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  • > > > R0J0hound Hey, i think that the shadow issue in first person is due to camera frustrum making objects behind the camera disappear. Unfortunately it is impossible to set camera near to anything lower than 0.01. Do you think you could this one little tweak? Thx

    > >

    > > Whats the shadow issue?

    >

    > Two issue actually: 1. it flickers 2. It shrinks/expands/disappears depending on the viewing angle/ Now I know it is Z axis related. for shadows created at Z close to camera Z it doesn't happen. There's also a possibility that because of two sided mesh it generates two different shadows being casted from two opposing angles.

    About the flickering:

    I saw that... I didn't test, but I think that if you use rounded rotations it will be 'flikerless', what shadows map configs are you using? I think (3096; Infinty; 0.05) it's pretty good. Also, If you make your game 'higher', I mean, making your player have 300 pixels high instead of 32, for example, it might not even be noticeable.

    About the second issue:

    What??

    But... have you tried moving the light a bit and it's angle, or making the shadows bias higher a little bit?

    I'm working on 16x16 3d grid. Can't make it much larger because of floating point error on large layouts ( and I have quite big map ). Can't remember what to bias it is set, something like 0.03 maybe, best I could set. But the borders do flicker pixels. In general I did correct it to max of my possibilities. It would be nice if we could smooth it out.

    Re resolution, I had to set it to 8k, otherwise it was pretty bad.

  • I'm working on 16x16 3d grid. Can't make it much larger because of floating point error on large layouts ( and I have quite big map ). Can't remember what to bias it is set, something like 0.03 maybe, best I could set. But the borders do flicker pixels. In general I did correct it to max of my possibilities. It would be nice if we could smooth it out.

    Re resolution, I had to set it to 8k, otherwise it was pretty bad.

    Can you post a picture the moment the shadow is 'flickering'?

  • > I'm working on 16x16 3d grid. Can't make it much larger because of floating point error on large layouts ( and I have quite big map ). Can't remember what to bias it is set, something like 0.03 maybe, best I could set. But the borders do flicker pixels. In general I did correct it to max of my possibilities. It would be nice if we could smooth it out.

    >

    > Re resolution, I had to set it to 8k, otherwise it was pretty bad.

    Can you post a picture the moment the shadow is 'flickering'?

    Just fixed it!!

    In runtime.js set shadow auto frustrum to false! Not flickering anymore, nor disappearing. R0J0hound

    MegaMente Br How did you fix your skybox seam?

  • Someone have the LiteTween behavior? I am planning to rebuild almost everything I did, I already did almost everything and acquired knowledge of most 3D things, I am not saying that I became an expert or sort of, I still very 'newbie' to this, but I hope I could do my project even better.

  • Someone have the LiteTween behavior? I am planning to rebuild almost everything I did, I already did almost everything and acquired knowledge of most 3D things, I am not saying that I became an expert or sort of, I still very 'newbie' to this, but I hope I could do my project even better.

    Good. Try sticking to data driven approach, and stay away from functional or inheriting way of doing events. It will a: make it slower, b: make it difficult to change anything later down the line.

    There you go.

    drive.google.com/drive/folders/1IXq2kMz5I6jmv9qd4hQUXIxL8M1Galho

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  • R0J0hound When the obj file containing the 2d mesh does not have a value for uv defined, the plugin gives an error saying that it cannot read the value as undefined (reading '0') pointing to code line 1313 column 22 where you get the uv value for be able to load the mesh. The error prevents you from loading the 3d mesh in your plugin.

    I think of 2 solutions, if the value is undefined, set it to zero so the property has a valid value, but I would need to change its code or create an action to set the object's UV before reading, but I didn't analyze the code to see if it would work. of the loaded object or would have to redirect to this value set in another action as a plugin property.

  • Easiest would be to only use obj files with uvs. If I was still working on the plugin I would just add 0,0 for missing uvs and improve the obj loader to give more understandable errors.

    Currently the plugin is on the back burner indefinitely. It is in need of a rewrite and the event system makes things more complicated than they need to be. And finally time and interest isn’t really there at the moment.

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