501

(2 replies, posted in Scripting)

There is a topic about it : http://forum.maratis3d.com/viewtopic.php?id=662

basically in :
        "/Maratis/Bin" for unpublished projects
        "/MyProject/published" for published projects

I'll add something to simplify this in the future, but in the current version the file need to be in the binary directory.

502

(6 replies, posted in General)

Hi, welcome !

Yes, centerCursor can react differently on different machines,
it can also depend if you are using screen-sync.

503

(10 replies, posted in Engine)

I'm not sure what is your exact question,
but, except replicating a ready-made gameplay,
you need programming to make a video-game.

To code a game with Maratis you can use lua and c++
depending on the level of complexity or the design you want,
in general lua is used for scene logic when c++ is used to make complex behavior
or customize the rendering.

For modeling, I officially supports Blender because it's powerful, free and open-source,
but you can also import collada files or others 3d files (.obj, .x, ogre .xml, md3...).
See the tutorials for more details on maratis website and wiki.

504

(7 replies, posted in General)

Hi,

if you want you can send me your mesh file and the texture by email,
or at least the hair if you don't want to send the full object
(if you can also send the blend file it's good).

505

(7 replies, posted in General)

Hi,

there is probably a problem in your material (Maratis doesn't use exactly the same material properties as Blender)
be sure to check this tutorial : http://www.maratis3d.org/?p=277

But basically for hair strands, Maratis will use the alpha channel of the diffuse texture (use a png or tga with alpha channel),
be sure that the "alpha" value in the material is 1 and not 0.

For hair I suggest to use black and white alpha (no grey values) and no blending,
otherwise, if you really wants grey-value alpha, be sure to select the "alpha" blendMode,
but in this case the z-test will be disabled.

506

(46 replies, posted in General)

Ok com3d, it was already in my todo, when I have some time I'll add it.

For the pathfinding, like Nistur says, I suggest you look into the Recast lib if you are confortable with c++,
I don't think it would be very hard to use in a game plugin.

If you don't need complex path finding for now (like avoiding obstacles) you can find the 3d coord of the clic with rayHit/getUnProjectedPoint and do a linear move all in lua : http://wiki.maratis3d.org/index.php?tit … ectedPoint

507

(46 replies, posted in General)

I think what com3d means about physics is a problem linked with having GUI in another scene layer,
because physics is only active for the current scene it's not possible to use isRayHit in lua
to detect if the mouse interact with a GUI object (because isRayHit uses the physics context only to test a ray).

I wanted to add the ability to test a ray using the hand-made raytracing function of MEngine for objects without physics
(I just didn't had time to add it yet), this will solve the previous limitation.

508

(4 replies, posted in Bug report)

Ok,
try now ?

509

(46 replies, posted in General)

Sure you can always use MEngine::setScriptContext,
but you will loose the implementations done by MScriptContext,
and from the complexity you want to extend lua (while keeing it's current state)
you will need the lua state pointer lua_State *

510

(46 replies, posted in General)

It just cannot work with a portable oriented virtual system,
a complex implementation will require handling with lua natively,
you will need the lua state to do complex thing.

The only solution I see would be for example to make MScriptContext a dynamic library that can be accessed directly
(or let's say a Common with also bulletContext and few other major implementations)
so the lua context could be used natively.

It will give an "expert" access to the engine implementations, it will just need some security.

The specificity you want to use is anyway not portable and very lua-oriented,
and the use of this common dynamic lib can stay optional for the general use.

But this is a big structure modification, so it need to be planned carefully,
there is things to go before and validated/tested step by step.

511

(46 replies, posted in General)

It's against the current logic to be able to setup lua environment like that,
and the direction of scripting in Maratis was always to stay a simple 'C like' function-based system.
It's still possible to create an interface layer in lua.

512

(4 replies, posted in Bug report)

this was already fixed in the source code on svn,
the binary are not up to date yet, but you can compile the current source of Maratis.

513

(46 replies, posted in General)

I'm not against a "script->parse(..)" function,
it's a choice to use it that can be made by the developers.

It should just come with a "script->getLangageName()"
just to make it safe and in case a plugin would need to support multiple langages.

514

(46 replies, posted in General)

What is your question ?
What do you mean embedding script ?

515

(46 replies, posted in General)

ok, seems nice and it gives a practical approach for plugin extension,
good job.

516

(46 replies, posted in General)

MResource is interesting,
but once you registered a resource, how do you cast MResource* (in MSaveFileImpl* for example) ?
You still need a header for the plugin ?

517

(2 replies, posted in General)

Hi !

There is two renderers right now in Maratis, the "fixed" renderer using a fixed pipeline and the "standard" renderer using shaders.

The fixed pipeline only uses vertex lightning and multitexturing (old fashion 3d card) as opposed to the standard renderer using pixel lightning.

It seems you are using the fixed renderer for some reason, it can be that the standard renderer is disable because your card doesn't allow the use of shaders in OpenGL. It can be because your 3d card is old or because your 3d card drivers are not up to date.

Are you using windows ? I suggest you try to install recent drivers to enable OpenGL.

518

(46 replies, posted in General)

In any case what can first be merged is the multiple plugins and the theme system where I totally agree in the design and the use of it.

For MSaveFile, I see the benefit of using it as a lua extension for a game, but I don't find it generic enough (nor virtual in essence) to be in the core, even saving editor preference would probably better use tinyxml directly in my opinion. I don't have any problem with the code or the structure, it's really a good work, but it's easy to add a feature and hard to remove one and I'm just here to preserve simplicity and general design.

519

(46 replies, posted in General)

Sure, there is good ideas and it's interesting to have an experimental repository.

For MSaveFile, I don't think it should be an engine virtual system, a system like that don't need to be virtual,
it looks more an utility for saving variables, as a library if not as a plugin.

520

(46 replies, posted in General)

Hi Nistur,
all that is interesting, I'm a bit busy those days so I wasn't very reactive.

For a merging I propose you commit the multiple plugins and the theme system if it was tested successfully.
I think MSaveFile would better be a separate plugin where you could add custom script function to be able to also call it from lua.

For the future : I started a rewrite of MGui to be able to make it a dynamic library, plus a transition to GLWF 3.0 for the system, for now I didn't started the modification of MaratisUI but at some point we should try to synchronise to not end up rewriting things two times.

521

(2 replies, posted in General)

Hi, a game behavior is to create a plugin for Maratis,
to create a plugin for Blender it's python, for Zbrush I don't know.

522

(5 replies, posted in General)

Hi,

to build your game for iOS you need to use xcode and later to publish it you need to be registered an apple developer,
I will give you some infos, but if you really don't know the basic of programming I suggest you find a developer to help you.

1 : register an apple id and download and install xcode : https://developer.apple.com/xcode/

2 : get Maratis source code from svn : https://code.google.com/p/maratis/source/checkout
on mac you can do it using a command line, or install an svn client :
- create a directory somewhere for example : "/Maratis"
- open a command line and go inside : "cd /Maratis"
- then type : "svn checkout http://maratis.googlecode.com/svn/"

3 : open "branches/iPhonePublishing/Project/example.xcodeproj" with xcode

4 : import you own game project with all the data in "Resources" on the left panel

5 : build and run

523

(4 replies, posted in Engine)

You can try the demos on Maratis website,
or read some of the forum posts like this one : http://forum.maratis3d.com/viewtopic.php?id=69

524

(5 replies, posted in General)

Try starting from a fresh Blender, or at least clean all the things you tried to install manually,
since Blender 2.5, you have to use the "user preference > addon > install from file" and select the zip.

525

(5 replies, posted in General)

I got your mesh, from what I can see, I think that the bones from one armature are using the same names are the bones from the other armature, and as you export them together it conflicts.

Try to check the names of your bones so they are unique and tell me.