151

(59 replies, posted in General)

I will certainly give that a try. My island.blend has horrid stretching on one side of it, and I do not think I can fix it without redoing the texture work. Sad but true wink

I'll definitely give the stencil map in-betweens a shot and see if it helps.

Thx for all that wink

cheers
Gm

152

(59 replies, posted in General)

So Ayulin, you are saying that to save memory I should try using 512 textures, and making the stencils inbetween each texture 1024, correct ?

thx
Gm

153

(59 replies, posted in General)

@Auylin,Anael,

Thx anael for reminder about repeating textures, as I definitely need some of that on mine as they are far too stretched atm, even looking at them from the distance wink

To Auylin, I shall indeed try the RGBB as noted in this thread. I also want to mirror the fact that Im a much better artist and creative person, than programmer ( definitely right brain here too ), but hopefully as you noted, I can progress as I learn the finer details of programming and apply them for experience. Im sure you will find this to be true as well, that I have over time found I enjoy programming more than I thought I would  so it becomes easier as I go. Thankfully lua makes this learning curve a lot easier at least for scripting.

P.s.-When you referred to the stencil/blendmap in one of your prior posts above , and then mentioned their large sizes, were you referring to the heightmap you used for displacement, as that's what it sure sounds like; just wanted to make sure it was that and not something else, as if it's something else I have no idea what you meant by that reference of blendmap.

154

(59 replies, posted in General)

Yes , it all makes total sense. I need to do some of that myself and get less stretching, because my current project actually is a island terrain,and atm though the modeling is adequate,the texturing leaves me unhappy.

I'm far from a blender guru so I clearly need to do some more research. I truly had no idea that direct texturing had that effect vs stencil maps inbetween each. I often wondered why blender offered the two modes. I wish there was ONE interface for all of it to lessen the confusion. Come on in our IRC channel sometimes,and maybe we can discuss some of these design techniques and help each other and maratis in the process.

I goofed up early on in design of my island ,and the stretching in one specific area is nasty,so I need to redo my unwrap I guess,,,I really hate to as I like my desin mostly as is, but no pain no gain I suppose ;0-0

Cheers
Gm

155

(4 replies, posted in General)

Just a note, I responded to your General > Terrain post, which applies here. Should really keep one thread going ,not several as it just serves to confuse things wink Anael is quick to respond to inquries which is always wonderful, but short of that, I am frequently ( because Im self employed and have the time)  on irc.freenode.net: #maratis . Please come join in wink

cheers
Gm

156

(59 replies, posted in General)

I'm sure someone will respond who understands what you're after, as this whole talk of tiling has be a tad confused.

A well designed texture, WILL tile, so Im not exactly sure what you are asking wink

There are specific applications you can get/buy that do this, tiling ,and do it well, then again textures are by their nature, tileable 'enough'.

I saw your screenshot, and I used to go that confusing 'stencil' way, but I find its largely unnecessary, unless it has something to do with your tiling needs  ? I've got no idea on that front, as I'm barely just at the point I am with blender to even to multitexturing in the first place.

I am simply doing the whole unwrapping of my mesh, adding a new image in UVmap section , and then I simply just add all the textures I want to work with in the add texture area of blender ( next to new material of course),and then I go into the 'texture paint' , and add new textures ( using texdraw ) as I need them using the >Textures section. It works perfectly and I do not have to worry about stencils , and it exports into Maratis just perfect, without the need of any fancy shaders,and using 'pacman' from Maratis editor has it working just fine,and it looks like it does in blender.

157

(4 replies, posted in Editor)

Ok thanks that has it, as it turned out that all parenting was totally correct ( given I 'd followed tut precisely), but somehow I had missed that the camera must be centered in head or it throws off the balance act wink > Being new to this, it's a tad tricky following all the necessary positioning , but it does make sense after seeing it in action that the scripting values would indeed throw things way off if initial values aren't correct.

I think expecting someone to know such values is a bit outside the knowledge base of most people. I can put this in as a 'feature request',but before I do, I shall mention it here:

I think to avoid having to load a given mproj ( sponza in this case), it would be far easier (i'd code it myself if I could) to have PRESET's that would make life much easier. Having to enter rotation values for objects is a mind numbing thing ( glad I know about it though) when we are talking about something so basic as movement in a game, and that when those values are wrong, it causes a great deal of mayhem.

I honestly don't even recall the TUT I watched for maratis, saying anything about needing to 'set' those values to things to work correctly.

thx wink)
Gm

158

(4 replies, posted in Editor)

It does not have this odd behavior in Sponza,which is odd because Im following the exact same behavior , given im using the script from sponza and simply loaded the box mesh and duplicated it as shown in one of the tuts for maratis online.

I then created the values as given in sponza and it works fine except for these few things..Ive double checked and I simply can't find what I've got incorrect here, but yes I'd be happy to post script Im using .

My script which is exact duplicate of sponza script:

-----------------------------------------------------------------------------------
-- Maratis
-- Jules script test
-----------------------------------------------------------------------------------

-- get objects
Player = getObject("Player")
Head = getObject("Head")

dx = 0.0
dy = 0.0

centerCursor()
mx = getAxis("MOUSE_X")
my = getAxis("MOUSE_Y")

-- scene update
function onSceneUpdate()

    -- rotate Player (X mouse)
    rotate(Player, {0, 0, -1}, dx*100)
   
    -- rotate Head (Y mouse)
    rotate(Head, {-1, 0, 0}, dy*100, "local")   
    rotation = getRotation(Head)
    if rotation[1] > 90 then
        rotation[1] = 90
    elseif rotation[1] < -90 then
        rotation[1] = -90
    end

    setRotation(Head, rotation)
   
    -- move
    if isKeyPressed("UP") then
        addCentralForce(Player, {0, 3, 0}, "local")
    end
   
    if isKeyPressed("DOWN") then
        addCentralForce(Player, {0, -3, 0}, "local")
    end
   
    if isKeyPressed("LEFT") then
        addCentralForce(Player, {-3, 0, 0}, "local")
    end

    if isKeyPressed("RIGHT") then
        addCentralForce(Player, {3, 0, 0}, "local")
    end   
   
    -- get mouse direction
    dx = getAxis("MOUSE_X") - mx
    dy = getAxis("MOUSE_Y") - my

    -- center cursor
    centerCursor()
   
    mx = getAxis("MOUSE_X")
    my = getAxis("MOUSE_Y")   
   
end


My box.mesh ( brought in direct from sponza DIR) has properties in editor, which match their sponza values, as does head and camera, so I'm lost as to what I'm doing wrong here . My parenting is also precisely matching sponza example as are all other value, afaict.

I realize I could just use sponza mproj and del building and load my mesh instead, but I'd rather know why what I'm doing isn't having intended effect so I can learn Maratis effectively.

thx
Gm

159

(4 replies, posted in Editor)

Hi,

Im working on a new project here, and while Ive used the Tutorials and Sponza as examples, I'm unable to get the camera to work up and down ( only tracks horizontally), and when I press UP on keyboard it goes left instead, and LEFT goes forward,,,,any idea what I've got set wrong atm ?

When I move the mouse to rotate view in game, it rotates left/right as it should, but when I try moving mouse UP/down, the view TILTS left/right.

thx
Gm

160

(3 replies, posted in General)

TO check for what you want, would require collision I imagine:

http://wiki.maratis3d.org/index.php?tit … lisionTest , is what you want ?, which when 'shot' was indicated,  would do the following:

http://forum.maratis3d.com/viewtopic.php?id=565 , looks like what you are after, even if I most definitely do not yet understand anael's respond in its entirety wink

I'm not the best person to answer this given I barely program, but trying to help or at least put you on the right path.

cu
gm

161

(1 replies, posted in Engine)

http://assimp.sourceforge.net/main_feat … rmats.html < yes Maratis does support that format.

How well , I m not sure.

The inclusion of 'assimp' is relatively new, so I can' be positive that all such formats are working,but I hope it is .

Good luck wink
gm

http://www.maratis3d.org/?page_id=53 < maybe that page will help you find what you need.

Sorry I don't know enough about engine yet, to verify.

THis might also help: http://www.maratis3d.org/?p=548

I am positive somebody will chime in soon that knows or with luck the pages I offered will suffice ( or maybe you found your answers on your own by now)

cu
Gm

Well it depends on the game, and I have not delved into engine enough to know if it supports AA per se, but you could always wratchet up your tris on your models, or at least the ones that matter to you.

164

(1 replies, posted in Engine)

http://forum.maratis3d.com/viewtopic.php?id=268

Explains the state of android atm.

Thanks and good luck to you

gm

165

(61 replies, posted in Editor)

I would like to suggest adding the ability to 'create folders' for new projects, instead of everything going into DIR of choice. To me that is clutter and disorganized,  and would also negate the inefficient need to create this folder in the file explorer of whatever OS you use.

166

(12 replies, posted in General)

THis is what Anael meant:

You do not have sufficient access to view this page.

Login

167

(10 replies, posted in News)

Ok, all is working much better now, having gone back for now, to my 8800GTX, but If I ever go back for a time to the HD 4670 ill make note of the url offered.

Nice new features, and thx for keeping Maratis engaged wink

thx
Gm

168

(11 replies, posted in Showcase)

OK so, I have my 8800gtx back in system for now ( hope I fixed the issues!),and now editor and projects are all working fine and smooth.

Having said that though, the red cube in your spacecraft game, seems to say something,but Ican't read any of it because I am too far above the floor due to gravity LOL

How do I come back down to progress ? wink

Yes, its very difficult to navigate, given the red cube isn't giving any up/down or gravity help ?

Good job so far, hope you continue with it wink

I honestly think though, that the 'end of weapon' isn't very immersive, and if it were me I would go 3rd preson to give a little bit of help there,though I realize time may have played a role in you making that part simple for now.

later
gm

OK, I am back using my 8800gtx ( much better card) so atm Im fine, BUT if I go back to ATI HD 4670  ( sorrry notxx50 afterall,,even better ! heh), I will most certainly remember this thread and your helpful link.

cheers
Gm

OK  just for verification purposes, I started truespace 3d 7.6 ( modeling, animating, etc. LOVE it), and chose 'opengl' as rendering method,and it clearly shows that as a valid option, with opengl32.dll , so for some reason ya, it appears maratis editor is having a tough time with my ati HD 4650 sad

cu
Gm

Hi,

When I open Maratis initially, I see this in console:

Info     Render version : 1.1.0  in main

thx
Gm

Morning wink

Strangely enough, I don't have standard renderer here, it just shows fixed renderers when I click on it ( which I thought was odd yes). If you are asking can I get into GLSL mode without errors in blender, the answer is yes.

thx
Gm

It's not working here on my system ( oh ugh smile..), as the startup logo ( orange, with ati & NVidia logo's at bottom) shows, and does nothing,so I have to end app in task manager. I have no trouble with any other apps other than m. editor.

Ill try looking into what's wrong ( yup, running windows 8).

thx
Gm

Okay will do. I'll get back to you afterwards.

thanks
gm

175

(10 replies, posted in News)

HI Anael..

I still have the sluggish rotation ( nothing in scene at all) in this new version, though I thank you for your efforts to contintually improve maratis.

I have directly watched me rotating a empty 3.2 scene, while watching 'task manager', and what happens is this:

CPU spikes to 26 % ( or a tad more)
I stop rotating or using Maratis , and the cpu spikes continue at the 26% amount, and I tested it this way for several seconds, and the spiking did indeed continue.

thx
gm