Its ok, and thx for being willing to create and share such a great engine.

My french is really out of date, so we could share horror stories Im sure wink<wink>

cu
Gm



anael wrote:

Ok, I'll try to make it more clear, at the time I wrote it my English was also even worst than now.

I think that, http://www.maratis3d.org/?p=277, could be alot more clear about whats supported and not. Nowhere on the page does it say, only the green boxed in areas are directly supported , and yes I did wonder what was meant by , <image> , which is noted at the texture slots spot.

Regardless, I'll take a look on forum where you referred to the custom shader, though I don't know how far I  will get, given Im not a coder , short of real basic things.

cheers
Gm


anael wrote:

Maratis materials are not working exactly the same as Blender,
the exporter supports only what is in green here : http://www.maratis3d.org/?p=277

Complex materials needs a custom shader, there is some shaders in the link I sent before that are close.
It seems a bit complicated to write shaders at first, but it's very powerful.

I'll try to do a terrain example one day to propose a basic pipeline.

I dont' know how to answer this honestly...Im blending textures, but nothing like a brick wall; as noted in my prior post, Im using a rock base texture, grass and sand, with a stencil map inbetween first two textures, as seen here:

http://vimeo.com/15679785 < That is what Im doing , except Im doing it with 3 total textures, and using blender 2.63a, not 2.5.

I think what I need is something Ive seen on forum before, which is creating a shader ( custom ) as you referenced, for up to 8 textures, and since im using 5 ( 2 stencil maps are part of that 5) I guess I'd need that one ?

cheers
Gm





anael wrote:

It depend on the result you want, but a custom shader is generally the best, are you trying to blend textures for a terrain like this ?
http://forum.maratis3d.com/viewtopic.php?id=15&p=2

You can also use the FixedRenderer in Maratis with a multi-texture material, but it's more limited as it's using an old technology (no shaders).

I am already linking to the textures in blender, where I start with rock.png, add stencil, another texture, stencil and last texture, then I start to texture paint, so no, Im not using diffuse specuolar normal emit at all, at least not here .

I am therefore using 'fixed', but I am doing a multitexture mesh, multitexture being that Im using textures and applying to mesh via texture painting; I presume that is what you mean by multitexture in maratis GUI ?

So if I understand right, to get this to show right in Maratis, I need to create custom shader, so that means I should choose customshader in maratis gui as well...

thx
GM



anael wrote:

In Blender, link to the textures that are in the maps/ folder of your project,
then export again and the link should be ok.

Also, be sure that you are following this if you are using the standard material :
http://www.maratis3d.com/wp-content/uploads/2011/01/07.jpg

Or if you don't follow this, you will need to use a custom shader.

230

(2 replies, posted in General)

Not  sure what Im missing, but my textures are in 'maps', and I exported .mesh to 'meshs' in my project DIR.

I chose 'fixed' because im blending 3 different textures, and 'alpha' for blendmode, which I aSsumed I needed for texture painting ?

I tried importing into maratis editor, and its working, except only my rock texture ( bottom layer) is showing up, not my grass or sand.

Thx for help on this.

cu
Gm



anael wrote:

Hi,
did you read this ? http://www.maratis3d.org/?p=277

Try to not move the mesh and the maps after exporting :

- Before anything, check that your textures are in the maratis project maps/ directory,
then in Blender point to this file for the texture, and export the mesh directly to the project mesh/ directory.
(the mesh files are using local filenames, so when the file is moved it can break the links)

Object has been exportered with no errors, so thank you for the fix Anael.

I loaded my island.mesh into Maratis, but its black, no textures, and to be safe, I placed copies of all 3 textures I used to create the model, into the maps DIR.

Any ideas whats up ? wink

thx
Gm



gamemaker wrote:

Ill try it later today, and thx for fix.
Any idea why blender creates a blank stencil1 ?
All tutorials I've seen, require you to place a stencil inbetween all textures for texture painting to work.

cu
Gm



anael wrote:

Hi,

I made an update that ignore missing images (gamemaker) and that compute better bounding-box (Alinor)

Ill try it later today, and thx for fix.
Any idea why blender creates a blank stencil1 ?
All tutorials I've seen, require you to place a stencil inbetween all textures for texture painting to work.

cu
Gm



anael wrote:

Hi,

I made an update that ignore missing images (gamemaker) and that compute better bounding-box (Alinor)

EDIT EDIT EDIT:
I just sent you a DROPbox URL, where the temp.blend file is.

Gm
-----------------------------------------------------------------------

How do I add a file to a post ?
I know of no other way to get it to you, short of some method not forum related.

Thx
Gm


anael wrote:

gamemaker :
I'm not able to reproduce it, can you send me a simple blend file that doesn't export ? thank you.

The image I  am painting on, is the stencil map, which yes, I always save as 'save as' in UVmap editor in blender.

So yup , its not that, as its saved, otherwize when I load blender for the day, all my artwork would be toast wink)heh

Btw , sorry I didn't meant to say V. Painting; its 'Texture paint' .

thx
Gm



anael wrote:

Alinor :
Ok, I will look what I can do,
in the meanwhile, you probably can do that on blender :
object > apply > rotation & scale

gamemaker :
When you do texture painting on Blender it is sometime done in a texture that is saved inside the blend file,
for Maratis you have to make this texture an external file, for example by doing :
uv editor : image > save as image

Or is the texture you paint on already an external file ?

Hi and thx for reply Anael,

I don't follow you there about texture export. The only texture I have here, is the stencil , at least as far as my knowledge of blender goes. The stencil, which allows you to texture paint in blender ( layers), has the drawn textures on it, which I save everytime I exit blender ( or more often), and I'm not aware of any other saving of texture(s) that would be done.

Can you elaborate on what you meant ?

Thx
Gm




anael wrote:

Hi,
I think if it's texture painting, you have to export the texture to a tga or png before, so it's a external file.

BLender 2.63a here, and Im getting: " AttributeError: 'Nonetype' object has no attribute 'filepath'.

I tried saving to a different DIR, but same error.

The object was selected, and its a mesh with  3 textures ( texture painting), and I'm using the fixed version of the script.

Thx
gm


anael wrote:

Strange it's the line I corrected, can you just try to delete the addon, restart blender, and then add the new version ?

237

(10 replies, posted in General)

Almighty Laxz wrote:

Thanks, I will try looking into render to texture for splitscreen.

I don't if this point can be overcome with good coding skills or not, but I thought it prudent to note, that asio has no mobile support that I can see, at least from its home page info.

cheers
gm

238

(6 replies, posted in General)

Almighty Laxz wrote:

Exporting in 2.61 works! Thanks. Although the outline of the box in the editor is not where the actual box is, the box is slightly above it's yellow outline.

I just thought I would let you know ( No idea if its stable in every possible way, but if not you can report back ) that the new user Bitpuffin was nice enough to get 2.63a working for export, and its here:

http://forum.maratis3d.com/viewtopic.php?id=406

Have fun! wink

cheers
gm

239

(6 replies, posted in General)

Hi there,

Im sorry to report, that at the moment, maratis has no support for 2.63a.

It does work with 2.61 .

Good luck , and have fun wink)

cu
gm

HI all Maratis users, old and new,

Let me first welcome you all to Maratis, and proceed to tell you of the exciting news, that a few users have decided that a Maratis Demo, showing the capabilities of this wonderful engine, would be a great contribution to the project and a fun and challenging way to engage everyone !

We want to start with the basics , and let everyone build upon that and create something astounding over time. During the process of exploring all of this demo madness, you can chat with us for both help and moral support, at : irc.freenode.net : #maratis .

Maratis Demo has a name btw, and that is:

AquaGate !

AquaGate, at its early inception, is about the fun exploits of penguins in a challenging and fun underwater exploration environment.

We need you! wink

The date we are going for , is next weekend, starting August 4rd, 2012.

We have one coder ( Nistur) and one modeler so far( me: and we can certainly use more talent in all said areas) , so please ready your talents whether audio, coding, modeling, artistic, writing or whatever and hop on board this awesome AquaGate demo train !

Penguins, march! wink

cu
gamemaker

241

(5 replies, posted in External Tools)

I guess that depends what you mean by finished.

What features are you lacking?

THanks
gm

242

(6 replies, posted in Gossip)

I see your post, and that would be nice to give Maratis some extra visibility, but I don't speak for Maratis, so for that you would need permission from its author, whom is Anael.

cheers
gm


saiko wrote:

So what? What are your answer?

243

(10 replies, posted in Engine)

That sounds wonderful, but in the interest of your engine design, I suggest inserting into plugin system. I love that engine is light as it can be. Maybe you feeel a pathfinding system would be light 'enough' to warrant direct inclusion, but where do you draw the line ? wink

I vote for plugin system; give some incentive to work on that wink

cheers
gm



anael wrote:

Hi,

I found an interesting open-source library on google-code : http://code.google.com/p/recastnavigation/
and I would like to implement it by default, it can create automatic navigation mesh and then find optimal path for IA.

Will it interest you to have this feature ?

244

(10 replies, posted in Gossip)

No problem, glad to verify communication lines.

I hope your stay in India is enjoyable; be safe have fun wink

cheers
gm



anael wrote:

ok, I understand, sorry, it was not my aim to embarrass you but to open a discussion. Next time I'll contact you directly.

245

(10 replies, posted in Gossip)

"  There is already gamemaker but I don't know if he's coming on the forum a lot ?
  "

That is what I was referring to. I was a tiny bit embarrased that you had to wonder, given I've been, I think, very engaged in trying to present a good 'front' to new people  by not having to stare at ugly bot comments. I hope that makes sense. I actually removed 2 bot comments today, being very happy I could do my part, however small'ish, to helping out with Maratis.

If you wonder next time, please consider emailing me, either here or at my real email address, as I guarantee you, I would not mind in the slightest wink

cheers
gm


anael wrote:

I'm sorry it looks like that, it was not the aim, I really appreciate your help and was not suggestion you didn't. We are all giving our time to the community by love, I'm not waiting any minimum work from anybody. Really, I'm aware of the efforts of everybody, and there is no competition or anything.

I opened this discussion to inform all of you that I was going to be disconnected for a time and that additional help was welcome.

246

(10 replies, posted in Gossip)

Im surprised it doesn't show you as owner of this list, when people do Moderate as Ive been doing everyday for a a few weeks now.

You can check logs and verify, because while I don't care about the bragging rights of doing so, I did so in the manner of helping out a open source project that I care about.

Honestly though, I don't know why someone didn't just contact me , instead of assuming Im 'not on the job'. I kinda find that a bit offensive that in this high tech world we live in, that was overlooked wink It's not like I can be online , 24/7 you know wink

cheers
gm


anael wrote:

Hi folks,

I'm leaving tomorrow for India, and would stay there a bit more than a month smile
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 !

247

(6 replies, posted in Engine)

anael wrote:

Hi,

morphing is different than animation blending, it is used to animate vertex position for special effect like facial expression.
Animation blending is not super difficult to do but like all the other feature it requires time and budget I'm struggling to find. I'll add it to the wiki. When the TODO list is big enough I might try to start a donation campaign to be able to stop my other work for one or two month to focuse only on Maratis, lets see, it's difficult to organize.

Yes its often difficult to find time when other projects which are bread and butter get in the way wink

Never mean to come across as expecting things, though its easy to do, but as a mostly non programmer ( python is easy, lua, but the rest scare me , though doable : as for you its going to take me some time ) Im sorta at the mercy of those who can wink

Thanks for what is here of course, and good luck getting todo list done as you move forward.

cheers
gm

248

(6 replies, posted in Engine)

anael wrote:

I have planned a morphing system to be used additionally to the bone system, for facial animation, deformation etc.

The main code is done in "MMorphingData" but I never had the time to do the morphing data export in the blender plugin, so also never tested.

After there is also some solutions using the current system, for example by separating the mesh in multiple parts, or by using multiple meshs for the face and hidding/showing it by code or using a mma animation (with animating opacity to show/hide).

Does that system allow for animation blending as well as noted by other poste here ?

That's a very big deal for gaming; if not is this feature on a todo list or terribly difficult to code if not ? wink

cheers
gm

2.63a is out now, so I suspect most will be using that ?
Just a FYI.

cheers
gm

250

(25 replies, posted in Showcase)

Nice video..shows what can be done ...liked the jumping over edge and resulting free fall /sky wink

cheers
gm