101

(10 replies, posted in Tutorials/Examples)

If you are the one that did the c++ tuts, thank you for adding to the maratis wiki, but I just looked , and granted Im FAR from being even somewhat 'comfy' with c++ ( though very comfy now with lua) , and I find this page:

http://wiki.maratis3d.org/index.php?title=MOEntity , to be a bit unclear. How can ( and why would you?) a entity be a entire room/environment thus having direct relation to a 'mesh' ? Im just trying to think of a time where that might come in handy and coming up empty. Just asking for some clarification given I think? you are the one that created this given you noted you had just done some tuts.

thx
hs

IM not sure what you are asking HM,,,you play the animation( to see it in action inside maratis that is ) with the icon in maratis editor called 'pacman',

marval wrote:

i have tried file > import 3d model
to import a colada animated mesh exported from blender
but during the game the mesh just starts to animate
it seems that there are no export options or commands to animate collada yet,right?

WHen you are in Blender, its just a 'blender' animation. When you export it from blender, as a collada file, then IMPORT it into
the editor via the import 3d model menu item, it is then a collada animation.

Cheers wink
hs

104

(20 replies, posted in General)

On L3TD:

I had to look up L3tD to see what they can do, as I haven't noticed them (And I have used a LOT of 3D software. Ever heard of Bryce?) haha. And to tell the truth, L3TD wasn't really impressive at all compared to what I am sure is possible in not only Blender but ANY 3D software that can make terrain and add multiple textures to it.
=========

Yes I've heard of Bryce, I h ave it, and it a major PITB to use; NO thanks ---:)
===========

On "Splatting" :

I never heard that term used, BUT I LIKE IT!  You can splat in most 3d programs. Blender can splat as well. To get it into Maratis with the same look as in Blender or any other 3d program that can handle multiple textures, you would have to BAKE the textures into the mesh. I have successfully imported a house modeled in Sketchup, baked in Blender, and imported to a Maratis MESH. I also go the shadows I baked into the mesh. Light Mapping, as some call it is the best way to enhance the visuals in a Maratis game to give it that ''Game polish." (I actually found out that the SPONZA level actually uses a Sketchup 3D warehouse model with baked light maps)  . Btw. L3td is a app designedly only for terrain and can handle far larger terrains than say blender or such app would be capable of, and l3dt does all the texturing as well. I'ts not free though free version can handle I think 2048x2048 which is fairly large anyway, then you would bring said terrain into a 3d app and apply the heightmap.  All standard in most 3d apps as well, and the if its large enough you must SPLIT the mesh so maratis can handle it perfomantly with objects attached afterwards . IT also allows random terrain which 3d apps certainly don't have, so its not just about 'creating' a terrain in a 3d app and texturing it.
=======================

Actually you don't need to bake anything in blender, you just use texture splatting mode, after LOADING your textures into texture slots, and then assign them in the texture paint slots on left side of blender UI  and grab 'new' texture. You need to of course unwrap and assign the special textures that work as alpha maps inbetween each texture ( off top of my head) and then faik that's about it. I honestly can't stand light maps, as to me they are just cheap ( which does not appeal to me honestly) 'lighting', albeit atm,,its all we got, since your teapot example ? reference for dynamic lighting was incorrect . Having said all that,  I m not using blender as I already said, so only skethcup or art of illusion or such is doable  here but I do have some access ( friend) to 3dsmax 2011.


===================

On High Quality:

I am sure that Maratis cannot handle a terrain that is 800,000 polygons (I tried. It crashed.) haha, but who does that in games anyhow?
==================
I never said use a 800,000 Polygon terrain, that was you and you own it :)lol

Also, they use NORMAL MAPS to simulate geometry. I need to do a test with that in Maratis. But even without normal maps, HEY, I can slap some texture on a plane (and believe me, that PS3 game's terrain was not 800,000 polygons. haha.
===================
Normal maps only go SO far in emulating geometry, its fakey looking and PLastic imho ( often is), and geometry 'shaders' which many engines have, would be the next evolution, but certainly not necessary .

====================
P.S. Have you heard of Sculptris? Sculptris allows you to paint multiple textures onto a 3d model like Zbrush. You can also use it for sculpting.
===================

Yes I have  sculptris which later I may use to do just that, but I"ve not gotten that far as Im detailing my meshs right now, as in deciding what I want to use ( shape etc.) and what I want it to look like.

But again as noted earlier, Sculptris isn't for working on large/huge terrains, and neither is blender or most other '3d modelers', which is where l3dt or such apps come into play.They are the only true terrain editors OR ones like them that come with unity, UDK etc., because they are the only ones that allow for editing very large terrains, and besides, I never liked the idea of   'making' a terrain in one of those ( the right way), and then loading it into a '3d modeling app' using DISPLACEMENT MAP, because I just don't feel its very precise and causes distortion to your original terrain/image.

Cheers
hs

105

(20 replies, posted in General)

Tutorial Doctor wrote:

I think The API needs to be documented for beginners, as I am new to Maratis, LUA, and C++ (I am now learning C++ because as heart seed noted, it seems everyone uses C++.

The main reason I say this is because the documentation of the functions on the wiki, however trivial it may be to post them, also give examples of how they would be used in a scenario.

For example, when I getAxis("MOUSE_X") am I getting the location of the mouse on the X axis?

But that could easily be interpreted differently.

If it were getLocation("MOUSE_X") it might be better, although one might get that mixed up with getPosition().

Also I use the wiki to see the parameters of the functions.

Even if it was clear that setPosition() sets a position, what would be the parameters it takes?

Between perhaps not interpreting the function of a function correctly, and not knowing the parameters the functions take, I'd be lost as to what is actually possible with Maratis. Harder to debug that way too.

(This is actually a present case. I'm trying to make a Character Selection menu, and I can't see the functions on the wiki)

Yes, these are all relevant issues.

I"ve seen people comment on lacking docs are some didn't come back so as incredibly useful and inspiring as maratis is , yes as we've all noted its something that needs addressed.

BTW, I wanted to reiterate that while I think your quick terrain example is completely worthy, and with a lot of time invested you could do some scripting , etc. to make something possibly even with commercial viability, the terrain I meant was the type you mke in L3TD or other similar programs, that allow you to create 'splatting' for say up to several textures.

I think this was addressed somewhere on the forums to do in blender possibly ? , but the trouble with that approach is then you alienate everyone else that uses some other 3d app, as sketchup in your case, and in mine possibly as Im considering heavily  using it to grab terrain off the GE. I"ve actually done it once, but I've not had time ( busy summer) to bring it into Maratis. I doubt heavily that SE (sketchup) can splatt, and honestly that can create stunning worlds, and by worlds I mean say 4096x4096, which even something like CUBE can easily do.

I"ts n ot just huge worlds that I enjoy, I can easily enjoy much smaller worlds if done with some level of decent artistic integrity/story/scripting blah. BUT big worlds are quite common in engines and very needed by  many developers/enthusiasts.

IRRPG can't splat, but it does allow for rather huge worlds with splatting done by 'height' given lowering/raising the terrain which is something huge to makeup for not allowing regular heigtmap based terrain( which has its own disadvantages too ). I guess you could do something similar in a 3d app but then you'd have to split it to get performant behavior inside maratis and the be careful when putting down objects to avoid the seams ? I've yet to go down that road from time constraints but its something I should try .

later
hs

106

(20 replies, posted in General)

255 wrote:
heartseed wrote:

The example you used to chide me over 'not needing further examples' , was absolutely INSULTING to me. Was that on purpose I wonder , if so tha't s really unnecessary , and very immature. You should have known better!

Was not meant to insult. As an hobbist programmer I find most functions of maratis self-explanatory, that's all. If I'm not able to do something in Maratis it's because it's very likely that I can't do that in other engines as well.
This is the point I was making. But this doesn't mean that we can't make extended examples of course. That will be useful to less experienced programmers.

heartseed wrote:

If you go here, : http://wiki.maratis3d.org/index.php?tit … umentation , its adundantly clear, that almost NONE Of it is documented,,all blank pages.

Yes, but as anael was saying maybe it's better to put down some examples (e.g "how to create a free camera") instead of just writing down all the API functions which will be a bit reduntant. "setPosition() sets the position of the object" is pretty stupid, while "to make a free camera you could do that and that" may be more valuable as a help resource. This is the entire point I was trying to make, sorry if it sounded like an insult. I was just trying to understand with the help of you users what was the best way to make the wiki.

Have a look at this first tries of mine and see if going on with this direction could be of any help:
http://wiki.maratis3d.org/index.php?title=MObject3d
Notice the example code in "2.4 Position".

Free camera tutorial (maybe it's better to do things like this since the API will be A LOT of work and maybe less useful?):
http://wiki.maratis3d.org/index.php?tit … ree_camera

==============================================

If you want to be taken 'seriously', why don't you avoid words like 'stupid' and possibly consider using words like ' unnecessary' or redundant. Does that make any sense to you ?

This isn't a contest to see who is the smartest coder, it's about having a engine worthy of all users, not just elite longtime c++ coders. I"ve seen engines that 'aspire' to just that, like irrrpg.sourceforge.net to name one at least. I know, I use it also , for some things. So i'ts not like no one has tried.

Also the unreal engine while hardly free or affordable ? (  that's arguable) has a new iOS engine that from what I"ve heard practically codes itself ( ok , humor matters!) which is another instance of a well written engine to help those with GREAT ideas, but not enough coder skills or the money to hire one.

cheers
hs/lee


Cheers
lee

Tutorial Doctor wrote:

Wow, I didn't know that the Blender people were rude like that. I'm sorry. I am actually not a part of their community, and I prefer 3dsmax myself. hehe. I used to have GMAX, which was like a free trial version of max. Haha.

The teapot example I am thinking of is the shadTest project. I don't know if that is considered dynamic lighting, but I see the shadows moving in the game. Between that example and the jules example, and what I have done so far, I am sure I can make a decent game (have checked out some other examples too).

I am getting ready to test out some things as far as sketchup terrain, and I will report back. Take care.

Edit: Well, got it to work! hehe:

PunBB bbcode test


Oh btw, those torches are going to come in VERY handy for skydiving@

hahaha

cu wink
lee
P.s.-HUMOR matters wink

HI TD,

NO offense meant at all, but your terrain example is very very basic ( not texture splatting , which can be brought in ? I think but its been far too long and I don't how its done. Zester I think did something similar but only in blender, so I have no idea how it would be done in any other app given blender is the only one for which there is a official exporter, and 3dsmax kinda is on teh shelf atm given the person who started it is certainly busy with other things no fault of h is own.He was working on moving entirely to maxscript, but I have  no idea of his progress as in whats left or how hard doing all of it is.

FOR a large terrain, and for the engine to 'cull' parts of it ( occlusion culling works yet, or is planned ? dont' recall====) the engine 'mesh' must be split up into pieces.  You can get away with small meshs I guess and do aLOT of scene loading/portaling, but then I don't know that sorta ruins the immersion process. Dunno, experimentation would need to be done I guess wink)))

NOthing wrong with experimenting, and I guess once multiple plugins are doable, then maybe even a  LOD GMM'd  &/or streaming terrain plugin would make this engine far more enticing, as if it isn't already wink)

cheers
hs

109

(20 replies, posted in General)

255 wrote:
Tutorial Doctor wrote:

Thanks for that link heartseed! I don't know c++, but I want to just see how it is set up.

It's me who has provided the link. LOL ^^
Actually I've only linked that because heartseed named doxygen. If you want to look at the source code then you should bookmark this:
http://code.google.com/p/maratis/source … dev%2FMSDK
It's up to date and you can actually see the content of the .cpp files.

@heartseed
Sorry but if you don't know C++ you will have a hard time doing anything even if a documentation is provided.
For example, if you're not sure how pointers work, you couldn't use certain functions anyway. Unless the wiki is VERY verbose and contains A LOT of examples. But that would be too much work and IMHO not really necessary, because if you want to do complex games you are supposed to know C++ (in the case of Maratis) and programming in general.

I was considering (if I find the time and the will) to write something in the wiki so I think this discussion could be useful to understand which level of information/help people need.
But IMO if you (impersonal you) think you could do good things with Maratis without knowing C++ or having a good understanding of programming in general then you're wrong.

heartseed wrote:

given lua docs are mostly nonexistant as well.

To me it seems that http://wiki.maratis3d.org/index.php?tit … tions_list is almost complete; some pages have also examples. All functions are mostly self-explanatory due to their name.
So IMO one should be able to develop with no big problems using scripts.

BTW the Maratis source code is so simple and clear that writing a wiki which tells you "the function getMaterial() is a function that gives you a pointer to a material" seems pretty useless to me. The "m_type" for which I've opened this topic is an exception for obvious reasons.

So, I'm asking, what do you/anael/committers think about this and what's the level of details/information/help/examples you expect from the wiki?

Almost complete is a VERY relative term, that we should be VERY careful to be clear about, and not throw words around that aren't 100% specific, as that does a horrible injustice to new people especially coming here trying to ascertain what is going on .

I"ts hardly almost complete, but that's beside the point, but yes it looks like somebody has been adding to it ?  Im not asking anael to do all the heavy lifting, so maybe over time somebody will add more to the entire lua script api. Lua is incredibly easy compared to c++.

The example you used to chide me over 'not needing further examples' , was absolutely INSULTING to me. Was that on purpose I wonder , if so tha't s really unnecessary , and very immature. You should have known better!

So I"ll just ignore it, and point out to you that not everything in the c++ docs ARE obvious, at least to programmers learning the ropes, not to mention to the fact that many many engine tons of examples of using c++ code to 'get things done'. Just look around if you dont  believe me. Again, Im n ot expecting anael to do ALL the heavy lifting, just stating facts that are inconvenient to some people maybe, or that too elite to realize not everyone is a 10 grad student in programming0

If you go here, : http://wiki.maratis3d.org/index.php?tit … umentation , its adundantly clear, that almost NONE Of it is documented,,all blank pages. If you think its 'ok' for that to occur, then you aren't thinking of the average programmer coming here, looking for a 'ease' into game engines ( as lua at least provices, yes! I realize that), meaning learn as they go. Knowing where to start without such examples ( or enough OF them at least)/docs can be very  grueling or impossible, therefore making your engine irrelevant to a large segment of hobbyists, etc.

Just sayin...;)

I was tempted here by the lovely editor, but it takes more than that in general to make progress of any consequence wink Im not the ONLY one whom has stated this severe lacking docs on both c++ and lua side, and those   if I recall right, were people who CAN already code and likely very well.

cheers
hs

I"Ts not going to help to socialize in blender, not to any great extent, of that Im sure. I've seen people try to socialize on blender forums only to be met with harsh treatment, and those people know who they are. Sad too, given blender's great feature set FOR FREE, but being treated horribly BY PROMINENT m embers of the community, does NOT make me want to use the software, which is why today, I avoid blender like the plague it is. I am GLAD people use it who can't afford anything else, but I guarantee you, the day I have enough money, Ill be buying 3ds max and be glad of IT wink It's a true shame I can't use blender b ecause of the harsh community members and how I was treated, but those are facts and how life goes sometimes.  I learned from that harsh treatment, and its a real shame as I wanted to enjoy using it, but thats no longer possible.

You can't  make terrain exported from sketchup WORK in maraits, where did you get that idea from ?
EDIT EDIT EDIT: What I meant by that was that there is no 'terrain' system from skethcup, but of course you can 'make' your own , or even download a piece of google earth, which takes a fair bit of editing etc., and then load into maratis into pieces, but I think that's only with the blender exporter ? ( anael would have to comment on that, as I dont recall)

Yes, you can download terrain from google earth,  bring it into skethcup and all, but getting it ready for maratis is NO easy task, trust me Ive done it. I"ts not a simple task. For those wanting to make terrain themselves maybe there is some skethcup tutorial ( skethcup is my ONLY solace now given blender is totally OFF the table, and thank goodness for that at least I guess, though skethcup makes doing SOME things difficult, because it asks for MONEY for some plugins, which is really shameful, but thats capitalism for you right ? wink  - ) Maybe I should look for a terrain creation TUTorial in skethcup, but even if I find one, making the terrain performant in maratis is another hassle, given you need to find a way to chop up the mesh before export so that it gets good performance INSIDE maratis, otherwise it won't, unless its as V ERY small terrain.  Unity users have that one solid advantage ? of being able to use HUGE terrain so they wish to, whereas Im not atm sure, maraits could do that wiht its current rendering abilities. I've no doubt maratis was n ever dESIGNED for that, just saying alot of people like huge terrain for the desings it allows them to do, and being able to make subsequent money from said endeavor wink

ON the teapot, are you sure that's a 'dynanic light' possiblity ? I don't recall reading that anywhere, so where did you get that from, maybe I missed it,,,That would c ertainly add a 'feature' to this engine worthy of NOTE. I doubt its what you think though, because anael has not added 'dynamic lighting' to the feature LIST.

cheers
hs

It's not just that it is 'easy' to use, a full featured engine must also have features AND docs, are atm sadly, maratis docs are pretty horribly lacking both on the c++ side and lua. Don't ask a non programmer like me ( or fairly yourself, as you won't be able to do so not understanding how to program in c++, and doubtfully lua as even lua takes a long time to be fully 'versed' in how to adequately and professionally use it, but its far easier than c++ at least, in my view anyway) to document the wiki for docs ( not saying you did, but someone else here did) to start this process immediately as it's going to take me a very long time to be able to do that, but as noted elsewhere, Im here as  I admire maratis editor, versus the mostly non existant 3d editor other engines have.

The one huge thing unity has ( at a huge cost though !) that maratis does not, is terrain. Even irrrpg has terrain ( based on tiles), and it makes using it a dream and gets you juices flowing to 'create' something.  Maratis is lacking terrain, and that's a huge issue for many people I'm  quite certain. I have no idea how easy it would be to add terrain, but I"d have no idea, again, as a non  c++ coder. If we had terrain of the geomipmapp variety, I am rather certain you'd see far more people using this engine . That's an assumption but prob. a fairly good one.

We also lack dynamic lighting, which I suppose to some is a detriment as well to the engines adoption, but someone with solid c++ coding skillls could prob. add that easily enough, though atm it's only possible to add one plugin, until NIsturs multiple plugin extention is added to maratis. Tha't s my understanding anyway from discussion on this topic.

So docs aren't enough entirely on their own.  Granted dynamic lighting isn't a must to be certain nor is terrain, but afa unity goes, it explains why the engine is as popular as it is I suspect wink

I'ts wonderful maratis exists but what it lacks is prob. not helping either, and its going to take a solid c++ coder to add what it is missing at the moment.

At least the editor being as useful as it is helps a great deal in attracting new users, which is how I arrived wink

Cheers
hs

112

(20 replies, posted in General)

255 wrote:

Thanks.

@Tutorial Doctor & heartseed
You can always register in the wiki and edit it yourself! smile

heartseed wrote:

Doxygen could be used , but that would require ( FAIK) someone to go through api and create the doxygen structure before running it, to generate the docs.

Don't know if that's up to date, but: http://www.maratis3d.org/engine_docs/index.html

THe url you quoted has no docs, just api structure of some kind, which 'atm' anyway mostly as a non programmerof c++, it makes little sense, but the point is, its not in human readable terms to someone that  needs guidance as relates to 'what' a certain api function actually does and how to use it.

I don't , yet, know enough about maratis api to edit anything. I'ts hard to do something when docs are lacking so much wink

I am here because I think maratis has promise, but lacking docs make it terribly hard to do much unless you are a polished experienced c++ programmer, given lua docs are mostly nonexistant as well.

Cheers
hs

Tutorial Doctor wrote:

Hehe. Tell you the truth, I am just a novice programmer. I got a little frustrated trying to find an easy introduction for beginners, so I just took a little time to find something to compare it to.

I initially used the Movie Script analogy, but some ideas didn't flow well with that analogy. But since Snapguide is popular for recipes, I used that analogy, because most people on that site have a good idea of how recipes work.

I don't even know lua, but I have written two lua programs that work in Maratis. Go figure.

Thankfully the Maratis API is MUCH easier to figure out than Unity. (By the way I was looking at a unity tutorial when I stumbled across this engine. haha.)

Glad an actual programmer thought the tutorial was good. hehe. Thanks.

AS a beginner, you should consider putting your current work under 'showcase' so as to show others who come here ( and they WILL checkout showcase to see what h as been done so far , with this engine) what can be done by someone with next to no programming knowledge.

Thx wink
hs

114

(20 replies, posted in General)

Tutorial Doctor wrote:

I wish I could at least look at the Behaviors functions and all, but the links don't work on the wiki. They are all red. I wonder if there the documentation has been made into a pdf or something.

No Im afraid the red just means there isn't any at the moment.

Doxygen could be used , but that would require ( FAIK) someone to go through api and create the doxygen structure before running it, to generate the docs.

Cheers
hs

115

(29 replies, posted in Showcase)

My 1 cent as well,

Everything is coming together nicely, but the camera is moving way too fast, to be able to take into account the effects. Slow it down so we can take in the sights smile Afterall, its not a race, its about enjoying your creation and sharing with others to also enjoy. wink

later
nl

116

(64 replies, posted in Plugins)

I can't test this, and honestly I have no idea as Im more an artist too ( learning as I go with coding), but what if you put a space between , and 3 ?

Were you getting any errors with it uncommented ? I thought I'd weight in on this, having no idea how long com3d might be offline, etc.

cu
nl

HI nistur etal re: networking


I thought you liked grapple a bit, at least enough to base something off of ?

It looked like a solid offering for game networking to me, though I"ve never really dug into it.

No one has any right to judge anyone else, because we can't possibly know/understand all their life experiences that have lead them to behave as they do.  We therefore need to be as empathetic as possible, but that doesn't mean burying our collective heads in the sand either, does it ? wink

I saw no other  forum to put this in, so I chose general, and  I hope this post is respected and not ridiculed, for the objective message it brings.

I myself, am planning ALL non violent games, including redoing a well known mmorpg  to fit within the paradigm of non violence, so this thread is just as much GAME related , using maratis, as anything else.

THis therefore is as much 'creating games with maratis', and asking us all to consider the world we live in, and HOW we design maratis games,-  so here goes:

http://psp.sagepub.com/content/28/12/1679.abstract < this seems to me a very objective piece on a important topic. While my second article below, given for a objective discussion is as game/news worthy as the first, its not as well researched as the first, as the first contains a ton of scientifically researched PDF's , so in the real world of science and research I suspect the first url will be the most useful to all of us. I think it should be IMPORTANT to note however, that as you can see in  the Huffington post article:

 

http://www.huffingtonpost.com/2013/01/1 … 74438.html < for a moderate look on the subject, as I did say this WOULD be objective. I think some of the links it uses for its positions are inferior, because at least one cites changes in brain activation, but doesn't ( unless I missed it ) given actual figures on this!?

Also President OBama's team is conducting research on this entire subject, so I think it deserves merit, and given that maratis engine users are just as  thoughtful as say UDK engine users, we know this topic will be of concern to them too wink

At the end of the day we have free will to do as we wish in any area of life, subject to societal standards,  - remembering that society doesn't always do what's best for itself, as if the current mess that SCOTUS has handed down lately doesn't prove beyond any reasonable doubt wink

So, given we users of maratis will be forging ahead and creating games that possibly millions will enjoy/use, we owe it to Maratis and others who play our games, to make a product worthy of the masses, because   each of us in our unique ways, are  directly responsible for our own little offering to society. That's a huge deal and none of us should take it lightly wink))

Cheers
hs
http://heartseed.sf.net

119

(2 replies, posted in General)

carlos32 wrote:

Hi
Well i want to create a plug in for zbrush. But i don't know how to get started i looked at the page where it shows how to create a simple game behavior. Is it the same way to create a plug in for a 3d software or is it a whole different situation?

Do you mean a zbrush to maratis type thing ? If so then I would think that would be a behavioral plugin for maratis, yes.

Im not entirely sure though what you are getting at, because afaik, zbrush can only do modeling,which can be exported to the OBJ format, which maratis reads in without any trouble with the new assimp importer and the new menu option inside the editor.

So I guess Im curious, what your goal was ?

Thx
Lee

120

(6 replies, posted in General)

penguinroad wrote:

Thanks. It's nice to know I get the fix right.
I'm gonna learn some more.
I hope you guys don't mind me asking if I have question

Thanks smile

Aren't you used to nice people who don't mind ( and hope for it !) you asking questions, and indeed expect it , given' this is a
programming forum ? Where have you been that you think otherwise, Im actually kinda curious wink

welcome ,and keep them coming!

Cheers
hs

121

(3 replies, posted in Showcase)

THanks for the offering, quite a task, but I there is def. something funky with the camera. THe default 'sponza' camera is to me anyway, very preferable to this. I have a powerful system, but I'm getting a sort of camera lag as I move. I suppose its easily fixed, but I thought I would mention it as its rather painful to experience whereas the sponza example is just perfect.

Great job and thx for your input wink

Cheers
lee

122

(10 replies, posted in General)

The lib Nistur mentioned seems to clearly have the most features, though as noted a tad old. Knet seems to only support win and lin so who knows there ( knet website only shows support for ubuntu and windows though android as noted by lumooja).

I think given the features grapple has, that it would logically be the  way to go ?

cheers
gjhs

123

(2 replies, posted in Plugins)

What does entity movement  do that we don't already have access to or can't do?
If it's not related, I would love to see a point and click setup ( for NPC) created as cusrsor key movement isn't always desireable as not everyone enjoys that.

cu

124

(61 replies, posted in Editor)

One other thing that would be very helpful. If a 'current' DIR structure isn't implemented in editor, how about just 'load project' where it would default to a 'project' DIR which would increase effificency, which would be better than nothing for now, and have a prefs setting that would allow use to SET that directory of so desired.

OK everyone..Bitpuffin and I got this figured out ( he thought of it though, but teamwork!),,

Had to change camera far clip in maratis editor, then EVERYthing showed up fine:)

Whew...what a relief.

But there is one tiny issue..I had to set clip far ( my mesh is like, 9kx9k in blender; ya I know...its HUGE but I meant it to be LOL) to at least 5000.0 to even get the shorter items in my mesh to even show up initially when I press pacman..it takes 8000 to be better, but 10000.00 to be what seems like perfect in letting everything show up as it does in blender .

If we have 10 BU's =1 MU, then why this disparity in needed camera far clip ?

Regardless..I 'm SO happy I finallly resolved this, as now I can move forward with level design and coding/scripting.

EDIT EDIT: OK, discussed this with nistur, and the jury is in that clipping plane is linear, meaning that while 5000 was mostly enough to see entire mesh at z=0, that given center of my mesh is 9000z, that I needed higher value to see all.

Gm