Hi, is the published YoFrankie you are sending is done with the compiled Maratis found here ? : http://maratis.googlecode.com/files/Mar … ta-OSX.zip (which works in my mac)

Also, if you can send me by email a sample of your project that doesn't publish, I will try to debug it on my machine.
Thank you.

I updated the tutorial : http://www.maratis3d.org/?p=277
Hope it's more clear now smile

Ok, interesting, maybe a problem with path.

Please, can you try publishing one of the example to download here : http://www.maratis3d.org/?page_id=53
YoFrankie for example.

To see if it works with this one.
Thank you.

Ok, I'll try to make it more clear, at the time I wrote it my English was also even worst than now.

But when you publish from the pre-compiled version http://maratis.googlecode.com/files/Mar … ta-OSX.zip
it is not working ?

Did you find a bug in the source ?

In my machine it works on debug, but the project setting is maybe a bit different than release, I honesty don't know what.
Just to be sure, when you compile editor in debug, was MCore and MEngine also compile in debug ? (it needs to be)

Otherwise, if you really need to be in debug mode, try to compare the debug and release project setting.

Maratis materials are not working exactly the same as Blender,
the exporter supports only what is in green here : http://www.maratis3d.org/?p=277

Complex materials needs a custom shader, there is some shaders in the link I sent before that are close.
It seems a bit complicated to write shaders at first, but it's very powerful.

I'll try to do a terrain example one day to propose a basic pipeline.

It could be a problem with the external libs,
some pre-compiled osx lib are maybe not compatible with a more recent xcode or osx,
the pre-compiled libs are :

- zlib
- libsndfile
- libpng
- libjpg
- libfreetype
- libiL

I'll tell you if I think about something else

I have old xcode 3.2.6 where it works fine, so I cannot reproduce the crash.
Can you try to compile in release to see if it's the same ?

It depend on the result you want, but a custom shader is generally the best, are you trying to blend textures for a terrain like this ?
http://forum.maratis3d.com/viewtopic.php?id=15&p=2

You can also use the FixedRenderer in Maratis with a multi-texture material, but it's more limited as it's using an old technology (no shaders).

In trunk/dev/Projects/XCode/

- compile first MCore.xcodeproj to compile MCore.dylib
- compile then MEngine.xcodeproj to compile MEngine.dylib
- then you can compile Maratis.xcodeproj or MaratisPlayer.xcodeproj

It needs to be compiled in this order because I didn't find how to embed xcodeproj dependency.

In Blender, link to the textures that are in the maps/ folder of your project,
then export again and the link should be ok.

Also, be sure that you are following this if you are using the standard material :
http://www.maratis3d.com/wp-content/uploads/2011/01/07.jpg

Or if you don't follow this, you will need to use a custom shader.

863

(8 replies, posted in Scripting)

I wrote an example to the wiki

864

(8 replies, posted in Scripting)

Also, don't forget the path is relative to the project so :
loadLevel("levels/Car_Game.level")

865

(8 replies, posted in Scripting)

Hi, I think the problem is your level name,
you should avoid using space (also special characters, accents...)

try naming the level "Car_Game.level"

Hi,

I made an update that ignore missing images (gamemaker) and that compute better bounding-box (Alinor)

Ok, I got your file,
the problem is with 'Stencil1" in the material textures list, it is not linked to any image.

I'll make a fix in the script so it still export the whole mesh when there is no image,
but for now, you can just select an image in "Stencil1", or remove "Stencil1".

gamemaker :
I'm not able to reproduce it, can you send me a simple blend file that doesn't export ? thank you.

Alinor :
Ok, I will look what I can do,
in the meanwhile, you probably can do that on blender :
object > apply > rotation & scale

gamemaker :
When you do texture painting on Blender it is sometime done in a texture that is saved inside the blend file,
for Maratis you have to make this texture an external file, for example by doing :
uv editor : image > save as image

Or is the texture you paint on already an external file ?

Hi,
I think if it's texture painting, you have to export the texture to a tga or png before, so it's a external file.

Strange it's the line I corrected, can you just try to delete the addon, restart blender, and then add the new version ?

Hi,
right, I think I found the bug,

lets try again : http://maratis.googlecode.com/files/mar … er-263.zip

Hi Alinor,
did you delete the previous add-on before importing the new one ?
(in user setting > add-on)

An update is online : http://code.google.com/p/maratis/downloads/list

The new script uses MeshTessFace to convert the mesh as using mesh.polygons could fail when the mesh is not triangle-based.

That's why I like Blender wink