201

(0 replies, posted in Tutorials/Examples)

When painting characters I ws having problems with skin tone my characters were just comeing out funny looking, but I found these and thought they might help out others.

Krita or Mypaint with blenders Projection Paint mode is really good to use with these.


http://fc04.deviantart.net/fs50/f/2009/333/5/5/SKIN__a_tutorial___Part_2_by_navate.jpg
http://fc06.deviantart.net/fs51/f/2009/333/c/5/SKIN__a_chart___SUPPLEMENT_IMG_by_navate.jpg

Wrapscallion wrote:

Cool stuff. I'm working with Wings 3d for my terrains meshes, that way I can control what parts I want to be detailed a bit better. Also, when I'm exporting from my csg modeler, I'm importing it into wings3d and creating a single texture . haven't done anything with maratis from this process yet, But that's coming this weekend.


Thanks and Looking forward to seeing what you come up with Wrapscallion.

Vegas wrote:

I went through the exactly same problems smile

To bake shadows of the leafs in blender, you must enable "receive transparent" in the material options
PunBB bbcode test

Your scene is really cool !

Thank you and THANK you lol didnt know about that option.

Pär wrote:

When we're on the topic, how do you make objects transparent? Which section in Blender?


What do you mean like a 2D cutout like leafs on a tree or like a 3D glass ball?

205

(24 replies, posted in Engine)

Pär wrote:

Yes, I installed it as an add-on to python. So everythings cool, I have visual studio 2012, is this the problem?

If I type python scons.py it doesn't find the file to execute. And if I type scons.py then It exectutes but it says "No SConstruct file found". Hm.

Sorry Par I have no idea about Windows development, I was just wondering if that might be the problem. If you have linux then I can have you up and building in a few min.

206

(24 replies, posted in Engine)

Pär wrote:

Hm, same thing happens:

http://tinypic.com/view.php?pic=10opweo&s=6

Did you install scons? http://www.scons.org/

Pär wrote:

I really like the bridge.

Thanks I was looking at this when I started it there is still alot of texture work to do to finish the bridge.

http://www.nvnews.net/reviews/msi_geforce_nx8800gtx/images/nwn2_1.jpg

Thanks for the comment, link and contrabution to the topic anael I am definitely going to make use of that link some really great info there.

I am not going to even comment on that screenshot and just keep pretending that I am doing a good job lol wink


Anyways in my last post I was going to point out some diffculties, the first problem I had was.

    1. I ended up with something completely differant than what I was trying to model.

Notice in these two screenshots where my waterfall spills into the creek and the ordon spring there the same basic shape but mine ended up being a small waterfall and creek.

http://data.whicdn.com/images/34540176/Ordon_Spring_large.png
https://lh6.googleusercontent.com/-I-y0yz5iHdE/UPdTugwsPaI/AAAAAAAAAxw/-UnzNskgufc/s800/Capture14.png

I could have kept going and turned the following screenshot into a canyon with a rope bridge and had a fairly large terrain.  But that lead me to my next problem.

    2. How to get lots of fine high resolution detail into my texture without it being a 300mb image.

https://lh4.googleusercontent.com/-X8B5PrFl3AA/UPdS3hjq1lI/AAAAAAAAAxk/UGiduXpk5Vc/s800/Capture13.png

I had to start to back-up off of my terrain to get some distance from me and the view of my terrain in-order to limit the amount of blur and pixelation I was seeing on my terrain texture.  Thats why my large terrain turned into a small one.


The next problem I ran into was that I wasnt in the mind set that this model should be as close to production ready as possible I was just kinda going with it. That lead me to a few problems with my terrain mesh.

    3. Crooked Edges
    4. Polygon Count was to high
    5. Terrain Texture was a 4096x4096 image

These problems caused my terrain to be extremly diffacult to extend and modify and the start of poor performance. Not to mention mobile devices have a Polycount in View, Texture Size and Texture Memory limitations so the scene I had created might not even run on an Iphone or Android device.


Now having an idea of what I wanted to do I set out to fix my terrain mesh by creating a new lower poly and smaller texture resolution version 2048x2048.

https://lh4.googleusercontent.com/-1Ioej3pufyg/UPgCM1KcFFI/AAAAAAAAAyM/Lia48Dopmqs/s576/capture1.png


The next problem I ran into was that I tend work twords getting my scenes out of blender painted in such a way "Shadows Included" that when they are imported into Maratis they look exctly the same. This works most of the time but one particular case where this wasnt the case was trying to bake the shadows of the leafs/branches/tree onto the terrain texture.

    6. Blender will bake the AO of the shape of the mesh and not the image contained"Leaf"

This left me with square/blocky shadows baked onto my terrain texture under the trees. I was able to fix this problem by just using a spot light in maratis and enbling shadows.


This is the final result in trying to solve some of the problems I had just talked about 1. A new Lower Poly, Cleaner version of my Terrain, 2. Smaller Texture Map, Tree Shadows from a Maratis Spotlight with Shadows enabled.

https://lh5.googleusercontent.com/-jpJoSA-u88E/UPgCTYF_VMI/AAAAAAAAAyU/DW8d7u8dNok/s576/capture7.png

Terrain and Landscape Study for Maratis

This topic is meant to be a Terrain and Landscape Study, the purpose of it is to Study Terrain/Landscape/Scenes that you like and work twords producing that same quality. In your own art.

Ill go first.

Games like Prince of Persia and Twilight Princess, tend to be the kind of games I like and the quality I strive for. So when
I create content I will pull a screenshot from one of those game and try to produce something equal to or better than the screenshot I am referencing.

In this case I had two Twilight Princess Screenshots for my insperation, both water scenes.


Here my target was a fish.
http://images2.wikia.nocookie.net/__cb20090716012332/zelda/images/7/74/Hena's_Fishing_Hole_(Twilight_Princess).png


Here is what I was able to produce.
https://lh4.googleusercontent.com/-jdnT0Z25d7E/UPXNemSw2PI/AAAAAAAAAwM/79lxZ-Xr8X8/s912/Capture6.png
https://lh4.googleusercontent.com/-n3qOSD_VLC8/UPXNikK4GPI/AAAAAAAAAwU/jpFtgrSI6xk/s912/Capture7.png


Here my target was some kind of water scene that was fitting for the game I am working on.
http://data.whicdn.com/images/34540176/Ordon_Spring_large.png


Here is what I was able to produce
https://lh4.googleusercontent.com/-X8B5PrFl3AA/UPdS3hjq1lI/AAAAAAAAAxk/UGiduXpk5Vc/s800/Capture13.png
https://lh6.googleusercontent.com/-I-y0yz5iHdE/UPdTugwsPaI/AAAAAAAAAxw/-UnzNskgufc/s800/Capture14.png


So far I am happy with the results I was able to acheve, one of the best things I can tell anyone starting out with Graphics and Game Design is to "Find the Work Flow" that best works for you.

In another post I will point out where I had diffacultys, and what Improvements I think would make this scene better besides finishing it. And what my work flow is.

anael wrote:

it can work with everything, but if the number of particles is not too much.

Rain and snow maybe don't need to have collision enabled.

Cool, My Intel GMA 3000 started seeing a delay at about 340 particals, So thats good I can work with that  my needs are fairly simple wink Thanks

anael wrote:

I prepared a new example to show how to do particles using lua (in progress) :

http://www.maratis3d.org/download/SpecialEffects.zip

In this first example, particles are created using a quad made in blender with an additive blend mode.
The life of the particle is controlled by a material animation changing the diffuse from white to black (in additive black is transparent), so in lua we can control the life duration by changing the animation speed.

Later I'll show you how to make a more generic particle system and how to use uv texture animation to do some magical effects.

Cool we have particals with physics!!!! wink Would this work for "Rain, Snow, Falling Leafs"?

Vegas wrote:

Yup indeed, that image is a low res 1600x1200, that should be that hmm
oh well, at last it's good to know this alpha trick in gimp, thanks guys smile

1600x1200 shouldnt be giving any major problems.

This is 600x600

https://lh3.googleusercontent.com/-dObxnbQWWDU/UPXoPXsYK1I/AAAAAAAAAxM/NZx_Ih1t6Nw/s800/Capture11.png
https://lh3.googleusercontent.com/-rycFy68k97I/UPXoSSSc1xI/AAAAAAAAAxU/WE4Rp0HNOeA/s800/Capture12.png

I will just go around it with the eraser and then smooth the edges and fix the missing pixels with the clone tool. Cutouts are 90% of the time alot of work.

Vegas wrote:

It's just below your last picture =p

Do you have the original the ones you posted are screenshots and have the checkered background. Also if your image is to low of a resolution then the method anael posted wont work and just make it worse. You would have to manualy doctor the image to get it to look right. My leafs are freaking hugh just look at the resolution on the window titlebar for gimp 3295x5000. If you printed that thing out you could make a life size leaf cape.

Vegas wrote:

What the hell ? Why is mine all crappy sad

lol post your image let me look.

This is what I get from the link anael posted.

https://lh5.googleusercontent.com/-ht7Jtb8BDZg/UPXfJJzT8uI/AAAAAAAAAws/HnEP70WupOA/s800/Capture8.png
https://lh5.googleusercontent.com/-ufzDWevdXRI/UPXf6yEkCuI/AAAAAAAAAw4/pgykOa22c8g/s800/Capture9.png

Fixed that weird haze problem also.

Thanks anael wink

anael wrote:

For gimp I found something about the alpha (in french) : http://docs.gimp.org/fr/plug-in-threshold-alpha.html

7.37. Alpha level

Converts the alpha threshold regions partially transparent areas of the active layer completely transparent or opaque. The user specifies an alpha level (0 ... 255) which will be used to separate the regions that will become clear to those who may become opaque. This only works on RGB images with an alpha channel. If the option Keep transparency is checked in the Layers dialog, this command will cause an error message.

7.37.1. Access control
You can access this command from the image menubar through Layer → Transparency → Alpha Threshold .

7.37.2. Description of the dialog

    Figure 16101. The only option dialog "  Threshold Alpha  "
    http://docs.gimp.org/fr/images/menus/layer/threshold-alpha.png

Threshold
With this option, you can set the transparency value to be used as threshold. You can do this using a slider or by entering a value in the text box, between 0 and 255. All transparency values above this threshold will be made opaque and values below this threshold will be made completely transparent. The transition is abrupt.

Note
This command will never completely transparent (alpha value = 0) opaque pixels.

Figure 16102. Example Threshold Alpha


A transparency gradient 0-255
http://docs.gimp.org/fr/images/menus/layer/threshold-alpha-example.png

Alpha level set at 50, 127, 210
http://docs.gimp.org/fr/images/menus/layer/threshold-alpha-example3.png

217

(11 replies, posted in Scripting)

Ahhh I see I was wondering why when I was trying to do a billboarding deal with my plants and grass it got all weird.

Vegas wrote:

Hmm there's still some transparency on the final image, the edges of the main grass/vegetation are also a bit weird hmm

I deceided to try my luck with imagemagick, i'm making a script that automates everything (masking,alpha and combining) it's almost done, only one small problem to correct and it's a one-click win wink 

Gonna post it here once it's ready, could be an alternate method

Looking forward to trying that out. One click win sounds good!!! lol wink

Mine dont always turn out perfect eather, I get this weird haze around my image especialy if I use the lasso tool. Sometimes I have to fix the transparent or missing parts with the clone brush. But for me its generaly worth it.

219

(9 replies, posted in Gossip)

Added a Leaf and Vine Pack to the wiki

https://lh6.googleusercontent.com/-cNnQEGRagEI/UPVzSnDWNyI/AAAAAAAAAvw/QK4Mg3sYfqg/s912/Capture.png

https://lh3.googleusercontent.com/-ff78iTPRRyc/UPVzV1nuEBI/AAAAAAAAAv4/RLR2ETK15gw/s912/Capture.png

You can also try duplicating the layer a couple of times and merging those copys to gether thats what I do most of the time, it seams to workout fine.

221

(9 replies, posted in Gossip)

Vegas wrote:

Great, thanks for all these ! (and especially  for the Metal3 texture in my case,
i never could find a good one like that wink )
and yeah these trees looks great !

Cool happy to see you found some use for this stuff, I have lot's more 8GB's worth, Textures, Cutouts, Models ... Going to take some time to get it all up on the wiki, I m trying to make everything as clean as possible. Anther there is just to much content. Example I have 30 differant types of long ivy cutouts. 30+ differant vareations of tree brnch cutouts, two many leaf cutouts to count. etc

Vegas wrote:

Nice tutorial, however for me alpha in Gimp never -ever- worked as expected ;
i always get a full semi-transparent image hmm
PunBB bbcode test
Any tips on this ?

You need a copy of your cutout but it needs to be the color of the original background, you then paste it as a new layer, set it below the image you have there and merge.

So if the background of your image was white then you want the image you have there and a copy of it with a transparent background that is solid white. And you merge the two copys the color version on top and white on bottom.

223

(9 replies, posted in Gossip)

Added some 2D Tree Branch Cutouts and Tree Bark Texture to the Asset Wiki

http://wiki.maratis3d.org/index.php?title=Tree_Branches
http://wiki.maratis3d.org/index.php?title=Tree_Bark

Here are the Tree Branches and Bark Texture
https://lh3.googleusercontent.com/-AX7fVjnVoBw/UPOdNwOo0GI/AAAAAAAAAt4/4Gx2IwmHUiE/s912/Capture.png
https://lh6.googleusercontent.com/-YJTgasKCJu0/UPDygyFKxxI/AAAAAAAAAoI/uciLpaTXLnw/s550/Capture.PNG


Here is what I was able to do using two differant branch cutouts.
https://lh3.googleusercontent.com/-3weENIJoazY/UPOh7E-X3rI/AAAAAAAAAuM/IO8fCG7c4fs/s912/Capture2.png
https://lh4.googleusercontent.com/-6zUDSSxJW0c/UPOdHDyEBfI/AAAAAAAAAtw/t8IQXf58c0A/s912/Capture1.png

224

(9 replies, posted in Gossip)

Added 11 new textures to the Asset Wiki

http://wiki.maratis3d.org/index.php?tit … s#Textures


Earth2(Dirt)
https://lh6.googleusercontent.com/-2LLhWuLom2o/UPDGi_vCi_I/AAAAAAAAAmQ/gX0ygclf3QA/s551/Capture.PNG


Grass1
https://lh4.googleusercontent.com/-0Bhlx9EnW-w/UPDGfD-TAiI/AAAAAAAAAmI/9htiZwgxHYQ/s553/Capture.PNG

Grass2
https://lh3.googleusercontent.com/-eNpqVp4FUGk/UPDGcdj9DrI/AAAAAAAAAmA/k33K5Ltioxg/s557/Capture.PNG


Leather1
https://lh4.googleusercontent.com/-xr95e4LvBW8/UPDGtHwTokI/AAAAAAAAAmo/vEXbxuCTJgE/s552/Capture.PNG

Leather2
https://lh6.googleusercontent.com/-POxWm7W-P2U/UPDGnLU9eTI/AAAAAAAAAmY/mm4jc7hef4M/s549/Capture.PNG

Leather3
https://lh4.googleusercontent.com/-8HMHl8GGov0/UPDGqHyPGbI/AAAAAAAAAmg/hSi5b5UPF60/s551/Capture.PNG


Metal1
https://lh5.googleusercontent.com/-xvt_9NggwiU/UPDSXPvIp6I/AAAAAAAAAnA/H4tPhdjPlq4/s550/Capture.PNG

Metal2
https://lh6.googleusercontent.com/-SCuWONTnMLs/UPDSZUEcrGI/AAAAAAAAAnI/RCxgUBvz0Cs/s551/Capture.PNG

Metal3
https://lh3.googleusercontent.com/-csiPll1jIkI/UPDScKTiLHI/AAAAAAAAAnQ/1_H28TKNSF4/s547/Capture.PNG

Metal4
https://lh6.googleusercontent.com/-F6fibFKvfp0/UPDSepF_oyI/AAAAAAAAAnY/z2DTSZtpdos/s551/Capture.PNG

Metal5
https://lh3.googleusercontent.com/-BL4jQ7BwGl0/UPDShvFYk7I/AAAAAAAAAng/XU2xOdQOckY/s552/Capture.PNG

225

(16 replies, posted in Engine)

Fady_osman wrote:
zester wrote:

If you decided this is a task you want to take on, use OpenCV instead of LibTheora or FFMPEG. Because ...

1. OpenCV already uses those librarys for video playback
2. Getting OpenCV to play video on  texture is only a couple lines of code.
3. You get the added benefit of its builtin motion tracking, in a first person type game this feature could be used
to actualy look round a corner by slightly tilting and turning your head. Or controling a game in the sameway as Kinetic.

It would probable take 5min to get this feature implemented in the Maratis Engine and an hour for the Lua bindings. I could do it but everytime I even breath on those scon's build scripts they blow up in my face.

Thanks i'll consider using OpenCV specially if it's easier to implement. I don't know about scons or even lua that much i started learning it for maratis.

I have nothing to offer in the way of scons but for C/C++ and Lua this might help give you a better understand on how to tie C and Lua

http://code.google.com/p/zester/wiki/Lua_C

Scripting in Lua is very simular to Javascript except lighter and faster unless your comparing lua's speed and ease of use to Qt5 and the V8 Javascript Engine in that case Qt5/V8 win hands down.