That receive shadow feature sounds useful. Should not be that difficult.
The object name issue is not hard to do either.
I will see if I can do it tomorrow since I want to finish the skybox first.
Thanks for your participation
Have fun!
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Maratis forum » Posts by Sponk
That receive shadow feature sounds useful. Should not be that difficult.
The object name issue is not hard to do either.
I will see if I can do it tomorrow since I want to finish the skybox first.
Thanks for your participation
Have fun!
Nice to hear, MaratisFan
Have fun with it!
Mike: Does it work now?
Ok, I included a more compatible fallback shader that will be loaded if OpenGL >= 4.0 is not met. That includes OpenGLES on Android or the RaspberryPi.
However, you are now able to get a newer (development) version as a daily build. Please tell me how that works for you.
Have fun!
Mike: What graphics hardware do you use? It could be a problem with the new shader code which requires a newer OpenGL standard than the one used in the official Maratis (It uses the texture gather extension for faster soft shadows).
We could probe all graphics features in future and only enable the ones that will run correctly.
Hey MaratisFan!
Are you sure you downloaded the release version and no daily build?
Daily builds require some debugging dlls to be installed for easier debugging. The release version however does not.
I checked with Dependency Walker and the current release does not link to MSVCP100D.dll.
If you already downloaded the right file you could try to redownload it. Could be that the setup got damaged during the download process.
The release can be found here: http://scary-squid.de/downloads/neo/Neo-0.2.0-win32.exe
Keep in mind that Neo 0.2 is still in a very early alpha stage so problems are very likely.
I hope this helps.
Akira_san: I tested and it seems that the code to turn absolute file paths into relative ones expects an '/' at the beginning of every absolute path. It's a rather simple fix. Open recent will be added when option saving is available.
Thanks for participating!
Akira_san: I tested your project. The first thing I noticed is: All your textures are cluttered around in different places that are not in your project directory. Copy them all to "maps" and let the meshes use them there. Then: I guess you saved your prefab outside of your project directory. You shouldn't do that since all paths are relative to your project. Best practice is to make a "prefabs" folder in your project and save them there. Then everything should work.
I will include a warning for saving outside the project.
I hope this helps.
Akira_san: Thank you for the information
Hey Mike!
I used FLTK because it was the easiest one to pick up and play with. It doesn't need any meta compiler like Qt does what makes it quite easy to use and port. It worked well for me so I kept using it.
I didn't fork the existing editor because I first did not even have the intention to do any forking. I just wanted to play with it and see what can be done with Maratis. At some point I thought: Hey, you should share this with the world. And I did that.
Another reason is: The current Maratis editor is a mess code wise. No documentation or comments on how to use MGui, many hardcoded things in the editor itself. Then you have no support for modal dialogs or more advanced widgets. There is a reason for the existance of MGui2. You can't extend the current code in a straight forward way. FLTK on the other hand has plenty of documentation and examples on how to get things done. Nonetheless, the Maratis editor is an astounding piece of software. But like every software it has certain flaws that I did not want to have. My software has different flaws. It is solely up to the user to decide what he wants to use.
Yes, Neo is back compatible to the official Maratis editor.
For me the YoFrankie demo works fine: https://imgur.com/Z9qqRgI
I guess "doesn't work" is a pretty broad description. What exactly is wrong when you load the project?
About the licensing thing: Thanks for pointing out the page. I will correct this post too and will then (hopefully) have an licensing error free site .
About the licensing situation:
Well, it is pretty much what is stated on the (correct) front page. The engine itself is zlib licensed and the editor and player are GPL licensed. I do not intend to distribute a modified Maratis in the first place but an editor based on Maratis which (the editor) is licensed under a GPL license. That's why you have to agree to the GPL when using the setup for Windows. That MIT issue was a misunderstanding on my side and is not correct.
I hope that all your questions are now answered
Have fun!
PS: The SponzaFPS demo and every other Maratis projects I tested worked too. Keep in mind that you have to recompile all plugins to use the bundled player
Hey Akira_san!
Thanks for giving feedback!
Currently the editor is not yet in a final state so it is very likely to run into bugs.
The controls are similar to the ones in Torque3D. I don't use Blender much because of the controls
However, the plan is that you can load some sort of "profile" to modify the controls. It's not yet done though.
Drag'n'drop with objects sounds nice. I'll add it to the roadmap, thanks
The prefab plugin was not tested much yet. I implemented it and tested with a few different groups of objects and everything worked for that test cases.
The error could be in two different (new) code regions that are the new plugin interface and the Lua code itself.
I need some information to identify (i.e. reproduce) the problem:
-> What types of objects did you select when you saved the prefab?
-> What parent-child relationships did they have?
-> Can you post the logfile (In the same directory as the editor.)?
-> Can you post the prefab file?
I hope to catch as much bugs as possible until 1.0 and this is a first step
If you experience further issues feel free to open an issue on GitHub: https://github.com/Sponk/NeoEditor/issues
Have fun!
PS: The editor has to be in an writable directory to create a logfile. I should change that.
I proudly present to you: Neo 0.2
Changelog: http://scary-squid.de/wordpress/?p=114
Download: http://scary-squid.de/wordpress/?page_id=83
Have fun!
For those of you who don't want to compile the code for Neo everytime something updates: Daily builds!
Visit my website and grab them today!
Site: http://scary-squid.de/wordpress/?p=110
Keep in mind that those are directly built from the development branch. That means that you may find many bugs in there.
If you find bugs, please report them on the issues page on GitHub:
https://github.com/Sponk/NeoEditor/issues
Have fun!
Nice to hear
Hey Xone!
You need to move
point = getUnProjectedPoint(Camera, vec3(x, y, z))
into your "onSceneUpdate" function so it updates every frame with the new cursor position.
Then you still have to check which button you have clicked on:
point, object = rayHit(V1, V2)
if point then
if object == Rotate then
-- Do rotation
elseif object == moveLeft then
-- Move left
elseif object == moveRight then
-- Move right
end
end
This should do it.
If you have further question then just ask them. You don't need to be afraid because you think you are a "noob"
Hope this helps
Sponk
Thanks for pointing out my mistake. I should have double checked it before writing the descripion.
I changed it on the site and in the README. I just have to recompile the binaries to ship with the right README.
I hope it is ok now.
Sponk
I finally released version 0.1 of my editor. I fixed all issues I encountered while creating my current game project.
Feel free to try it, send feature requests and bug reports.
You can find the website here: http://scary-squid.de/wordpress
The release on GitHub: https://github.com/Sponk/NeoEditor/releases/tag/v0.1
Have fun!
Sponk
Welcome PixTom!
You can find resources about working with Maratis in the wiki: http://wiki.maratis3d.org/index.php?title=Main_Page
Lua scripting functionality is documented here: http://wiki.maratis3d.org/index.php?title=Lua_scripting
Getting starte: http://www.maratis3d.org/?p=343
I hope you have a good time being here
Sponk
Update!
I fixed some major bugs including some random hangs when starting the game in the editor and save problems.
1) Random hangs fixed when running the player in 'profile' mode. All profiling is now done in the player.
2) Fixed a bug in the material editor that prevented the user from saving modified materials
3) Fixed multiple selection in the editor
4) You can now enable/disable the shadow of an object using 'enableShadow' in your Lua script. It is not included in the editor since this would break file compatibility with the official Maratis editor.
5) You can now check if an object exists with 'objectExists(object)' in your Lua script
Test if you didn't test it before and retest if you did
The download links are the same as before.
Sponk
Thank you guys
Arclord: You move the camera with the WASD keys like in Torque3D and you can adjust the translation/rotation speed with the edit boxes in the toolbar
I need to make it more visible how to control the program. Maybe some sort of mini-tutorial on the first start?
Sponk
EDIT: Fixed typo
Hey community!
If you visited my Maratis git repository on GitHub you may have noticed that I mostly worked on a new editor based on the FLTK toolkit (http://www.fltk.org/index.php). In the making I made some changes which break binary compatibility so you have to recompile your game plugin with the new SDK headers included in the package.
I want to release a version 0.1 in the near future but want it to be as stable as possible.
Please download, install and test my program if you have time.
Report all issues on the GitHub page : https://github.com/Sponk/Maratis-1/issues
The editor is licensed under the terms and conditions of the GNU General Public License and uses code from the official editor/player.
You should backup your project before testing the software since it is not completely stable yet and could destroy your project. (It never happened to me but safe is safe )
There are some changes in the usage of the shadow blur value. In this version suitable values are > 1. Experiment with it a little.
The play feature is not embedded into the editor since FLTK does not allow realtime updates which are fast enough. It will start the player executable instead so you have to use the "Project=>Update player" menu before launching.
It will copy all files to run the player to your project directory.
You can find the source code here: https://github.com/Sponk/Maratis-1
There is no Mac version available since I don't own a Mac. I don't even know if it builds on OS X.
Download links:
Windows setup: http://scary-squid.de/downloads/maratis
-win32.exe
Windows zip: http://scary-squid.de/downloads/maratis
-win32.zip
Linux RPM: http://scary-squid.de/downloads/maratis
-Linux.rpm
Linux DEB: http://scary-squid.de/downloads/maratis
-Linux.deb
Linux *.tar.gz: http://scary-squid.de/downloads/maratis
nux.tar.gz
Linux SH: http://scary-squid.de/downloads/maratis
0-Linux.sh
Wordpress page (I just wanted to experiment with WP a little ) : http://scary-squid.de/wordpress/
Have fun with it!
Sponk
Hey Anthony44!
Nice models you made there
Currently there is only a section in the wiki with some assets you can use: http://wiki.maratis3d.org/index.php?title=Assets
I already thought about creating some asset sharing service on my own server but I think there is not much request for it.
Maybe this has changed since I thought about it, who knows.
Sponk
Greetings!
ia32-libs is obsolete since 13.10 I think. Try to install libopenal1:i386 instead which is the proper 32bit version available in modern Debian/Ubuntu systems.
Hope this helps
Sponk
Ok, I didn't know about the WAV loader.
I guess it is not important since both work fine.
Sponk
Hey all!
Dahnielson started porting the Maratis build system to CMake. He also started to implement SDL2 as the
platform dependant windowing and input system.
Since he does not seem to be very active on his GitHub repository I decided to take a look for myself.
I finished the port to SDL2, implemented a WAV file loader and fixed most issues with SDL2.
You now have the possibility to use either LuaJIT or plain Lua for your scripting, controlled by a simple CMake switch.
I am currently working on multithreading and networking as well as a headless mode for the Maratis player for creating dedicated server environments.
I can only test and compile on Linux, so if you have time to compile and run the code, please do and leave a comment
You can find my repository here:
https://github.com/Sponk/Maratis-1
Have fun with it!
Sponk
Hey ifedorov!
I'm working on a program for easy game plugin creation.
It allows you to create a C++ plugin and compile it with VisualStudio, XCode, Code::Blocks, QtCreator or make. Not quite what you wanted but very useful for C++ development (I will release it as soon as it is published in the USC).
I think you don't really _need_ a full blown IDE for LUA scripting, since you still have to run everything in the editor which involves switching windows. Additionally there is the problem that Maratis currently does not support LUA debugging so every IDE will be used more like a text editor anyways.
Autocomplete and highlighting can be done with NP++ on Windows: http://forum.maratis3d.com/viewtopic.php?id=976
I'm not sure for Linux and Mac though.
Have fun!
Sponk
Maratis forum » Posts by Sponk
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