials will be lost.

Anyone have any ideas on common causes for future users? I am so close to being able to start actually making a game, but I run into too many snags.

Fbx import (with animations) would be GREAT.

The new nightly build for makehuman has new hair models, eyebrows and skin textures. Check it out.

294

(10 replies, posted in General)

You should create a nice car material in blender and use Blenders Render baking. That way it will look realistic. You can still bake separate diffuse, AO, specular etc maps. That is what I did for that model figure. That is why it looks rendered although it isn't.

This is very useful since Maratis doesn't really have great rendering.

295

(4 replies, posted in Engine)

Welcome KsuBox. I really like Maratis myself. It has so much potential and needs a lot of help. Hopefully soon Anael will comment and be able to help you.

296

(9 replies, posted in General)

com3D wrote:

And if you need a very accurate collision detection (for example to check when a fist hits something), you can use the getCurrentFrame() function in addition to the overall collision detection:

if isCollisionBetween(player, object) and getCurrentFrame(player)==124 then ...

This allows to fake body-parts collision detection in lua.

That is a VERY good idea.

297

(9 replies, posted in General)

If you can script AI and 3rd person blended animations (smooth ones) then you can surely do something like creed.

In a 2d game they do something similar to what 255 said. They check to see if there is a space above the character, and if it is, that is when you do the climb animation.

It will be something like:

if HeadIsClear() then
...

If the space above the character is free, then it will do the jump animation. In 2d games they are usually checking pixels. But it seems you would use vectors for 3d.

You also have to think about scale. I have a post on the conversion factors from google sketchup (which was used to model they buildings for Drakes Uncharted), Blender, and Maratis. Scale changes from Blender to Maratis, and that would matter if you are doing advanced climbing and things. You probably want to make some standard primitives to test your climbing and scale, and then fill them in later with actual objects.

If I learn anything new, I will post it here.

Edit: Found a video:
http://www.youtube.com/watch?v=GFu44oeLYPI

298

(10 replies, posted in General)

Just today I was wondering if it was possible to use texture paint mode to paint in normal maps, instead of just using diffuse maps. If that is possible, then these greebles would be of much use. I recently found that I have to reduce the small detail settings of insanebump down so that I don't get the extra noise. I might have to even reduce it to 0.

299

(3 replies, posted in Gossip)

So, we had a good thread going where I was introduced to GREEBLES. And since then I have been liking this greeble business. So I want to show off some greebles I have been making. You can show off your greebles also!

BUTTONS!
https://sites.google.com/site/maratisfiles/files/Screenshot%20%28854%29.png

More coming soon!

ELECTRONIC BOARD!
https://sites.google.com/site/aasfsfasasdfew/files/Screenshot%20%28808%29.png

Made using Google Sketchup!
https://sites.google.com/site/maratisfiles/files/Screenshot%20%28925%29.png

300

(10 replies, posted in General)

All the motor would need is a few animations saved to it. You could rig it and then just animate the rig for different states of the motor. I just did a level where I had a door that was had a rotate animation applied to it. I then used:

setCurrentFrame()
changeAnimation()
changeAnimationSpeed()

along with booleans to simulate different states of the door (opened or closed).

As for the shock and suspensions, that would need to be programmed I'm sure. I haven't rigged the automobile in that car game I posted, because it is not my content. I just wanted to get the basic car movement down. It doesn't have rear wheel drive (doesn't even have wheel drive haha).

I like how you made it so that you can mod it. That is the perfect way to do it.