1

(21 replies, posted in External Tools)

just version number minus 0.01 ;-)

try official 2.56 beta - you shall have no problems with a .blend file from 2.57 prerelease

Hi, before i start building content i just wanna know
how many Tri's maratis3d can handle on screen at once?
are there any data about polycount range for models?
per submesh?
etc.
just a roughly estimated count would help.

3

(9 replies, posted in Scripting)

Yep - that made it.

Nice. Thumb up.
Thanx for all your help and work!

4

(49 replies, posted in General)

Question - what form has your collision box for the car/hero?
is it boxs shaped or a cylindrical sphere (also called: collisionTube)?
Box shapes tend to get stuck on ground, at spikes or holes - round shape not.

P.S. No idea if maratis3d supports that shape...
as ref: collisionSolids in panda3d
http://www.panda3d.org/manual/index.php … ion_Solids

5

(9 replies, posted in Scripting)

As it looks for me...
http://img855.imageshack.us/i/inkshade.jpg/

6

(9 replies, posted in Scripting)

Nice - i will take a look at it.
---
mmmh - the ink shader looks strange.
it seems to be 45 degree rotated (on my system).
I can see half white and half black on the teacup.
Will post a screen later (after work).

7

(49 replies, posted in General)

fast reflections are mostly done with an envmap (environment map)

and i also asked for cel shading (for the outline to be exact) - see here
http://forum.maratis3d.com/viewtopic.php?id=56

8

(9 replies, posted in Scripting)

Thanx for the fast answer.

Yeah - i know the "cheap" trick.
It works very well on playermodels and static props (boxes, barrels, crates, furniture, etc.)
but it's insane if you want outline in the enviroment, you can't duplicate and scale the whole level itself.

9

(9 replies, posted in Scripting)

Hi - Just to get it right (inside my brain..)

If i want normal rendering and also a black outline (like in toon shading but without the toon shading)...
Then i need to write a glsl shader and add them in the blender export panel under materials/maritas/customshader in the vertex/fragment shader slots?

Found goggling the following code, haven't been able to test it yet, but could it work?

for Vertex:
varying vec3 normal, lightDir;
varying vec2 texCoord;
void main()
{       
        vec4 ecPos;
        ecPos = vec4(gl_ModelViewMatrix * gl_Vertex);
        lightDir = normalize(vec3(gl_LightSource[0].position) - ecPos.xyz);
        normal = normalize(gl_NormalMatrix * gl_Normal);
        texCoord = vec2(gl_MultiTexCoord0);
        gl_Position = ftransform();
}

for Fragment:
varying vec3 normal, lightDir;
varying vec2 texCoord;
uniform sampler2D texture;
void main()
{
        float intensity;
        vec3 n;
        vec4 _color;
        n = normalize(normal);
        intensity = dot(lightDir, n);
        if (intensity > 0.98)
                _color = vec4(1.0,1.0,1.0,1.0);
        else if (intensity > 0.5)
                _color = vec4(0.8,0.8,0.8,1.0);
        else if (intensity > 0.35)
                _color = vec4(0.4,0.4,0.4,1.0);
        else
                _color = vec4(0.0,0.0,0.0,1.0);         
        gl_FragColor = _color * texture2D(texture, texCoord);   
}