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hi,
I don't know what it's supposed to look like, but check two things :
- try to open the texture with gimp or photoshop, check the image is RBG (maybe yours is using palette) and save to a safe format (png, tga, jpg).
- in blender, check that the diffuse color is not weird, set a white diffuse color to be sure your texture appear untouched.
If it's still acting weird, you can also try to resize your texture with a power of two dimension (256x256) in case your 3d drivers doesn't support random texture size.
PS : try to use jpg for posting screenshots in the forum, bmp is very slow to download.
hi,
is this from running scons or when compiling from the visual studio solution ?
Hi,
for the moment there is no cloning function in script,
you can do it from a c++ plugin.
If you are not able to use c++, you have to create the objects you need in the scene,
hide them by default, and unhide them from script when you need.
The clone script function is in the todo list for the next version.
Hi,
I'll try to test it when I have some time, is your ogg sound 16bits ? mono or stereo ?
It's possible that the sound library used in the linux build is more recent than the mac one.
About the "loop", in Maratis sounds are stopped by default except if they are looping.
For non-looping sounds, you need to use a script command to play it (see "playSound" function).
hi
- 10 units is equal to 1 meter, more infos in the doc : http://www.maratis3d.org/?p=277
Hi, gain is between 0 and 1, you can use 0.5 (for half).
But for 3d sound (from a mono source file) the radius is also important and affect the volume of the sound.
With a 2d sound (from a stereo source file) the radius has no effect.
I can tell you what the basic was, I also have some code but it was a version before MEngine and bullet, so it need to be re-coded, that's why I didn't release it with Maratis.
- texture
- particles number
- particles life (how long before dying)
- spread angle
- start speed
- rotation speed
- weight (positive for solid, negative for smoke etc)
- bounce factor (for collision)
- random factor
- size begin / size end (for size fading)
- color begin / color end (with alpha, for color fading)
- blend mode (additive, subtractive, alpha...)
- motion blur
- static (boolean, used for static particles)
What should be added to that is the emitter shape (center, bounding-box, mesh-vertices), at the time I was only emitting from the center.
Hi,
- I checked and the behavior draw function is not called from the editor, I will add it so it will be possible to render particles or other things also in editor.
About the particles settings, in a previous version of Maratis, the particle settings was a list of maximum 16 variables, and as the particles was updating real-time when the setting was changed, it was very easy to use. It was similar than behavior variables. Later, a preset system to save and load particles settings can be a plus.
- about the asset library, that's a very interesting idea, we should see if it can be connected with something existing like blend swap : http://www.blendswap.com/
Hi,
I found a connexion, not online for a long time, just to say it's looking nice,
and if you want to draw something only visible in editor, you can do it in the behavior draw function
and to know if you are in editor, check if the game is running :
draw particles etc
if(! game->isRunning())
{
draw wire emitters, additional stuff
}
Thanks guys !
So I made you both moderators and divided the job :
"Maratis" part for you Vegas
and "General" and "Development" for you Nistur.
Merci !
See you soon !
Hi folks,
I'm leaving tomorrow for India, and would stay there a bit more than a month
I might not be able to connect for some days, time to reach and find a connection.
I count on you for responding to technical questions !
Can I make one of you moderator to be able to remove bots ?
There is already gamemaker but I don't know if he's coming on the forum a lot ?
Thanks !
See you when in the other side of the world !
Hi,
welcome !
so, about your questions :
1 :
- first, you have to download sources from svn :
you can use a svn client, like tortoiseSVN (windows) or rabitVCS (linux) etc,
then checkout the sources using the svn path (http://code.google.com/p/maratis/source/checkout)
- to compile using scons you need python and scons installed :
open a shell, go to "trunk/dev/" and type : "python scons.py"
after the build, the final product can be found in the "prod/" directory
- or you can compile using visual c++ or xcode from a project file in "trunk/dev/Projects/"
2 :
are other examples working ? can you test the fps example (doesn't need shaders) ?
also check what maratis console shows, if the opengl version is lower than 2.0, try to install latest drivers,
it is also possible that the 3d card (intel ?) doesn't support evolved shaders.
3 :
yes, you can use a camera with "ortho" mode to have real 2d.
ok,
if you are using the "standard" material, just use a diffuse texture that has an alpha channel
(be sure your texture is saved in tga or png with alpha channel).
If the alpha channel is using grey values (anti-aliasing or semi-transparent) set blend mode to "Alpha"
Leave material alpha to 1 (it is the general alpha), where the diffuse texture alpha channel will be black it will be invisible.
Don't forget to select « Maratis » in the Blender Render menu (on top).
hi,
do you have a screen-shot ?
I don't understand how it is done. What do you mean by invisible cube with a texture ?
If you set the material alpha to 0, all the objects using this material will be invisible.
The influences are not really supported by Maratis, except the blend mode for the fixed renderer only.
There is a list of supported features here : http://www.maratis3d.org/?p=277
Hi Vegas, yes of course, it's open to everyone,
I started the script section, maybe you want to add documentation and examples ? Thanks !
Thank you for the doc, it's perfect ! if we can have all the api filled like that it will be gold.
So finally I made a change to tinyXml to read from a buffer,
as the xml levels are not long to load, and might change a lot in the future, it should be ok.
The packing system is normally finished ! It just need some testing, specially on Linux.
cheers
I found the code, it's on svn.
To use a texture ref, in your behavior add a MTextureRef pointer (ex : MTextureRef * m_myTexture)
and use M_VARIABLE_TEXTURE_REF with a pointer pointer :
return MVariable("myTexture", &m_myTexture, M_VARIABLE_TEXTURE_REF);
don't forget to set the pointer to NULL in the behavior constructor, and for the copy constructor you can copy the pointer.
All right, there is now a mediawiki at "http://anael.maratis3d.com/mwiki"
it will be later accessed by "wiki.maratis3d.org" (in 24h probably)
You should be able to create an account, I had some problem to make the image system working,
there is still some problem to upload images to the wiki, for now only external files is working I don't know why.
cool
can you commit this change on svn ? it will be good thanks.
Yes, it's possible to start a wiki here, it's a good idea,
I will see what we can install.
Something like that has been reported before,
and honestly I can't remember if it has been corrected or not,
in the X11 MWindow there is a mistake
line 445 need to be changed from
if(car == 127 || car == 32 || car == 13 || car == 9) break;
to
if(car == -1) break;
can you check if it's matching your problem ?
it doesn't appear on all computer when compiling so the pre-build version might not show it.
aw, no it's my fault, I made it by anticipation along with M_VARIABLE_SHADER_REF but it's not plugged yet to MaratisUI,
it was used in one version, I still have the code somewhere, I'm trying to find it back and I let you know.
yes, you can do : engine->getRenderer()->getName()
the fixed renderer will return "FixedRenderer"
> yes, it seems to be that
For now if you publish your game project with the FixedRenderer it should be ok,
and I will also add the fix to the player for a safer run.
Posts found [ 1,026 to 1,050 of 1,487 ]
Maratis forum » Posts by anael
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