251

(4 replies, posted in General)

Veleran wrote:

I am interesting starting with sidescroller platform and maybe later do some isometric.
Are there enough demos to use as templates...

I do not want to add script lines like in engines like unity to do everything like-loading the normal and specular extra maps for the characters and other.

Do you think maratis3d has today enough systems (predefined if possible)
like smoke spout particles,triggers moving platforms etc to setup easily a small game?

i am a modeler with some older 3ds max versions and hope 3ds max support will be available.
I would script if i had help from forums but i can not do heavy modding or programming things.

Let me know if the engine has long way to go until any no programmer can use it or nor,and thanks in advance.


With maratis, you can use c++ or lua.
Particles are just now in the process of being added, by user Nistur.

Maratis has nice support for 3dsmax:
http://forum.maratis3d.com/viewtopic.php?id=134

It is usable in its current form by just about anyone, though coding skills are going to be mandatory to get further, although
the nice thing about Lua , is its simple human readable and light. Fairly easy to learn even for non programmers. It's on a level with html, which helps put it in perspective some.

Unlike alot of engines, this has a nice editor which allows placement, rotation, behavioral and instant play features.

Jump in with the binary, try a few things, checkout the tutorials and let us know when you need help.

cheers
gm

252

(4 replies, posted in General)

anael wrote:

also, Maratis got a time-syncronised logic system, so by default all games will run at the same speed on different computers, only the drawing will be dependent.

Curious, does maratis support bullet soft bodies as well ?

cheers
gm

253

(6 replies, posted in Engine)

anael wrote:

Hi,

I tried again scons on my window and I don't have errors, but I'm still on windows XP AND using visual studio 2005,
are you using vista or 7 ?

There is maybe path system or user authorization that doesn't work the same as xp.

Just in case if you can read this : http://groups.google.com/group/mongodb- … ff4d?pli=1
> Be sure that python and scons are both 32bit or both 64bits.

And about visual 2010, Microsoft is not supporting the transition from previous versions very well,
I guess some settings need to be updated manually, but I don't have a version of visual 2010, nobody there tried ?

I am using Windows 8 Consumer Preview which is rock solid so far, but I'm having no issues with any other apps or games so far.

The path is the same as with windows 7, because while the metro ui is distinct with windows 8, there is the regular desktop ( short of start menu) for other things.

There is no amd64 version for scons, so I guess scons is out, as I have no desire to resinstall python, given its not causing me any problems.

Regarding vs2010, someone has already fixed 2010, a member here, but it's not my place to say who, I should let them discuss that , because I respect their hard work on this.

cheers
gm

254

(45 replies, posted in Showcase)

Vegas wrote:

Sorry if you feel offended, that wasn't intended at all.
I ensure you i have written this without any form of agressivity

Ok fair enough, I did wonder given the possible language barrier.Stuff happens

cheers
gm

255

(6 replies, posted in Engine)

gamemaker wrote:
anael wrote:

hi,
is this from running scons or when compiling from the visual studio solution ?

Hi Anael,

I am using SVN from sourceforge.net

THis is from visual studio 2010.

I could not even get scons installed, given it could not find my installed python, even though its setup in PATH.

cheers
gm

SOrry to bump this, but has no one else has tried SVN and had no opinion on this. Either you tried and compiled just fine or it didn't, but either way, and regardless that ( thanks to nistur) Nistur has a awesome tutorial for premake4) there are other avenues to a successful compile, but atm its not documented as default, so new devs would be using SVN as it is and possibly seeing the same errors ? There are few options here, because while I did install python 27, scons still can't find the python install, and the path IS correct for python. So scons is out, leaving me nowhere, if I follow the current documented default compile path for maratis.

cheers
gm/nl

256

(45 replies, posted in Showcase)

Vegas wrote:

@Nistur, Thanks! I will improve them and post some new screens,
once its good enough for you i upload the files smile

@Gamemaker, I think you missed the point, these are test scenes for the future particle system smile

I think you could have been nicer about it, but I get the point now.
Or maybe its just the (dutch, french or german) way of speaking about such issues.

You could have just said: They are just examples for what will be used to showcase particles , and left it at that wink


smile
cheers
gm

257

(45 replies, posted in Showcase)

Vegas wrote:

Here's some tests (only diffuse textures, very basic stuff/unfinished for most)
In order :
(1) Bathroom (smoke on top of the bath) / (2) Fire in barrel
(3) Waterfall (water coming from the top) / (4) Waterfall
(5) Fire in barrel / (6) Smoke coming from the pipes
(7) Dont know wtf is this

PunBB bbcode test
PunBB bbcode test

I'm missing stuff to do some complete 3d scenes however i'm gonna try that next,
if there's an environment you like more than the others, just tell !


Hi vegas and thx for  showing this, but Im not seeing any particles in any of the embedded pictures.

cheers
nl

258

(5 replies, posted in News)

HI there fellow Maratis fans wink

I decided it was time to give a face on IRC to Maratis, this wonderful and elgant engine.

Please join us on ( as we grow) at:
irc.freenode.net
#maratis

cheers
gm/nl(neighborlee)

259

(6 replies, posted in Engine)

anael wrote:

hi,
is this from running scons or when compiling from the visual studio solution ?

Hi Anael,

I am using SVN from sourceforge.net

THis is from visual studio 2010.

I could not even get scons installed, given it could not find my installed python, even though its setup in PATH.

cheers
gm

260

(6 replies, posted in Engine)

I'm using the latest 2010 ( given 2011 is a beta), and having zero luck getting maratis compiled. One issue, is that the 'libs' aren't being found; specifically it mentions mcore.lib The includes are there, but when I try to compile, I get 0 of 4 successful.

EDIT EDIT EDIT: I am using the downloaded SVN from sourceforge.net

I get these errors trying:


C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Platforms\Win32\Microsoft.Cpp.Win32.Targets(511,5): error MSB8008: Specified platform toolset (v110) is not installed or invalid. Please make sure that a supported PlatformToolset value is selected.
I get that &:
C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5): warning MSB8012: TargetPath(C:\Users\Documents\Maratis3d\maratis-read-only\trunk\dev\Projects\VisualStudio2010\Release\MaratisPlayer.exe) does not match the Linker's OutputFile property value (C:\Users\Documents\Maratis3d\maratis-read-only\trunk\dev\Projects\VisualStudio2010\build\MaratisPlayer.exe). This may cause your project to build incorrectly. To correct this, please make sure that $(OutDir), $(TargetName) and $(TargetExt) property values match the value specified in %(Link.OutputFile).
LINK : fatal error LNK1181: cannot open input file 'MCore.lib'
  ========== Build: 0 succeeded, 4 failed, 0 up-to-date, 0 skipped ========== < lastly, of course this.


Thanks anyone wink

gm

261

(6 replies, posted in Engine)

anael wrote:

I only have vc 2005, and Microsoft has the good idea to change the structure of the project files each time they release a new version... There is maybe some conversion problems, I never tried vc 2010...

Davide, who made the scons build system, told me it was possible to use scons to build but to run it using visual and be able to debug. I can try to contact him if you want ?

EDIT EDIT EDIT:
==---------------

I'm rebuilding, having changed $OUTPUT dir.: No luck ;(
---------------- Continue below to original post

I suspect most people are going to be using at the very least, 2008 give the age of 2005 ? ( though yes, some projects have SDK's for 2005 as well)

I'm using the latest 2010 ( given 2011 is a beta), and having zero luck getting maratis compiled. One issue, is that the 'libs' aren't being found; specifically it mentions mcore.lib The includes are there, but when I try to compile, I get 0 of 4 successful.

I get these errors trying:


C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Platforms\Win32\Microsoft.Cpp.Win32.Targets(511,5): error MSB8008: Specified platform toolset (v110) is not installed or invalid. Please make sure that a supported PlatformToolset value is selected.
I get that &:
C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5): warning MSB8012: TargetPath(C:\Users\Documents\Maratis3d\maratis-read-only\trunk\dev\Projects\VisualStudio2010\Release\MaratisPlayer.exe) does not match the Linker's OutputFile property value (C:\Users\Documents\Maratis3d\maratis-read-only\trunk\dev\Projects\VisualStudio2010\build\MaratisPlayer.exe). This may cause your project to build incorrectly. To correct this, please make sure that $(OutDir), $(TargetName) and $(TargetExt) property values match the value specified in %(Link.OutputFile).
LINK : fatal error LNK1181: cannot open input file 'MCore.lib'
  ========== Build: 0 succeeded, 4 failed, 0 up-to-date, 0 skipped ========== < lastly, of course this.

I don't know, but I suspect most are using svn and attempting to build in very likely 2010, but that's a guess.

I wonder why you are still using 2005 ?

If we conclude that most people are using , what, 2008 at the very least I think it would give consistency if the author is meeting that minimum ?

http://www.gamedev.net/topic/562378-vc- … ge__st__20 < though hardly the god of developing, indicates that most are using 2010, not 2005. Thought about 2011 too, as it has some very slick deving tools for metro apps.

cheers
gm

262

(4 replies, posted in External Tools)

DarkKobra2020 wrote:

Ok I'm gonna come right out and say it that I am writing one for 3DS Max, Maya and XSI. But it takes a lot of time especially debugging it all.

Thanks for offering, but 3dsmax has a exporter of great quality in the works. If you are still around, maybe helping him out
would be fruitful smile

Maya and XSI are still needed.

Thanks;)
gm

Thanks mucho VEgas, that worked like a charm.

I guess somebody should update the howto then, as it clearly shows you selecting maratis.zip under utils>

cheers
gm

I had to reinstall, and I have blender 2.62 and find that trying to install addon via the utils>maratiz.zip, isn't working here
either. I have the maratis 2.57 exporter zip file as well, and have no idea whats wrong.

When I added the maratiz.zip in utils DIR, I got no error, but I can't find the exporter to flag it for enabling.

I do not have python installed atm, but I should not need it given its included in blender zip file, as noted in blender console.

thx for help with this
gm

265

(1 replies, posted in General)

Hi there,

INitial thoughts about buying this phone,have me wondering if Martatis c++ code will be doable on WP7.5 ?

I know WP7.5 does .net/silverlight, but Im not sure if .net is customizeable enough to allow c++ ?

Thx for any advice.

Cheers
gm

266

(5 replies, posted in Engine)

Any idea of a particle update ? wink

cheers
gm

267

(5 replies, posted in Engine)

anael wrote:

yes, I think particles will be the next step,
I already have some code.

Hi there and again thx for maratis wink
I was just wondering what the status of particles was ? wink

ty
gm

268

(4 replies, posted in External Tools)

DarkKobra2020 wrote:

Ok I'm gonna come right out and say it that I am writing one for 3DS Max, Maya and XSI. But it takes a lot of time especially debugging it all.

EDIDT EDIT EDIT: I wanted to add , that AOI does have a collada plugin > blender > export, so for now I can use that. If all things were equal, I'd be using maya I think, as its cross platform capable, and sure makes things easy ( bend , etc.), but at the price the company wants, no chance charlie <sad face>. I guess milkshape is now free too, and another option for such needs.

Happy Thanksgiving everyone wink

I think it would be hugely beneficial , to devote 'equal time' to other freeware 3d apps, like art of illusion &/or others
because from my point of view anyway, blender is way too hard to do simple things ( like bend). I don't mean its not capable, its just ridiculously non intuitive, hence why people like maya/max.

Art of illusion would be a great starting position as it does animating & texturing, not just modeling, but anyway the point is we need exporters for other FOSS apps too wink

If I could program, I'd be on it, but that is not my fate in life, atm, but Im trying to find time, to learn.

cheers
gm

269

(9 replies, posted in Engine)

anael wrote:

Hi, test was done on a laptop, not the best for 3d,
the scene is also not so light, using full pixel lightning with multiple passes and 2 dynamic soft shadows.

This scene is running at 60fps on my 3 years old desktop computer.

That might be enough then, as noted earlier from you, that exported out from a 3d app ( after slicing up before hand ), it would ease up requirements.

Does this easing up also apply to objects/lighting in each zone or just objects ? ( culling as in)

thx
gm

270

(9 replies, posted in Engine)

anael wrote:

Hi there !

I also used this time to improve drawing performance by using early-z rejection,
making this example running from 20 fps to 40 fps on my laptop, with 2 dynamic lights/shadows.
I will post more news soon on the website.

Cheer,

Anaël.

Hi there, and sorry for late reply on this topic:
Isn't even 40 fps on this tiny scene rather poor, or is your gpu/cpu combo really low tech ?

NO offense, just hoping this engine is capable of epic scenes, as if not it will not work for my needs.

cheers and best to this engine wink
gm

271

(59 replies, posted in General)

I was just wondering , does this sub-mesh code require the entire mesh and all subs be loaded into ram or does it just stream as needed< drawn if visible > ?

gm

272

(59 replies, posted in General)

Hi all,

First off, thanks Vegas so much, for 2.5 video, that was quite curteous wink

Is there anyway to sneak 5 textures +1a ?
I was playing guild wars with a friend, and they seem to have at least that many.

No offense meant as reference, just hoping to eek out as much artistic flow as I can.

cheers
gm




Vegas wrote:

If it's any help , the same process for 2.5x :

http://www.cgmasters.net/category/free- … texturing/

273

(59 replies, posted in General)

Achim Luebbeke wrote:

I'm a bit surprised that Blender isn't considered as sufficient for terrain making. It probably depends of the wished size, though.

Create a plane, subdivide it depending of your needs, then restrict the deformation to the z axis, and use the sculpt tool to deform it.
As a result of the Yo Frankie project there is still a shader for blending and painting three different textures on the terrain.
And, depending of the size of the terrain, you can seperate it as different meshes as anael suggested.
Only his suggestion makes a difference in rendering the terrain in the engine at the moment.

You mention yo frankie for assistance, but do not say where to get this 'shader' from .

Please elaborate a bit wink

thx
gm

274

(59 replies, posted in General)

Kurtz wrote:

Here is a free terrain making tool that allows you to create the terrain, texture it and place models such as rocks , tree's ect. You can export to obj so blender should be able to use this.

http://www.pnp-terraincreator.com/

The trouble with this, is that its not free, and the free 'version' is rather limited. I have no idea what '3x3' even means,
does anyone ? It's a option anyway, but the other limitations are also very subpar.

cheers
gm

275

(1 replies, posted in General)

Hi there,

Just wanted to try out one of the 'showcase' games for this project, and its in french.
I took four years in high schoool and I could get through it, but not everyone could.

Imho,this should be made playable by at least english speaking audiences.

thx
gm