251

(1 replies, posted in Engine)

Hello, it's on the wiki Here

252

(11 replies, posted in Scripting)

Try this :

Sound0 = getObject("Sound0")

SOUND = {impact = 0}

function onSceneUpdate()
    if isCollisionBetween(Car, Ground) then
        changeCurrentCamera(Camera1)
        deactivate(Text0)
        deactivate(Text1)
        camcycle = 1
        play_impact()
    else
        stop_impact()
    end   
end

function play_impact()
    if SOUND.impact == 0 then playSound(Sound0) end
       SOUND.impact = 1
end
   
function stop_impact()
    SOUND.impact = 0
end

253

(11 replies, posted in Scripting)

I used that method into a test scene, maybe that's what you are looking for :

Bleep = getObject("Bleep")  -- the sound file
SOUND = {bleep = 0}

function onSceneUpdate()
    if isCollisionBetween(object1, object2) then
        play_Bleep()
    else
        stop_Bleep()   
    end
end
   
function play_Bleep()
    if SOUND.bleep == 0 then playSound(Bleep) end
       SOUND.bleep = 1
end

function stop_Bleep()
    SOUND.bleep = 0
end

254

(18 replies, posted in Showcase)

That's looking very good wink it reminds me Carmaggedon 2 a bit (which is a good thing!)
Let us know how it's going for the 'invisible walls' problem - personnaly all my attempts failed sad

255

(1 replies, posted in General)

Hello, if that's just for sound on wall collision i would suggest to link a simple box on top of the car :
(warning : butchered example)

PunBB bbcode test

Then in script :

bbox = getObject("bbox")
Sound0 = getObject("Sound0")

soundplay = 0

-- scene update
function onSceneUpdate()

    bboxcoll = getNumCollisions(bbox)

    if bboxcoll >= 2 then -- you might have to change value here
        if soundplay == 0 then
            playSound(Sound0)
        end
        soundplay = 1
    else
        soundplay = 0
    end
end

Hope it helps

256

(35 replies, posted in News)

Great smile
for me everything works perfectly fine (Windows version)

Nice initiative !
I'll be glad to take part, my best domain : Music & sound effects
I guess you discuss all this into your freenode channel ? if so, i'll be lurking there tomorrow

258

(6 replies, posted in Gossip)

Hello, sorry for the delay !

For tutorials i personally wrote, yes you can translate anything you want
but you must know, i might update them at some point.
To quote anael, if you can provide a link back to here it's all good

Ps. moved the post to general discussion & i removed the multiples requests you made on my tutorials, one was enough smile
Thank you

259

(2 replies, posted in General)

Hi & Welcome !

260

(2 replies, posted in Tutorials/Examples)

Edited the post, little update to the example smile

Hey, Thanks for letting us know what's going on !
I tried that little voice thingie you made, it works as expected, love these little gadgets

About PSP, i also think it's not really worth it
(By the way, have you seen this :
http://www.theverge.com/2012/7/2/313400 … yves-behar
http://www.gamespot.com/forums/topic/29 … 60-ps3-wii
No idea if it's true or not, wait & see

Nistur wrote:

this is really a labour of love

That's the most important thing wink
Best luck with your project, looking forward to the first vid !

262

(25 replies, posted in Showcase)

Hi and welcome smile

About scripting, i'm afraid you can't avoid it, however LUA is so fast & easy that even an highly allergic to programming like me can get results and even find it fun, that certainly means something smile

If it can give you an idea, here's an old video of a platformer test i made after a few days using maratis without almost any skills in 3d/scripting : http://dl.dropbox.com/u/19970067/Marati … -06-77.avi

If you can wait a bit i'm gonna make a concrete platformer example
(should have done it long time ago, thanks for reminding me ><)

Alternatively, you can check my site (under Maratis -> YoFrankie) to see (very basically) how scripting works.

Thank you!

263

(45 replies, posted in Showcase)

Some new screens 2 for waterfall, and something went really wrong with the pipe room, i had to try something esle
PunBB bbcode test
Terrain texture on screen 2 is ugly i know >.<
Still a lot of things to fix/improve and i'll be back again !

Hi, you should try with blender 2.57b
http://download.blender.org/release/Ble … dows32.zip
or blender 2.61, as it seems to have worked for Arclord

265

(45 replies, posted in Showcase)

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

266

(45 replies, posted in Showcase)

@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

267

(45 replies, posted in Showcase)

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 !

268

(2 replies, posted in Bug report)

Oh alright. I  never though of using decimals -.-
thanks for the precision

269

(45 replies, posted in Showcase)

Nistur wrote:

Blend Swap would be a great idea. The issue is, of course, somehow, the models would have to be exported as Maratis meshes, and also normalised in size for easy use. As it's all CC, as long as you credit the original creators, it should be ok to just use without a formal agreement, but it might be best to discuss this anyway. I don't know.

I always wondered what was the best mesh size for maratis, should we take Yofrankie
source files as reference?

About the format, i really don't know what could be best :

1) Individual .mesh files : Have to assign texture path manually for each object,
Thankfully there's some batch text replacement app wich make this step very easy,
but still, that's not cool

2) .blend files : Textures have to be packed in the blend file, that mean you have to manually export textures for each object (insane ><) OR maybe there's a way to make a folder with all texture then in the .blend file, point a relative path to it?

3) Making a empty project that contain all mesh/textures in correct directories?

Ps. Nistur, i don't forget you, something draw my attention and took me some time, i should come with something by the next days

270

(2 replies, posted in Bug report)

Hi, i think  there's a  problem with sound gain : you can't increase or decrease the gain.
For now, setting it to 0 = mute and 1 = activate, but any other setting has no effect.
I'm 90% sure of this but if anyone else can confirm that would be cool.

271

(45 replies, posted in Showcase)

@Zester, Thanks for the link, i was missing some reference examples smile
I also found some interesting light tutorials, finally it shouldn't be too hard to master.

About the assets, i think it will be better to have a "Asset request/collaboration" thread than starting a complete library, cause it will be very time consuming and there's already some great ressources sites, people can just grab what they need and use it the way they want to.

However, if you just mean making a pack with some .mesh generic models (characters, terrains, plants, structures, skyboxes) for quick prototyping, i agree 100%

@Nistur, I admit editing the particles in text is not really exciting, but it really depend. If you can get the effect you aim for, without the need to edit 1500 times or to be a math-genius (i mean for basic effects), it's perfectly fine.

272

(45 replies, posted in Showcase)

I have some things from my favorites, i drop all links here, maybe something may interest you :

InsaneFX Editor
Particle Toy
OpenGL Physics
+ video demo
http://www.youtube.com/watch?v=ipgnyNrPxhE&hd=1

273

(45 replies, posted in Showcase)

Nistur wrote:

With regards to the scene(s), I was thinking that the separate scenes may be best to showcase the more advanced features and then having one scene with "standard" particle emitters... But I honestly have no idea, I'm no designer and I only really want, here, what is easiest for other people to play around with.

kk i got it. Sorry, that's the lack of sleep

274

(45 replies, posted in Showcase)

Impressive video indeed, but it looks like a TV spot more than a videogame no?
----------
The first idea i had was to make some kind of test room, with an "elevator" that goes up&down on demand, switching to the correct object/particle
PunBB bbcode test PunBB bbcode test

But then, you are right, multiple scenes to show the particles in the most accurate environment would be better.
I tried a fountain scene :
PunBB bbcode test PunBB bbcode test
(Still have trouble with the lightmaps, blender system for that is unintuitive as hell, i just can't get the result i want hmm
will have to do some tutorial hunting..)

Then put the scene into a "box" (assuming there will be more scenes) :
PunBB bbcode test

And then in maratis, simply move the camera from a box to another, or making use of changelevel maybe.
But this is not good, cause you won't be able to fly around with the camera.
So i will do complete scenes next time, i will post here all decent attempts.

I'm planning to do :
-More or less the same scene as above.
-For fire : Urban/construction environment, like fire in barrels
-For water : Waterfall, moutain/wood environment

By the way, i'm gonna use alot of 3d models under CC/By license, is it a problem for you?

275

(45 replies, posted in Showcase)

Nice zester smile

By the way Nistur, i was wondering if that kind of particles were possible :

https://www.youtube.com/watch?v=owtuv9p … d&hd=1
https://www.youtube.com/watch?v=R35tG0D … u&hd=1
(both video are pretty much the same)

That would greatly boost the immersion & put some life in the scene.

PS. I have an idea for your demo scene, i'm gonna work on it today and see if i can come with something
decent (and even if you don't use it in the end that's always free training for me =p).