Will have to test it.
26 2014-08-25 18:28:16
Re: New Maratis scene editor based on the FLTK toolkit (109 replies, posted in External Tools)
27 2014-08-25 14:17:34
Re: New Maratis scene editor based on the FLTK toolkit (109 replies, posted in External Tools)
Ok, i think ive spotted a bug. Open the particle prefab, change the image. The texture stay the same in the editor.
28 2014-08-24 12:38:09
Re: New Maratis scene editor based on the FLTK toolkit (109 replies, posted in External Tools)
Thx, for the clarification. Sounds like a good update. One more question, what about if you want to loop the particles only ones, like for example an explosion?
Edit: a little off topic, i see that you setup a forum, but i dont see a register button?
29 2014-08-23 10:30:46
Re: New Maratis scene editor based on the FLTK toolkit (109 replies, posted in External Tools)
I see, good points, but you still will need to activate and deactivate them in game. I would go with a fade out, the particles need a color, img -> http://www.pasteall.org/pic/show.php?id=75874 One more idea would be having particle presets, where you could save the particle settings and load them. That will allow for selecting premade particles like: fire, smoke, etc...
30 2014-08-22 20:48:30
Re: New Maratis scene editor based on the FLTK toolkit (109 replies, posted in External Tools)
Thx, that works! The particles need a loop parameter, you dont want them to loop all the time in the editor. A particle api could be added too like Isvisible = Bool, isActiove = Bool.
31 2014-08-22 19:57:19
Re: New Maratis scene editor based on the FLTK toolkit (109 replies, posted in External Tools)
It works now. Why are the particles going so high in the view, but cant see them when running the game?
Edit: nope, it was some parameter, but still cant see them when running the game.
32 2014-08-22 19:16:19
Re: New Maratis scene editor based on the FLTK toolkit (109 replies, posted in External Tools)
It seams the daily builds - zip file is damaged after download. What about some doc generator, instead of writing them manually?
33 2014-08-21 20:21:23
Re: RQ: Export script New slot AO/Shadow-multiply (2 replies, posted in General)
I guess you have to bake the shadow pass.
34 2014-08-21 20:20:05
Re: New Maratis scene editor based on the FLTK toolkit (109 replies, posted in External Tools)
Ok, i tested the particles and i managed to make the crash with the particles too.
1: set a particlesNumber. 2: change the number - crash
image - > http://www.pasteall.org/pic/show.php?id=75804
Maybe you could add an open and remove button, where you paste the texture.
35 2014-08-21 16:16:40
Topic: RQ: Export script New slot AO/Shadow-multiply (2 replies, posted in General)
https://www.youtube.com/watch?v=xTHqfhT
e=youtu.be
Video demo of the AO/Shadow baked texture in bge.
Adding a new slot to the Standard render texture and blend mode set to Multiply will increase the look of the scene. The new slot can be used as a baked Shadow or Ambient occlusion "AO/Shadow-texture slot". Using an atlas for example. The video demonstrates the effect. The shadow texture slot will be good for mobile and pc, where you want to cut the amount of realtime shadows on the environment. Only to leave the shadow-on for the characters, etc..
What do you think, we could discuss it? Is this important feature?
36 2014-08-20 19:50:44
Re: Why getClone, but no deleting of created object? (7 replies, posted in Scripting)
Yeah, i know what you mean. All the programmers hate writing docs. Ops, sorry should of ask the question on the other thread.
37 2014-08-20 18:38:09
Re: Why getClone, but no deleting of created object? (7 replies, posted in Scripting)
I see, you should also document them. As a side note im waiting for the Android publishing to test.
38 2014-08-20 15:50:54
Re: Why getClone, but no deleting of created object? (7 replies, posted in Scripting)
Thanks, Sponk.
Yeah, anael, should add this features to the engine side since its a needed one!
39 2014-08-20 14:55:51
Re: Why getClone, but no deleting of created object? (7 replies, posted in Scripting)
I still would like to have an answer to the question?
40 2014-08-18 15:23:47
Re: New Maratis scene editor based on the FLTK toolkit (109 replies, posted in External Tools)
It would be nice to provide a testing file.
41 2014-08-17 16:36:18
Re: New Maratis scene editor based on the FLTK toolkit (109 replies, posted in External Tools)
Ok, here some more: Now objects can cast shadow-on/off, Add a receive shadow too. all of that can be useful when using baked shadows.
When duplicate an object preserve its name. The same for the prefabs. Also use the name of the added mesh/entity.
42 2014-08-15 10:02:28
Re: Gravity issue - character falls throught the floor on Play (1 replies, posted in General)
Look at YoFrankie for example.
43 2014-08-15 10:00:15
Re: New Maratis scene editor based on the FLTK toolkit (109 replies, posted in External Tools)
Thx.
44 2014-08-14 23:35:57
Re: New Maratis scene editor based on the FLTK toolkit (109 replies, posted in External Tools)
Well i was exporting meshes from blender for testing so i didnt copy paste the textures to the maps folder. It looks like the save prefab, saves to ../C:/Users/Plamen/Desktop/MyGame/meshs/A_Test_3_Objects.mesh, so changed it to ../meshs/Torus.mesh. Just like you said, and that works, but it should save to the Maratis folder without the "..c:".
Open recent would be nice to have too. I guess center around selection and camera view is on the todo list too.
45 2014-08-14 18:54:45
Re: Displacement maps in Maratis (2 replies, posted in General)
You have to think in terms of Maratis supported shaders.
47 2014-08-14 18:04:42
Re: New Maratis scene editor based on the FLTK toolkit (109 replies, posted in External Tools)
Here MyGame.7z -> https://drive.google.com/file/d/0B6yNvV
sp=sharing
This is just tests of loading objects.
Edit: The profile option sounds nice. Just to say about the blender controls. I just use the mouse to pan, rot, zoom and i feel at ease.
48 2014-08-14 15:30:01
Re: New Maratis scene editor based on the FLTK toolkit (109 replies, posted in External Tools)
Ive tested it. Heres my thoughts:
I dont like the view controls. They might be good, but i would prefer to have second ones similar to blender. The F key is not yet implemented i guess?
Making a prefab and then loading one, results in an empty group. When saving a prefab you have to type the extension or else you would not see it. The group is good, but with drag and drop would be faster to parent the object for the group. View shading mode would be nice to have too.
Thats all for now.
49 2014-08-14 15:07:12
Re: Ghost contour? (4 replies, posted in General)
Thats glow when mouse on top or object selected?
50 2014-08-14 15:01:18
Re: Feature Requests (Engine Only) (24 replies, posted in Engine)
Yeah, that would be nice!