326

(61 replies, posted in Editor)

Another minor thing,

You can't translate an object anymore when Follow behavior is used,
it would be nice to allow translate & make the values auto-update instead of having to enter them manually

327

(2 replies, posted in Tutorials/Examples)

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Here's a little example about light manipulation,
There's 3 level in the example :

level 1 : Flickering light. Turn on/off lights controlled by timer and random number
level 2 : Light Intensity. Light intensity variation controlled by timer
level 3 : Light color changes. controlled by timer and random numbers.

• Project : Light Examples

• LUA script only : Flickering
• LUA script only : Intensity
• LUA script only : Random Color

328

(1 replies, posted in Tutorials/Examples)

Double jump animation example using only timers

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- Arrows keys to move
- Space to jump
- Press 1 on keypad to enable double jump
Then you can jump one more time after the first jump , with another animation

Ps. I dont know if thats the right way to do, but thats working

Project : http://dl.dropbox.com/u/19970067/Marati … 20Jump.rar
LUA script alone : http://dl.dropbox.com/u/19970067/Marati … 20Jump.lua

329

(9 replies, posted in Tutorials/Examples)

Edit, Removed the notepad part for merging bvh , as doing it directly in blender is just 100 times better smile

330

(49 replies, posted in General)

Thanks, i go for the method 1
firsts test were already nice wink

331

(49 replies, posted in General)

Hi again ! some new questions :

Deactivate

Deactivate function is only hiding an object, but the object is still there and interacts with others objects (collisions etc)
Is it normal or bug ?

GUI exemple : interaction between scenes

I have trouble with the GUI exemple,
Is it possible to make it share the same LUA script between scenes ?

I mean, when you start Scene-1, only Scene-1 LUA script is taken in account
GUI scene script is ignored, even if you assign him the same script than Scene-1

Effect question

http://www.youtube.com/watch?v=rRByoE2Avpw#t=1600
Any idea on how to reproduce that effect, i mean the color stream who follow the weapons ?

332

(3 replies, posted in Tutorials/Examples)

Hello,

Maybe by using some free lightprobes
http://www.luxrender.net/wiki/External_resources
(HDRi section)

then apply the lightprobe as background in blender and manually take the 6 screenshots
(there are scripts to automate this task for blender 2.4x but i dont think these scripts have been ported to 2.5x)

Well thats just an idea

333

(61 replies, posted in Editor)

I think what really lack is atm is a object listing , something like outliner in blender

Sometimes thats pretty hard to select objects , especially when you use follow behavior and/or link objects

That would be great to have that

334

(5 replies, posted in Tutorials/Examples)

Exellent work, keep it up wink

335

(5 replies, posted in Engine)

anael wrote:

I'll try to send you that,
tell me by mail why you are not able to use visual anymore ?

I sent the mail , do you received it ? (asking because i'm using another mail client than usual, just checking)

Anyway my problem is still the same as here : http://forum.maratis3d.com/viewtopic.php?id=90

336

(5 replies, posted in Engine)

Can anyone compile this for me and send me the dll ? as i cant use visual studio for now i can't do it myself ><

Thanks

337

(3 replies, posted in General)

Little Stain wrote:

Why does the mesh follow the player object?

Hello, in Yofrankie for example, Player, Sheep and Feet are linked together that's why everything is following when you move "player"

"Link Selection" is on the Edit button, top left of maratis (took me some time to figure it out too tongue)
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Hope it helps

- This is an early rewrite of the tutorial as the previous one was quite ... well. not good smile
This is still unfinished, will update it over time

Method overview :

1) Pack a serie of image in a spritesheet
2) Import and set-up animation in blender
3) Use it in maratis

You will need :

Imagemagick to :
- Make the spritesheet
- Split spritesheet you could find on the web and adapt it
- Whatever. this app is a must have anyway wink

Optional :
I also recommand using Imagemagick along with Batchrun, so you can set up your working directory and edit your scripts very easily


Ok let's get started, first, get this :

- An Image Sequence, this is a CC0 fireball animation from OGA
- Blender Template - With keyframes already set, so you just have to load the texture in it


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Next step


Now let's pack the individual images into a spritesheet.

To do this, we'll use a simple imagemagick script /!\ (to use with Montage.exe) /!\ :

*.png -tile 8x8 -geometry 128x128+0+0 -background black PNG32:Spritesheet.png

This will generate a 1024x1024 picture, with all the images aligned as 128x128 size in it.

When done, we have the spritesheet. Now let's set up the animations in blender.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Next step


Open Blender, set the spritesheet in the material texture slot.

As keyframe are already set, you can export the mesh right away.

In case you don't noticed, i have scaled up the keyframes 10 times.

That way, in maratis we can control the playing speed with setAnimationSpeed(), without having to re-open / tweak / re-export the mesh everytime in blender.

Note : With this method, the texture will play very, very slowly once imported. "Good" animation speed should be about 6 or 7

/!\ Make sure to uncheck Material animation and Armature Animation before exporting /!\


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Next step


From here you can test the texture animation in a new project,
but it will play very slowly if you dont make use of setAnimationSpeed()

I will provide a test project later on

--------------To come
- Precise animation control
- A project to test your textures
- Spritesheets of different sizes
- Pack and use multiple animations in a single texture

339

(9 replies, posted in Tutorials/Examples)

Finally no videos coming, PC crash and lost everything when i was almost done, so i made it with only screens&gif

Simple Scrolling texture :
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Apply texture (seamless) on your 3d model

Make sure its UV mapped of course

Go on Animation view then :
Make sure you are on the first (1) frame on the timeline

Go under texture tab -> Mapping, and put your cursor over "Offset"

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(Side note, hold left lick on X or Y offset to see the real-time results !)
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Press "i", this will add a keyframe at frame 1, note that offset will turn yellow and there will be 3 options added on the graph editor, like you can see here :

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On Graph editor window, Uncheck two of the offsets (depends on your needs, here i just enabled Y ) and move on last frame of the Timeline (200 in this case)
Put Offset Y on 1.00 , then put your mouse over Offset again and press "i", that's adding another keyframe at frame 200.

So far,
we have 1 keyframe at frame 1 with Offset Y : 0.00
and 1 keyframe at frame 200 with Offset Y : 1.00 (from 0 to 1 = one complete loop)

Ok now, on the graph editor window, go on Key -> Interpolation mode -> Linear
That will change the curved line to a straight one

If u don't fucked up, graph should look like this :
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Now export with maratis exporter (dont forget to activate animation)
And thats all.

In maratis, some examples :

Simple texture on an object (i failed frame rate of the gif here è_é dont worry its smoother in maratis)
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Scrolling texture + static normal on a plane
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Scrolling texture + scrolling normal on a plane
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341

(5 replies, posted in Engine)

Good news

Chances for the particle system anytime soon?

342

(1 replies, posted in External Tools)

Hello,

After a recent crash i had to reinstall windows and now i'm unable to use the service pack 1
(bluescreen of death all the time after installation) wich is required for visual cpp 2010.

I tried the 2005 version, wich doesnt come with stuff like windows.h,
and iv'e read it is the same for 2008 version

People says windows.h is in the PSDK, wich is coming with alot of crap that i dont want :x

Any alternatives ?

343

(59 replies, posted in General)

If it's any help , the same process for 2.5x :

http://www.cgmasters.net/category/free- … texturing/

344

(5 replies, posted in Scripting)

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In YoFrankie example :
The box in yellow is the "Feet" box.

In the script just after function onSceneUpdate() you can see theres is : coll = getNumCollisions(Feet)

so "coll" is the variable where is stored the number of collision for "Feet"

To describe the jump script below :

If "Feet" is colliding with something, then allow jump
If "Feet" isnt colliding, it wont jump

More complete info on feet box, to quote anael :

Feet box :
It's just a logic thing, if you want to know if the player touch the ground it is a simple way to do it. Because if you test if the main box is colliding with the room, it will detect also when colliding with the walls (we don't want). Because the main box is larger than the feet box, the feet box only touch the ground.

Hope it helps

345

(5 replies, posted in Engine)

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We gonna take the "How to create a game plugin" as base.
http://www.maratis3d.org/?p=500

In your visual c++ project, add these two files (they are in maratis source code folder) :

../Maratis/Common/MBehaviors/MBLookAt.cpp
../Maratis/Common/MBehaviors/MBLookAt.h

Then, in SimpleGamePlugin.cpp, add :

#inculde "MBLookAt.h"

And after the line
behaviorManager->addBehavior(MyBehavior::getStaticName(), M_OBJECT3D, MyBehavior::getNew);

Add
behaviorManager->addBehavior(MBLookAt::getStaticName(), M_OBJECT3D_ENTITY, MBLookAt::getNew);

Compile, Generate & Enjoy

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(Thanks anael for this wink)

Edit : i screwed up a step when i last edited, corrected now smile

346

(59 replies, posted in General)

As Kurtz suggested, have you tried L3DT ?
http://www.bundysoft.com/L3DT/

Its a really good terrain generator, can export to obj + texture and also have an
internal mesh decimator who let you choose how much polys u want at export

Otherwise, i found these tools :

Nem's Mega 3D Terrain Generator (free)
(Modeling is easy but setting up textures can be painful)
http://nemesis.thewavelength.net/index.php?p=8

Terragen Classic (free-limited version)
(Can export to OBJ using a plugin)
http://www.planetside.co.uk/content/view/16/28/

EarthSculptor (free-limited version)
(haven't tried this one)
http://www.earthsculptor.com/index.htm

HemaHema (free)
(haven't tried this one)
http://reinerstileset.4players.de/hemahemaE.html

Visual Terrain Maker (free)
(haven't tried this one)
http://www.ungsoft.com/vtm/index.html

Terrain Texture Generator (free)
(load an heightmap and set textures - for me, results were decent but far from perfect)
http://www.saschawillems.de/?page_id=92

TexGen (free)
(load an heightmap and set textures - not worked for me)
http://www.3drad.com/forum/index.php?topic=4128.0

347

(9 replies, posted in Tutorials/Examples)

Hi and thanks wink

I made this theme myself and unfortunately dont know in wich file the settings are saved,
but its easy to do, go under user preferences -> theme, and toy a bit (or tell me wich file it is and i upload it smile

Subtitled videos are coming for this tutorial, as soon as i found the good quality/size ratio !

anael wrote:

Hop you will enjoy smile

For sure smile

Great job, thank you!

349

(2 replies, posted in News)

Looks like there's a problem with BVH export now sad
http://dl.dropbox.com/u/19970067/Image% … -23-37.jpg
But nvm it still works for 2.56 so no prob

350

(5 replies, posted in Scripting)

Hello,

Simply make jump only avaible when Feet is colliding with something, like this :

    -- Jump
    if isKeyPressed("SPACE") then
        if (coll > 1) then
            addCentralForce(Player, {0, 0, 15}, "local")
        end   
    end