Q3D V-2.4 [3D Physics + Skeletal Animation UPDATE]

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Template for a basketball game with a 3D aspect (illusion of 3D)
  • DKinGer

    Did you download the plugin files and install them in the plugin and behavior folders (the standard procedure for any third party plugins)

  • QuaziGNRLnose

    Ermm...

    Where would I find the plugin files on their own?

    Honestly I'm not very familiar with running third party programs, so I'm pretty friggin confused...

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  • DKinGer

    You should have gotten an email when you purchased the plugins, where you can download the files from. You unzip the download and follow : https://www.scirra.com/manual/69/plugins

  • QuaziGNRLnose

    Did all that just now...

    Tried to open Construct 2 and:

    Unable to load plugin in 'C:\Program Files\Construct

    2\exporters\html5\plugins\Q3D\': Cannot open file 'C:\Program

    Files\Construct 2\exporters\html5\plugins\Q3D\common.js'

    This plugin will not be available in the editor.

    (Sorry I haven't responded in a couple days.)

  • QuaziGNRLnose

    Did all that just now...

    Tried to open Construct 2 and:

    Unable to load plugin in 'C:\Program Files\Construct

    2\exporters\html5\plugins\Q3D\': Cannot open file 'C:\Program

    Files\Construct 2\exporters\html5\plugins\Q3D\common.js'

    This plugin will not be available in the editor.

    (Sorry I haven't responded in a couple days.)

    This is what I have in my Construct 2\exporters\html5\plugins folder. Is this what you are seeing too?

  • I'm having some probems with Z sorting 3D files in Q3D. Even if I palace things on different layers they seem to have Z errors. Thought that the order creation would place them on top but no luck. Any ideas? Or am I missing something here. Tried Scirra z order, and Q2D sort order but they still display wrong.

    Cheers,

    http://www.liquid-glass.com/123/test.capx

  • greenleafvt

    This section is for completed addons. Your post is obviously not an addon, but a question.

  • Hi, Zenox

    Ok did you move it to the correct thread? Sorry thought I was asking a question about a completed C2 plugin. What's the proper location?

  • I'm having some probems with Z sorting 3D files in Q3D. Even if I palace things on different layers they seem to have Z errors. Thought that the order creation would place them on top but no luck. Any ideas? Or am I missing something here. Tried Scirra z order, and Q2D sort order but they still display wrong.

    Cheers,

    http://www.liquid-glass.com/123/test.capx

    Q3D exists in its own parallel universe from the C2 z-sorting. In order to visualize which things are going to appear in front, you need to keep track of the object.xw, object.yw, and object.zw, and the camera x/y/z, as well as where the camera is pointing. This is similar to how things work in a 3D program like Blender. Unfortunately, neither C2 nor C3 can do the necessary z-sorting for this in the editor, so it will take tweaking the x,y,z position, then preview, then tweaking the x/y/z position, then preview, then tweaking, etc. until everything looks right.

  • Hi, Zenox

    Ok did you move it to the correct thread? Sorry thought I was asking a question about a completed C2 plugin. What's the proper location?

    I've merged with the original Q3D thread, as it seems the best place for you to get useful responses.

    Thanks.

  • Hi cjbruce,

    Well, I found that Q3D like you said doesn't behave like C2. In short, if I give every object a unique name I can then sort the z order. Creating items based on a 3d file all fall on the same z level making the procedural level generation I was hoping for near impossible. The amount of objects quickly becomes impossible to handle if they all need a unique ID to sort z location.

    http://www.liquid-glass.com/123/test2.capx

  • Hi cjbruce,

    Well, I found that Q3D like you said doesn't behave like C2. In short, if I give every object a unique name I can then sort the z order. Creating items based on a 3d file all fall on the same z level making the procedural level generation I was hoping for near impossible. The amount of objects quickly becomes impossible to handle if they all need a unique ID to sort z location.

    http://www.liquid-glass.com/123/test2.capx

    Hmm. I take it you are mixing 2D with 3D? Can you post a working link showing what you are attempting?

    I won't be able to look at the .capx until thursday.

    I might have a few ideas for how to solve it...

  • The new version (2.4) is now uploaded !

    Q3D V-2.4

    a 3D plugin suite for Construct 2 powered by three.js

    Is in plans migrating to Construct 3?

  • Hi, it's been a while. To anyone who knows the answer to this question (I've searched). But to setup the context, lets say we have an .obj with three cubes.

    I see the "SYSTEM --> For Each child" and upon iteration, the .idPicked property shows unique numbers. Great.

    But applying something like "Q3DMaster --> Set object visible" to false doesn't seem to have any effect.

    QUESTION:

    Does the "System --> For Each child" work for loaded .obj that has children (the three cubes in this case) at all?

    Or is it only useable for Q3DModels instantiated/created in C2?

    WHY:

    ThreeJS's Object3D.traverse(callback) seems to fit the bill for this type of useage. Just asking

    https://threejs.org/docs/#api/core/Object3D

  • Hi, it's been a while. To anyone who knows the answer to this question (I've searched). But to setup the context, lets say we have an .obj with three cubes.

    I see the "SYSTEM --> For Each child" and upon iteration, the .idPicked property shows unique numbers. Great.

    But applying something like "Q3DMaster --> Set object visible" to false doesn't seem to have any effect.

    QUESTION:

    Does the "System --> For Each child" work for loaded .obj that has children (the three cubes in this case) at all?

    Or is it only useable for Q3DModels instantiated/created in C2?

    WHY:

    ThreeJS's Object3D.traverse(callback) seems to fit the bill for this type of useage. Just asking

    https://threejs.org/docs/#api/core/Object3D

    Super interesting question! One of the limitations I have been living with is a low object count. If I try to do lots of objects, I quickly overload the CPU. Being able to do instances of objects like you can in Babylon3d would be great. QuaziGNRLnose, is this possible with Q3D?

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