Rojo3d. 3D engine for Construct 2

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  • ROJO, I am trying to figure out how to fix the problem by myself and I came with a conclusion: I don't know how to code. :)

    BUT, I noticed that is the (Y) size that is messed up, I think...

    When I use "Scale Outer" or "Scale Inner", the only scale that get messed up is the vertical one (I think it's the "Y" or "Z"). It makes the objects get "Thinner" or "Thicker", but the object Width and Depth gets automatically fixed... See below with numbers what I am trying to say:

    » Create object (32, 32, 32).

    »» (Lettterbox scale -> 640,480) -> Object size (32, 32, 32) -- Well done! But we have the famous black borders.

    » Create object (32, 32, 32).

    »» (Scale Inner/Outer -> *Adapts*) -> Object size (32, 20, 32) -- Fail! The Object is now thicker than it meant to be.

    On the code part:

    The object size that changes is the Depth or It's Height? It's the (Z) or (Y) value?

  • R0J0hound

    I got a major problem...

    Is it possible to create more than on "light"?

    And how do I manage for it to work? (I think this I'll figure out but until now I had no success)

  • This plug-in only has one light. There currently isn’t a way to add more.

    After the last update the plug-in was at the point it needed a rewrite to support more things. I haven’t had time for such a project in a while though.

  • This plug-in only has one light. There currently isn’t a way to add more.

    After the last update the plug-in was at the point it needed a rewrite to support more things. I haven’t had time for such a project in a while though.

    Oh, It's Ok, Thank you anyway.

    Sry if i am bothering you. I just sometime get too much focused. Ty <3

  • Sup Rojo! Can you give me some ideas again please?

    I am trying to create an object B (prototype for a bullet) around object A (player)

    *I already can perfrom correctly the rotation of the camera.

    But I am struggling to figure out how to create a object away from the camera position.

    Here, look what I am trying to do:

    (The zeros represent 'air' in a 3d dimensional space:

    Default:

    [ 000,000,000]

    [ 000,0A0,000]

    [ 000,000,000]

    Pressed fire button (Looking straight up):

    [ 000,0B0,000]

    [ 000,0A0,000]

    [ 000,000,000]

    Pressed fire button (Looking to the right):

    [ 000,000,000]

    [ 000,0A0,0B0]

    [ 000,000,000]

    Pressed fire button (Looking to top-right):

    [ 000,000,0B0]

    [ 000,0A0,000]

    [ 000,000,000]

    Pressed fire button (Looking to top-right + looking a bit to the center):

    [ 000,000,B00]

    [ 000,0A0,000]

    [ 000,000,000]

    *I don't want to give you a headache, if you can't, please could at least give me a link

  • Look at the “relative to” parameter of most actions. If you use “camera” you can position relative to the camera pretty easy.

  • R0J0hound After A LONG time, almost a month or more. I DID IT!!!! (Happy face) :)

    Now I have a little issue, when an object is created outside the "On start of layout" condition, like:

    - "On start of layout"

    -- Rojo 3D: Create 'floor' -- Works fine

    - "On mouse left click"

    -- Rojo 3D: Create 'object' -- If the camera is over (Camera.Z > object.z) than the object fades (goes blank right at the camera z position)**

    ** Camera.Z = 32;; Object.Z (from bottom) = 48 + [32 object Zheight] (Complete normal)

    //

    Camera.Z = 64 === Object gets cut in half and

    Camera.Z = 96 === Object gets vanished

  • I mostly have no idea what you’re doing. All I can guess is the object is being clipped by the near plane of the camera when you place an object near the camera. The logical solution is to just move the camera back or the objects further from the camera. You can also mess with where the near plane is when setting up the camera but that probably isn’t what you should mess with.

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  • Oh yeah sorry. I was trying to simulte a bullet being spawned, or laser to know where the player is looking... I think there is multiple uses...

    When I finish the testing project. I will Upload here so everyone could make their own Construct 2 3D Game the easiest way possible.

    Until now, my project have:

    - simulate 3D Physics (not completely, it's similar to the Construct 3 "3D Platformer")

    - Can easily create 3D objects from a default 2d object from C2 (at the object variables have options to change the 'ZScale'; 'ZElevation'; 'ID'('bullet', 'cube',etc.); 'XScale' and 'YScale' = C2 default object size properties, but it's easier the way I did)

    - Have shadows and light (It's buggy, but have)

    - And easily import 3D Meshes and textures (at the object variables)

    - TODO: Add a way to work around to run 3d animations.

    - TODO: Add 3D Text object.

    *Soon, if I don't forgot to, I will upload a short video or gif to show what I meant from my previous reply.

  • Good day,

    This post was initially meant for the Q3D thread but it's too old to reply to plus I planned on asking this question within this thread, as well. So please assume that it is meant for both as it would be helpful if someone did know the answer to the Q3D question and/or this Plug in.

    I wanted to ask if there is a way to reference a specific vertex of a 3d object, be it imported or created via Q3D itself if that is being used instead of Rojo3d , for it's 2d coordinates. An example being:

    Steps:

    1. A custom .obj 3d object, or a native Q3D object, is created.

    2. A text and sprite object is created.

    3. Every tick the text and sprite object is directed to:

    3a. Set their positions to a specific vertex's, within the 3d object model itself and not it's overall bounding box, X and Y position.

    3b. Set the text to the vertex's X and Y, and optionally Z coordinates.

    4. Every tick the 3d object is set to rotate diagonally.

    The result would be a text and sprite object following a specific vertex that will overlay it's 2d position. The user would therefor be able to see where that vertex was even if it was not visible at it's current rotation and have access to that vertex's coordinates for other uses. If Q3D or Rojo3d can't do this is there another plug in that does allow access to a model's vertex information?

    Also, for Q3D, I do not suppose that the manual has been updated to show how the ray caster and/or bone plug ins work yet, yes? Is there any documentation I can read up on the 3D package it was based on to potentially reverse engineer what I need?

    Thank you.

    R0J0hound

    Also, please forgive this very off topic question but there is this very old thread you participated in that might have an answer to a question that I have: construct.net/en/forum/construct-2/how-do-i-18/solvedtilted-ellipse-orbiting-57855

    I wish to rotate an object on a tilted elliptical path via a slider within a sprite object. I have everything set up so that the object rotates as needed but the issue arises when I actually rotate the base object itself. The object will still rotate at the same dimensions before rotation. I confess, I have neglected my math for some time and I am now paying for it. I have a .capx file attached below for reference.

    drive.google.com/file/d/1QiEiOIUl6y6Ic_n2M2jl0ru7nEZ12lws/view

    As you can see, base objects "0" and "1" are working as intended but "2" and "3" are at an angle and are rotating at the original angle instead of with the current one. You are able to manually drag and rotate the base objects for trouble shooting.

    Also, do you still have the .capx file that was posted within the older thread for later study by chance?

    Thank you.

  • Probably best to create a new topic asking about Q3d since I’ve never used it and don’t have it. That would give better visibility for anyone who actually use/used it.

    With this plug-in you can’t access vertex positions. What you can do is make another object and position it relative to another object. So if you know the original vertex position (say 1,2,3) you can position and object to that but use the relto field to be the other object that’s rotating.

    Anyways, just a possible solution idea. I haven’t been on a computer for months so I haven’t tested this.

    For the second question, I don’t have a capx. The post I made seems sound. Guess you could do it with the move at angle action too.

    Sprite2: set position to center

    Sprite2: move 100*cos(10*time) pixels at angle center.angle

    Sprite2: move 50*sin(10*time) pixels at angle center.angle+90

    Anyways, you probably would get better help with a new topic. There are a lot of users that have the time to check what the issue with your capx could be. Or they could give their own solution with more support than I can currently give. I only offer solutions off the top of my head lately. All I can guess is if it’s working for one object and not the others is the other objects aren’t using the same code or you’re overlooking some picking aspect or something.

  • Probably best to create a new topic asking about Q3d since I’ve never used it and don’t have it. That would give better visibility for anyone who actually use/used it.

    With this plug-in you can’t access vertex positions. What you can do is make another object and position it relative to another object. So if you know the original vertex position (say 1,2,3) you can position and object to that but use the relto field to be the other object that’s rotating.

    Anyways, just a possible solution idea. I haven’t been on a computer for months so I haven’t tested this.

    For the second question, I don’t have a capx. The post I made seems sound. Guess you could do it with the move at angle action too.

    Sprite2: set position to center

    Sprite2: move 100*cos(10*time) pixels at angle center.angle

    Sprite2: move 50*sin(10*time) pixels at angle center.angle+90

    Anyways, you probably would get better help with a new topic. There are a lot of users that have the time to check what the issue with your capx could be. Or they could give their own solution with more support than I can currently give. I only offer solutions off the top of my head lately. All I can guess is if it’s working for one object and not the others is the other objects aren’t using the same code or you’re overlooking some picking aspect or something.

    Very well, and thanks for the help. The suggestion seems to have me on the right track for the second issue!

  • Here is what I was talking about, I didn't bring a video, but some screenshots

    World creation... Everythings is fine and I can move and jump, completely normal:

    I create a block (bullet, laser or whoever), and... it's fine if It's above me:

    But if my Z position/elevation/height is above the object it starts clipping:

    I guess this happens because the object is created outside the "On start of Layout" Condition. Do you think I can do something or there is no way?

  • I don’t have any idea what’s going on there.

    The plug-in is meant to have only one instance and any 3d object creation is done in the same way as the examples. There is no limit to when you can create stuff. I cannot guess how you manage to get it to clip.

  • No problem! :)

    Thank you for your time!

    I'll try to figure it out (or maybe learn some javascript lol).

    P.S. Sooner I might post this project I uploaded some screenshots here or create another topic to everyone have access.

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