Re: Incompatibility with Blender 2.63[FIX NOW AVAILABLE!!]

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)

Re: Incompatibility with Blender 2.63[FIX NOW AVAILABLE!!]

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)

Re: Incompatibility with Blender 2.63[FIX NOW AVAILABLE!!]

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.

Re: Incompatibility with Blender 2.63[FIX NOW AVAILABLE!!]

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.

Re: Incompatibility with Blender 2.63[FIX NOW AVAILABLE!!]

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).

Re: Incompatibility with Blender 2.63[FIX NOW AVAILABLE!!]

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).

Re: Incompatibility with Blender 2.63[FIX NOW AVAILABLE!!]

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.

Re: Incompatibility with Blender 2.63[FIX NOW AVAILABLE!!]

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.

Re: Incompatibility with Blender 2.63[FIX NOW AVAILABLE!!]

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

Re: Incompatibility with Blender 2.63[FIX NOW AVAILABLE!!]

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.

Re: Incompatibility with Blender 2.63[FIX NOW AVAILABLE!!]

I updated the tutorial : http://www.maratis3d.org/?p=277
Hope it's more clear now smile