Hi,
I am having trouble to properly display a model with mirrored UV. When using a normal map, the mirrored side of the model looks inverted. And it shows strange shadows on the joints of the UV maps? How do I fix it.
Regards.
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Maratis forum » Posts by Arclord
Hi,
I am having trouble to properly display a model with mirrored UV. When using a normal map, the mirrored side of the model looks inverted. And it shows strange shadows on the joints of the UV maps? How do I fix it.
Regards.
In unity engine, they have a FPS tutorial for beginners. Which shows everything to make a FPS game with unity. At least provides the starting game framework. Why not make a FPS game like that. Just a hall/godown like room with 2/3 enemy and sentry guns etc. It will cover everything and give Maratis user a framework. And ofcourse it will help me too .
Thanks for the tutorial.
Regards.
Yes that would be nice .
Regards.
Actually I wanted to see an example in c++. Vegas's example is in lua. It would be enough if you make an example which is same like vegas.
Regards.
Hi Nistur,
Thanks for the tutorial, specially about the plugins.
Could you kindly add Timer in you tutorial!
Thanks.
Regards.
If possible kindly try to publish a text version also.
Thank you.
Regards.
Yah, it is right now. I am no longer having the horizontal problem. It is Firefox.
If you need anything regarding Blender you can tell me .
Regards.
Nice work vegas. I like the site .
Regards.
+1.
I wanted to mention it in the engine feature request then thought there are lot of thing yet to implement, which are more important than this. Since anael is the only developer. This is a very good idea. Like Dark Basic Pro and Copercube. Than users will be able to use the plug ins without re compiling it.
Regards.
I am doing it slowly. Don't want to make anything in a hurry. Now modeling some humans.
Regards.
Very impressive.
I am always ready to give you my hands.
Regards
Very nice work Vegas. I like the visuals.
Regards.
Reducing the size will work fine but putting the gun on a separate layer might cause a problem. It won't get effected by the main scene lights I think.
If you want kindly add it as lua script for the a future release. There are some games which needs it.
Thanks.
Regards.
That is how I am also doing.
But I only want to disable single object, not the whole level. Say, the gun, stop it to going through walls.
Thanks.
Regards.
Hi,
Is there a way to disable/enable it for an object whether through script or sdk?
Thanks.
Regards.
I don't have vc 2005. I will wait until next release.
Regards.
Hi,
if isKeyPressed("LSHIFT") then
do something
end
This is not working. It seems that it does not work with shift, control also. Is there any other way for these keys presses!
Regards
Hi,
I am having a strange problem with setTextColor. When I change the text color, something else also get changed with the text. First time it was the crosshair. When I changed the text color with "setTextColor", the crosshair became lightless, mean not effected by light. Then I moved it to overlay scene. Now, I added another HUD for life and armor, when text color set to red, that object color also become red! Through script, not editor.
In the script doc it is written like this:
setTextColor({r, g, b, a})
But it works like this:
setTextColor(object, {r, g, b, a})
Here:
Regards.
Thanks anael.
Regards.
Just don't understand how to make an object backface effected by light! For Green vegetables.
Regards.
Using the LookAt behavior, added the light halo as billboard.
Regards
I am agree with youand that is what I am also thinking. That is why I am making this game open source and will be available for everyone to download. Develop or upgrade the present codes/graphics to make it look awesome and usefull for Maratis user. A game showing every feature of Maratis. A complete ready made FPS framework to start from with complete detail from first to last. It is also possible to use the same assets to make 3rd person games.
Once I will complete the interior then I will lightmap the three rooms and upload it to be able to download by every user for now. There will be more rooms in complete map. More weapons to choose from. Enemy, friend etc.
Regards
About text, when we create the text for first time we get file open dialog, then choose a text. But once selected, later if we (for some reason) wanted to change that text, we have to click on file open icon to change the text. But if the name of the text is long enough, like - "SF Aftershock Debris Condensed.ttf", the file open icon no longer remain visible, it hides below main 3d window. In the text propeties tab -> font option.
EDIT: Sorry, I did not noticed that if the name is long, it creates a horizontal scroll bar below the window. Just noticed it.
About save, When we press Ctrl-S, it saves, but some time get confused whether it saved or not. Thats why I just thought it would be nice if you could add the same dialog like Ctrl-Q and Delete, when we press Ctrl-Q or Delete a small dialog pops out below mouse cursor to confirm the action. It is not neccessary, just a thought.
Ya, sorry, my numLock was off. Thats why it did not work when I test it.
EDIT: Only switch between camera and perspective is missing I think.
Regards
There is a little problem with Texts. Texts are changeable, but if the name of the texts are long, it is no longer possible to change that text again.
Regards
Maratis forum » Posts by Arclord
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