51

(3 replies, posted in Gossip)

I forgot about this thread completely ( gossip forum) and Im sure sorry about that.
You created some clever designs ( loved the cartoon tree and termianl) and helped on these forums as well, so I think what you offer far outweights any misgivings you might have about your ability , or not, to create  a certain type of game wink

Come back anytime and break loose the cobwebs, and utilize what you learned about Maratis , and make something special wink

Cheers
smile
hsy

52

(3 replies, posted in Off-Topic)

Yes, I'd like to bust the myth that using irresponsible words doesn't harm or influence some people in  society to do harm to others wink

BUt I rarely watch 'the show'. wink

53

(14 replies, posted in Tutorials/Examples)

It would be nice to continue having you around this community, and ty for updating the file wink

Did you try the other video tools I offered to you on that website ?

Cheers
hs

54

(8 replies, posted in General)

You can turn this off in Image-mapping inside blender, and short of that I don't really know. I know about that because its here:

http://www.maratis3d.org/?p=277

If you aren't using blender then you could load it into blender and disable it there ( hastle I know but I don't think that option works anywhere else ?) or maybe in code, but I have no idea how it would be done there , sorry.

Good luck to you
hs

55

(14 replies, posted in Tutorials/Examples)

Thank you for taking your time to do this, but I would recommend you to redo it, without lag, as its quite nasty. I had to stop it a very short way in as its just too much to sit through wink

Is there no way you can gain access to a simple MIC so there is audio ?     TUT's without audio I find very annoying, as nowadays most have audio , and if you can't  maybe you can redo it another time when you have such hardware. I think instead of using whatever it was you used, that you might consider using:

http://www.techsmith.com/tutorial-jing- … pture.html , or try one of the other alternatives wink IM not sure what you used, but maybe one of those would be easier and produce less lag ?

Cheers
hs

56

(8 replies, posted in General)

THat's why too high for characters. THe max Ive heard of is 5000, unless that has been altered in the last few years ? I'm pretty sure that's way too high just for a character . The plant is WAY too much, unless its huge and is 'vital' to your scene/game, such that it needs that many verts. WoW is a very popular game, and its vert counts are very small, and the game still ROCKS ( short of the violence which does not).

and yes,,wow definitely uses what is called 'billboards', which as TD says are textured planes rotated I multiple planes to give the appearance of '3d' as the player moves around them, and usually they look FINE.

Also, to simulate high res you could just use normal maps.

I know standard has less textures  ( short of a shader for that ?) but has shaders, whereas 'fixed' does not because its meant for OLDer GPU's.

Good luck, look fwd to seeing what you've made wink

cu
hs

57

(7 replies, posted in Scripting)

One t hing I noticed, and Im NOT sure it matters is this:

Text0 = getObject("Text0")


YOur example is this: txt_points = getObject("Text0")

I get that txt_points is a variable, but I wonder if not having them called the same as the wiki example does, matters ?

ATm its the only thing I can see that is different. It can't hurt to try it , in case it matters.

58

(7 replies, posted in Scripting)

"Time " + t < this is the only  thing I can see that MIGHt indicate something wrong...since I have no idea where on wiki you pasted this from, is there supposed to be a 'space' between e and " in time ?

BUt anyway given it works in 2nd scene when not overlayed, then maybe you are  just missing some part of what you copied/pasted, that it can't update, I just don't know without seeing original code. Somebody else MORE familiar with this, would prob. know instantly wink

59

(7 replies, posted in Scripting)

Is there no way you can come to IRC to chat about this..that would be great, and give the rest of us some needed company in the channel that atm is usualy dead during most of the day.

irc.freenode.net , #maratis

Anyway to answer your question, I have no idea what your code is doing, not for sure anyway..I easily get the general idea, Im just a tad confused on what the text code is doing...if I had a better idea of that I could prob . assist you in your efforts. Either come to irc (its much easier and its in real time!) or wait for someone else to chime in, which eventually WILL happen, and they likely will know what is wrong given my programming ability, atm anyway, is very lacking. I've just not had time , as my skills are primarily in graphics. Learning the code part as I go...:)

All of your code is easy to understand,short of this:

t = t + 1
       new_text = "Time = " .. t -- change the last "t" to display another info

"Time = " .. t < is the part Im totally confused by, if you explain that I might''' be able to help you. Frankly that part looks wrong to me, as if something is missing or incomplete..but that's a major guess as I'm just not used to seeing that type of programming given my current lacking expertise.

If you are using this code from somewhere else, could you point out to me where it is so I can compare and possibly help you spot the coding error ?

cheers
hs
aka: neighborlee

60

(29 replies, posted in Showcase)

HI Sponk,

Good work on your game, as its clearly coming along nicely wink

I like the leaves mainly, was the tree/leaves done in some plugin for blender of did you use the  forum post on making such things as a starting point ?

I never had time too look at video before as its  rather long, but I found time today so I wanted to comment wink

The corridor has a nice effect  but I hope you plan on giving the area more shape instead of just one long straight corridor.

The EMIT used on the couple of lights in the corridor have some scare appeal, but I think you could use some lighting for added value there,,some soft glow or something to give the scene some more realism, but then maybe you already  have that planned ?

The grass looks decent, Iv'e seen that style in WoW, and it lends some realism here as well wink

Good overall work, keep it up wink I see the sky is different, as it seems there less harsh gradients, so that's a very good thing. I think I  like the tree the most honestly, so I hope you keep going in that general direction ( style) .

Cheers
hs

61

(42 replies, posted in Showcase)

I just have a quick comment about terminal level. No one should be thinking, if they are, that those lights on ceiling give light, as they do not. If you remove all lights in the scene, all light is gone, short of the emit light coming from those ceiling panels. I imagine the emit is just for  visual appearance which  does lend a nice effect, so if one wanted light there they would need to add it.

Be it far from me to stop your creative mood as its always a positive thing for others to see what is being done here;), but I think by making a full game , instead of simply offering these smaller demo levels , which basically anyone themselves could, and will create ( and more).  YOu should know this is meant as  constructive criticism.  All examples are obviously welcome, and obviously appreciated, but more good will occur with full games with code ( if you wish), than very such examples anyone else could do on their own. Again, ty for taking the time to at least, even if on a simplistic level,  showcase maratis potential wink It would just have more impact done in a more complete game package is all.

So you know what I mean, I would refer you to what a user named 'Par' has done with his game example, which yes while overall simple in design ( not simple scripting per se ), shows a  game done with maratis thereby having good potential in showing what can be produced with Maratis wink THe best 'example' above of course is terminal, given it shows the value of EMIT.

thx
hs

62

(15 replies, posted in Scripting)

HI par,

This may help, that instead of you having to reinvent the wheel ( where you could concentrate on other things in your game instead) you could bring it into Maratis, though I have no idea how that would be done , my self not  being a master programmer , but anyway its here:

http://code.google.com/p/raick/wiki/Lua

I clearly have no idea if its what you're after but it might save you valuable time if it is, and help others as well looking for similar things.

63

(42 replies, posted in Showcase)

What do you mean precise elevations ? I just assumed you would zoom in as far as you can to a given area and then rectangle select and import into skethcup and go from there, so do you mean a different kind of precise ( maybe something Ive not tried yet) ? Ya, I am usually so busy with what I have I mind, that can't be obtained through warehouse ( I wish!) that I forget to check to be sure, so I'll do that later today, and ty for reminder wink

64

(42 replies, posted in Showcase)

Trouble is though, WHERE is the average person who goes to their website, supposed to find 8 ?

http://www.sketchup.com/download , says nothing about Version 8. Hard to say how many people will be using 8 and not updating ( or NEW users), but I still think we need to address this.

Also affecting this, would be 'feature' list. Does 8 allow you to grab terrain ( looks like it does, as easy as n ew version no idea atm ) from google earth as I don't recall offhand when that came in, but there may be other features as well I wonder that would affect ones decision on which version to use,again making this a tricky issue based on license. I don't skethcup hardly at all anymore, except maybe to bring in google earth terrain, but it would seem that download.cnet.com is mainly where it can be obtained now, as other sites are clearly pushing you to the newer license model when clicking links , so here is the easier method:

http://download.cnet.com/SketchUp/3000- … 57337.html , and just make sure and click the LINK underneath the GREEN button, unless you want to deal with ads during install!

65

(42 replies, posted in Showcase)

Only  reason I would use skethcup I guess for terrain is for getting maps in from google earth as now its the only way you can do it, but its a MASSIVE headache doing it. Just one of those things you have to get used to.  I wonder if the PRO version has a easier method.

Also I don't think sketchup make can be used for commercial work, as given maratis is mit and allows it , is going to create some problems for many people I suspect. It would be better overall then to divert them entirely to sculptris where possible  I think.

This is just a FYI, and is easily verifiable here:

http://www.sketchup.com/download

"  •SketchUp Make is not licensed for commercial work.  "

66

(16 replies, posted in Showcase)

Well as I said, the problem is NOT from sculptris as I have that completely worked out, its HOW you did it ALL in blender including the texture painting of different layers such as grass and sand as in image 9/10 above. How was that done smile

I try not to use blender as I find sculptris So much easier to worth with , but those who live by blender need to know how 9/10 were done wink

I thought for sure Anael said you needed a shader for this, but if you found some way around it, fine all the better.

67

(16 replies, posted in Showcase)

I did finally figure out h ow to get my terrain/textures from sculptris into blender, then into maratis, but I still can not get them directly from blender  to Maratis, and im referring to just making a terrain and doing multiple texture painting on it. Anael as I recall ? said you needed a shader for this from blender to maratis but quite clearly you don't, when going from sculptris to blender to maratis so all this needs to be e  xplained a lot better. It doesn't really matter to me so much as I find blender very sluggish at doing many things ( texture painting and sometimes sculpting, maybe a bug dunno) and atm anyway, I much prefer sculptris for all my creation tasks because its so easy to unwrap and sculpt and texture wink

So if you have a way of doing this without shaders please let us know .

68

(42 replies, posted in Showcase)

I have just about figured out blender enough to get some nice looking levels < Please elablorate on this one smile

What new feature is showing here, not in your other images ? I honestly can't tell, but it is possibly ( as noted in another post of yours) Baked Ambient Occlusion shadows ? It's a tad hard to tell but Im guessing that's it.

Thanks
hs

69

(25 replies, posted in Showcase)

I don't see much horror here, but OK ;p,,whatever you say () though you wont break my heart o nthat note, as I absolutely hate gore ( though horror can  take on many forms, most mean it to include gore though , at least these days, unlike the classy act Hitchcock was!),,so unnecessary as if that is the ONLY thing you rely on in a game,,you aren't likely to go anywhere, nor should you.

imho, and I deserve my own don't we all, someday we all have to grow up and own society for our own contributions.

But anyway I definitely like some of these, but my question to you, is what is the status of these ? Are any finished or half way or what ? wink

I like bottom left one the most, so is that just lighting from Maratis or some shader combo thereof maybe baked ambient lighting?

70

(4 replies, posted in Engine)

I did a quick BING search, and found this:

http://social.msdn.microsoft.com/Forums … -directory

Seems you just need direct X SDK, though Im not sure that's the fix you're looking for.

GL!
hs

71

(2 replies, posted in Showcase)

I think there is a camera (value) issue or such, as clicking pacman results in a platform block falling and then all that's left is blue, and I didnt have to press anything, not even space. If any of those values are incorrect, this is precisely what will occur wink

Im having no luck at all getting textures in via   sculptris, mind sharing what your workflow was ? The obj file won't even import in that way.

I saved out a OBJ and tried the import 3d model in Maratis, but nothing at all came in , though maratis clearly took several seconds to think about it. Still a blank project.

OK I tried again this morning having better luck, maybe memory was fragmented I 've no idea, but its at least bringing the item into maratis BUT with n o te xture, so does anyone have a clue how to get multiple textured items out of any modeler, and into maratis ???

Anyone have any idea how to get textured items into blender from sculptris ? Shouldn't the exported OBJ contain it or do you need to specifically save out the map in same directory ?

Applied textures won't cut it for 'some' things, but many other static objects prob. just fine. I think in terms of landscapes a lot, as its what I love doing, and for that painting textures ( splatting , whatever one wishes to refer to it as) requires multiple ones.

HM I never thought about     skethcup, so Ill give that a try, but I wasnt' aware it allowed you to paint with multiple textures on one object or does it ? < Ill try and see>

Ya I'd forgotten about sculptris as I've been primarily using  it for modeling , and when I try texturing with it, the textures wind up looking dull and washed out so clearly I need to fiddle with some settings, so I"ll give that a go. EDIT: Ok ya, clearly when I tried it initialy I had used 512 for size,,trying at the very least 2048 seems to make a big differnence, imagine that;)

thx for verification about blender, as it seems somebody that knows a lot more of how an what it does will need to help us on this issue. Frankly I really think I prefer sculptris, so I'll try it along with skethcup ( though for awesome features you really need PRO version, but meh). Actually now that I see the website, not even a non profit organization as I have, can use sketchup make for profit of anykind, so that's out of the question now wink Even a non profit is allowed to make some profit , as long as its under the norm.

Cheers
hs

I'm still having no luck getting what I texture paint inside Maratis from blender or any other modeler. I know this is a OLD thread but its certainly applicable still.

I saw Anael's page about multiple materials, but that is of very little help, because materials alone give no depth whatsoever ( short of VERY simple visuals/games), so for decent professional work you need texture painting , but maybe the way Im doing it wont come into maratis from its exporter.

I cant get the object and its texture inside maratis, but instead of a lot of grass on one EDGE of terrain model and sand everywhere else, its like sand is mostly everywhere, and grass only in small bits    in a few places, and this is definitely not how it looks inside blender, yet blender render shows it closer to how it shows up inside maratis.Very confusing.

I wish zester had been more specific about how he did the splatting texture work, but given what Im doing so far isn't working as far as getting it to look right inside maratis, I wonder if zester was just using stencil maps inbetween his textures, where atm IM not doing that as I just load the textures and start painting with 'texture painting' panel.

Ive been Very busy making models so Im left texturing for another day, but that is coming very soon , so I wanted to get back into it. I guess I'll have a look at the Tutorials on wiki, but I also felt that if someone came here first and saw this they might be a bit confused, as 'materials' here that sadwolf used LOOK more like textures than materials.

Thx
hs