126

(13 replies, posted in General)

Only in lwoanimation.cpp wink

127

(13 replies, posted in General)

Thanks again Anael for that one liner inclusion, as it worked fine, giving no errors this time wink

Cheers
Gm

I have another issue, relating to a non sub-meshed terrain , exported as .mesh into maratis, and though the camera setup is perfect as in left, right fwd and back, - moving around still shows no height  whatsoever, and this has a very high spire in it as you know from my email, etc.

What could be causing this ?

I checked the .mesn file, and there are no issues that I can see atm.

Also the current maratis scene in question ( only one level atm), has 4 lights, so I should be seeing light during play, but as well, the entire terrain mesh is flat as far as visuals go, and I made sure by moving around alot, and its just flat and dark.

I just tested with another mesh,making sure rotation and scale were applied, and that no submesh show anywhere , which they do not, and I still get all flat, non lit terrain, where movement works just fine.

I also, to be sure I wasn't imaging all of this <ha>, and tested same mesh in anther engines editor,and it shows up fine there, so Im stumped.

Thx
Gm

Ok sorry, I got your replyto email, and while im not sure how to fix it in blender,ill look into it.

EDIT EDIT: I did some quick sleuthing,and I very much see what happened...I separated mesh incorrectly is all, so thx for helping me with that Anael wink


thx
Gm

HI ,

I'm having some trouble with very large scaled terrain ( trying to implement something unique is all ) ( scaled in blender) and I am wondering something. I checked all the latest releases going back to 3.1 , and Im not seeing any mention of the scaling code you mentioned having been placed in any subsequent release. Did I miss it or is it just not quite ready?

I tried splitting mesh up and that didn't to make any difference. I have other large terrains that are working. This mesh however is unique in that its larger than anything I"ve tried to date, but its 'z' values are also rather high. Is this causing all the mesh to not be visible short of low laying areas ?

I can post a screenshot if needed.

Cheers
Gm

131

(11 replies, posted in Gossip)

Spam is a literal part of life, so don't let it bother you wink

Just as early as yesterday,and this wasn't spam per se, but I saw a website obviously stalked at random and hijacked by extremeist groups, because I guess they have nothing better to do. I have no idea how such websites, including this one , can have setups that prevent spam &/or hijacking so all we can do is tolerate it I guess.

If anyone has any ideas for Anael on how to STOP it, feel free to share your ideas wink

cu
Gm

132

(11 replies, posted in Gossip)

Yes we do, but given I  come here everyday, I catch spam if its here, literally everyday ! (Cause , I ROCK.)

Hm, you said there was spam here, I don't see anything ;0-0-0


hehe, kidding aside, it is caught everyday at least , so there is that wink

Cheers
Gm

133

(9 replies, posted in Showcase)

I still don't quite see the relevance to using a 'blendmap' ( fancy name for colormap, which most standalone terrain apps produce as output ) , given the mention on these forums for using it, 'seems' to offer more control than stencil, and is easier to use ? I don't see how needing to setup shaders is easier than simply using the incredibly easy stencilmap in blender ( you don't even really need to use stencils, as you just make your model, unwrap it , load your textures, go into texture paint, , and click 'new', click on a texture as they load in the popup GUI that comes up,and start painting your model).

I think what is getting lost here, is that fact that no one is discussing  'how' you create a blendmap wink How is it done ?
I've never seen any blender tutorial refer to blendmaps, colormaps or anything, but if someone has a tutorial somewhere, that would be awesome, but until then at least in blender, Ill continue to use the very simple procedure of adding new textures, unwrapping mesh, go into texture paint mode, choose 'texture' in viewport shading, see over at far left of blender UI where you see a colorwheel, go down past 'alpha' that is checked, and down past that is <Texture, so click on the arrow, and click inside a red and white checked image and choose which texture you want , and then start painting . When done export to Maratis, it worked here  so it should for others. This might seem crazy complicated at first, but then anything is at first.

Cheers
Gm

134

(13 replies, posted in General)

OK Anael, thx , that was really fast I must admit wink)
I'll post here with the results.

Cheers
Gm

135

(13 replies, posted in General)

I'm going to make this a new post to make sure its noticed.

I removed VS2010 and kept VS 2012 for obvious reasons, and after running python scons.py, and as note by Anael about ASSIMP issues,  I am now posting the results:

LWOAnimation.cpp
c:\users\gaillard lee\downloads\ maratis3.21\3rdparty\assimp\code\lwoanimation.cpp(159) : error C2039: 'bind1st' : is not a member of 'std'
c:\users\gaillard lee\downloads\ maratis3.21\3rdparty\assimp\code\lwoanimation.cpp(159) : error C2039: 'greater' : is not a member of 'std'
c:\users\gaillard lee\downloads\ maratis3.21\3rdparty\assimp\code\lwoanimation.cpp(159) : error C2065: 'greater' : undeclared identifier
c:\users\gaillard lee\downloads\ maratis3.21\3rdparty\assimp\code\lwoanimation.cpp(159) : error C2062: type 'double' unexpected
c:\users\gaillard lee\downloads\ maratis3.21\3rdparty\assimp\code\lwoanimation.cpp(159) : error C3861: 'bind1st': identifier not found
c:\users\gaillard lee\downloads\ maratis3.21\3rdparty\assimp\code\lwoanimation.cpp(177) : error C2065: 'm' : undeclared identifier
c:\users\gaillard lee\downloads\ maratis3.21\3rdparty\assimp\code\lwoanimation.cpp(178) : error C2065: 'm' : undeclared identifier
c:\users\gaillard lee\downloads\ maratis3.21\3rdparty\assimp\code\lwoanimation.cpp(181) : error C2065: 'm' : undeclared identifier
c:\users\gaillard lee\downloads\ maratis3.21\3rdparty\assimp\code\lwoanimation.cpp(189) : error C2065: 'm' : undeclared identifier
c:\users\gaillard lee\downloads\ maratis3.21\3rdparty\assimp\code\lwoanimation.cpp(190) : error C2065: 'm' : undeclared identifier
scons: *** [build\win32_i386\release\3rdparty\assimp\code\LWOAnimation.obj] Error 2
scons: building terminated because of errors.

Im not sure its logical that I should ( or anyone ?) have to revert to a older version of VS just to get this working, as that means Im going backwards in features ( why I'd like to keep 2012 : http://msdn.microsoft.com/en-us/library/bb386063.aspx ) and likely stability of a product and I'm just not willing to do that just yet if I can at all avoid it.

Short of that, I hope Anael can find the issues with Assimp , because at least so far I am having no other errors in compilation of other software.

Thx wink
Gm

136

(13 replies, posted in General)

I"d like to avoid removing an entire VS app if I don't need to , as its not a quick install ( or removal). Any ideas on this before that happens ? wink Im stuck until this is resolved.

EDIT: Im going to just remove VS2010 and keep 2012 and see if that helps...i'd rather have current than old, so this just makes sense. I'll report if this change allows compilation to be successful.

thx
Gm

Crucio777 wrote:

Hmm how about img tag to display the image hosted from another website ? will that be a issue too ?
About the spam yeah too much spam here . only thing people can do is delete it

IMG tag is already in action on these forums, and if you click 'images' near top , right corner of website as you are posting, it shows: PunBB bbcode test , as an example of it's use.

You just find a place to upload your image [ I like skydrive, its so easy to use and lots of space] ( hopefully one that won't sell your info , unlike google! as we now know , which is why Im using Hotmail atm at least ) and reference it in the <img> quotes as above.

Cheers
Gm

Hi,

This is just a curiosity , whereby is it yet possible to attach an image to a post with a LINK instead of <IMG> ? It would be so much more handy for everyone I think , as many commercial forums have it, and it makes it so much easier and spontaneous when you just want to show someone a screenie of a problem etc.

Thx
GM

139

(13 replies, posted in General)

Sponk wrote:

I don't think it's about VS 2010 because it works fine for me.

Maybe your VS 2012 installation messed around with some environment variables so you can't use the 'old' VS 2010 compiler anymore?

Sponk

How would I verify that if so to avoid removing VS 2010 if indeed it's not the problem ?

All I can be sure of, is that VS10 and 11, both have their own ENV VAR as shown in my computer's ENV VAR section.

thx
Gm

140

(13 replies, posted in General)

Hi Anael and thx for reply wink))

I am using Windows 8 64bit ( No doubt by now, many people are, not sure how widespread it is so far), and I have ms express 2010 and 2012 installed. I just saw no reason to go back further than 2010, but I'm willing to install it if need be I guess.

Cheers
Gm

141

(13 replies, posted in General)

I tried running python scons.py and it clearly started working just fine, but then I got this:

cl /Fobuild\win32_i386\release\3rdparty\assimp\code\LWOAnimation.obj /c "C:\Users\Gaillard Lee\Downloads\maratis-master\3rdparty\assimp\code\LWOAnimation.cpp" /TP /nologo /EHsc /nologo /GR /
FC /W1 /O2 /Ot /MD /arch:SSE2 /DWIN32 /D_MBCS /DNDEBUG /DASSIMP_BUILD_BOOST_WORKAROUND /DASSIMP_BUILD_NO_OWN_ZLIB /Ibuild\win32_i386\release\3rdparty\assimp "/IC:\Users\Gaillard Lee\Download
s\maratis-master\3rdparty\assimp" /Ibuild\win32_i386\release\3rdparty\assimp\include "/IC:\Users\Gaillard Lee\Downloads\maratis-master\3rdparty\assimp\include" /Ibuild\win32_i386\release\3rd
party\assimp\code\BoostWorkaround "/IC:\Users\Gaillard Lee\Downloads\maratis-master\3rdparty\assimp\code\BoostWorkaround" /Ibuild\win32_i386\release\3rdparty\zlib "/IC:\Users\Gaillard Lee\Do
wnloads\maratis-master\3rdparty\zlib"
LWOAnimation.cpp
c:\users\gaillard lee\downloads\maratis-master\3rdparty\assimp\code\lwoanimation.cpp(159) : error C2039: 'bind1st' : is not a member of 'std'
c:\users\gaillard lee\downloads\maratis-master\3rdparty\assimp\code\lwoanimation.cpp(159) : error C2039: 'greater' : is not a member of 'std'
c:\users\gaillard lee\downloads\maratis-master\3rdparty\assimp\code\lwoanimation.cpp(159) : error C2065: 'greater' : undeclared identifier
c:\users\gaillard lee\downloads\maratis-master\3rdparty\assimp\code\lwoanimation.cpp(159) : error C2062: type 'double' unexpected
c:\users\gaillard lee\downloads\maratis-master\3rdparty\assimp\code\lwoanimation.cpp(159) : error C3861: 'bind1st': identifier not found
c:\users\gaillard lee\downloads\maratis-master\3rdparty\assimp\code\lwoanimation.cpp(177) : error C2065: 'm' : undeclared identifier
c:\users\gaillard lee\downloads\maratis-master\3rdparty\assimp\code\lwoanimation.cpp(178) : error C2065: 'm' : undeclared identifier
c:\users\gaillard lee\downloads\maratis-master\3rdparty\assimp\code\lwoanimation.cpp(181) : error C2065: 'm' : undeclared identifier
c:\users\gaillard lee\downloads\maratis-master\3rdparty\assimp\code\lwoanimation.cpp(189) : error C2065: 'm' : undeclared identifier
c:\users\gaillard lee\downloads\maratis-master\3rdparty\assimp\code\lwoanimation.cpp(190) : error C2065: 'm' : undeclared identifier
scons: *** [build\win32_i386\release\3rdparty\assimp\code\LWOAnimation.obj] Error 2
scons: building terminated because of errors.

Also it should be noted, that few are going to understand ( as I clearly didn't ) you do NOT need scons to do this, because INSTALL reads as following:

" Make sure you have Python and scons installed, open a shell and type : "python scons.py" after the build, the final product can be found in the "prod/" directory "

But anyway, - any idea what might be up ?

ty
Gm

142

(13 replies, posted in General)

HI there maratis users-

Trying to get scons installed so I can compile Mar., but scons can't find the python installation, and the python install is definitely
showing up . It works from the SHELL in windows and  its clearly setup in PATH, pointing directly to the python DIR, where the python .exe is.

Any idea why scons can't find it ?

I have PYthon 2.74 which is fine according to scons FAQ,and the latest stable scons version 2.3

thx
Gm

143

(9 replies, posted in Showcase)

It's all in lua isn't it ?

To do it in c++ don't you need to create a gameplugin ?

I assumed it was Lua, because of the large lua script that rpg comes with .

I'm just curious, you say you've been programing only since December, well you must learn Very fast to do what you did, in only 4 months ;)_ I can't imagine understanding the howto of complicated logic like that, in 'under' four months. Im glad you can, it just surprises me is all ;)_)

How long did it take you to write the lua script ?

thx
Gm

144

(9 replies, posted in Showcase)

I tried your game , seeing it in a different forum, and I just wanted to add that while extremely simple, it most definitely told me you likely have some background in programming, given having gone through the script, there were things I wasn't understanding, as far as logic and how some of the values play out. How much programming experience do you have ?

Oh btw, ( I suppose you already know) there is some bad tearing in your terrain object, and I suspect it was from a few bad uvmapping areas ?

I'ts clear you put in quite  a bit of thought/programming into this which certainly at the very least is a incentive to others to do the same wink

Thanks for your offering to Maratis.

cheers
Gm

145

(61 replies, posted in Editor)

A few more I want to add, from frequent use of editor:

The scroll bar on far right is far too thin, and sometimes very difficult to grab as a result.

When you go to open a project, the Files/Folders are all one color and font ( and very small as well) ,and I think that's confusing. I would also remove the / in front of folders as imho that is also confusing to the eyes ( a distraction). I think it would make sense to have folder icons'. that would clearly solve that problem.

When you create a new project , all the files go into the dir you are in, and I think it would make things a lot more tidy and logical, if all those files went into a folder with the same name as the project being created.

Thanks
Gm

146

(59 replies, posted in General)

Hi Ireheart,

Anael has 'terrain' near the bottom of the list of priorities, because he is trying to produce better docs for Maratis as well as other important things, as you can see at the TODO list.

Many of us want a 'real' terrain system, but that won't happen anytime soon. I think Maratis started out as a simple engine for making quick small games, with a eye on mobile, given the increasing popularity of that market.

BUT, that's not to say, he would reject others creating that new terrain system, and incorporate it into Maratis.

This is open source, free software ( editor is GPL, engine ZLIB ) , so there is nothing holding back anyone from contributing . You can easily ( as noted by Anael) create  your own terrain system if you wish, for now, and use the virtual Mcore to interface it with Maratis.

Cheers
Gm

147

(2 replies, posted in General)

I also have a 64 bit PC, and I and the rest of us who also have them, are fully capable of using Maratis wink

I do everyday.

AMD phenom II 3.2ghz 64bit MOBO , running windows 8 64bit.

To answer the other question, yes of course Maratis is free wink

If you checked the license you would see that, given searching for 'zlib' tells you everything you need to know,
as does searching for 'gpl' regarding the editors license.

Gm

148

(59 replies, posted in General)

anael wrote:

Another thing about using and playing with Maratis, the way the game plugin works, you have full access to the SDK (engine) in c++, you can use render to texture, draw triangles manually etc. If you really need a special feature, like LOD or adaptive terrain, if you have a developer in your team or if you are developer yourself, you can render terrain with your own code (using virtual MGame::draw()). So your game is having the feature you need, and you can then decide to share this code, to be included by default in the engine. that's why I'm saying the first thing to help is to try playing with it and doing game or demos.

I will try to make more examples to show how to use custom code inside a game plugin.

Thank you,
Anaël.

OUCH, I so totally missed reading this in your original post here Anael, so sorry about that.

That's what happens when you get busy and don't read everything <take time to do so>

That's great news...now there is no excuse to get busy and make that happen wink

Thx for that,and sorry I missed it initially.

Cheers
Gm

149

(59 replies, posted in General)

I was never in doubt, as to what a stencil map was, having worked with them extensively creating texture layers.

My question was 'how do you make a blendmap', and what they are, so I'm still looking for a answer on that one ( Ill google and try to find something, but so far nothing .

Thanks btw for the GL URL, as I think all of us 'non professional/hobby'  coders need a jumpstart like that.
We already had code from Anael ( others?, don't recall atm) in the form of the 2 shaders , and 'where' they go, but I think it's maybe semi cloudy as to how to adapt them for one's purpose maybe, so yes this URL with any luck ( haven't seen it yet) will give that needed HOWto info to those whom have never used GLSL before wink

Thanks for the detective work wink

So back to my initial question, what is this blendmap being discussed, and how do YOu create one inside blender for example ?

Gm

150

(59 replies, posted in General)

Sorry to continue to make this a tad confusing, but I seem to be atm. Using Maratis and setting up script is relatively easy, but getting those assets out of blender sometimes is challenging. I was using the simple texture painting method with only a uvmap and no stencil, but I understand that's limited texture wize and also eats up more ram, so that's not good.

I also need to clear up a mistunderstanding that I think is going in.

I commented on trying to be clear about something Ayulin was saying re: blendmap, and I mentioned 'is it a heightmap' in my response and he seemed to be indicating, that yes that's indeed it, but having gone back and verifying what was being said and the comments that followed, I think that's not the case.

It seems, as Anael eluded to, that the blendmap is what does the blending (glsl?), so I guess on this point Im confused, so could someone please enlighten me/us on 'how' to create this blendmap and what it takes to do that ? wink

I have googled, but Im finding absolutely nothing about it.

Thanks!
Gm