1mrpaul1's Forum Posts

  • the same bug destroying game

    happen when newly added objects appears on the editor

    construct closing with this error

    Type: unhandled rejection

    Reason: Error: Cannot read properties of undefined (reading 'length') TypeError: Cannot read properties of undefined (reading 'length') at GltfData.loadGLTF (blob:https://editor.construct.net/d7afb5a6-655b-41dc-91e0-3dbdfa574ce8:185:40) at async GltfData.load (blob:https://editor.construct.net/d7afb5a6-655b-41dc-91e0-3dbdfa574ce8:33:20)

    Stack: TypeError: Cannot read properties of undefined (reading 'length') at GltfData.loadGLTF (blob:https://editor.construct.net/d7afb5a6-655b-41dc-91e0-3dbdfa574ce8:185:40) at async GltfData.load (blob:https://editor.construct.net/d7afb5a6-655b-41dc-91e0-3dbdfa574ce8:33:20)

    Construct 3 version: r266

    URL: editor.construct.net/r266

    Date: Fri Oct 08 2021 16:50:42 GMT+0500 (Узбекистан, стандартное время)

    Uptime: 22 s

    Platform information

    Browser: Chrome

    Browser version: 94.0.4606.71

    Browser engine: Chromium

    Context: webapp

    Operating system: Windows

    Operating system version: 10

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 6

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/94.0.4606.71 Safari/537.36

    C3 release: r266 (beta)

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: yes

    Supports highp precision: yes

    Vendor: Google Inc. (NVIDIA)

    Renderer: ANGLE (NVIDIA, NVIDIA GeForce GTX 1650 Ti Direct3D11 vs_5_0 ps_5_0, D3D11-30.0.14.7212)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_norm16, KHR_parallel_shader_compile, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, OVR_multiview2

  • found one more issue

    when destroying the instance of 3d object, some error happens, it stops animation for all instances of this object on the scene

    the error message in the console

    4b7617fc-a61c-40b6-b58c-bc5cddfd2e60:87 Uncaught (in promise) TypeError: Cannot read properties of null (reading 'GetDt')

    at Object3DInstance.Tick (4b7617fc-a61c-40b6-b58c-bc5cddfd2e60:87)

    at Array._tickFunc (sdkInstanceBase.js:6)

    at EventHandler._FireNonCancellable (handler.js:7)

    at EventDispatcher.dispatchEvent (dispatcher.js:4)

    at C3Runtime.Step_AfterPreTick (runtime.js:74)

    at C3Runtime.Tick (runtime.js:71)

    at normal (runtime.js:7)

  • tried to add sphere as a skybox and found that spheres making errors

    it can be previewed, but the angle doesn't change and when trying to start the debug preview, the game is freezing.

    any ideas why it is happening?

    all export setups are the same as usual

    here is the test game drive.google.com/file/d/1BocfQc4xlArzlIEe-hWTA9SR3uDLicZW/view

  • Thank you for the update, it is amazing.

    I already used variables to check animations, but models in the editor is a big plus

    we are finally able to make good 3d games now

    For those who want to make armature animations in the blender

    you need to "Push Down" animations to make them visible after export

  • We definitely need effects on the 3D objects or at least ability to make a fog effect, to decrease the number of the object on the screen

    Also, it will help to add more "air" into the scene. More volume. As long as we do not have lighting

  • The new format is working good

    but all of your examples are from mixamo, also it is frame by frame animations

    and I suggest following this guide to be able to export multiple armature animation

    blender.stackexchange.com/questions/228453/exporting-multiple-nla-actions-to-gltf

  • The same error

    this is what in the console

    first error

    main.js:888 Error while parsing the 'sandbox' attribute: 'allow-storage-access-by-user-activation' is an invalid sandbox flag.

    and then this warnings

    index.js:46 [Account] Message from invalid origin: accountbeta.construct.net

  • Thank you a lot

    will try it asap

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  • we need zelevation property for the 3Dobject.

    to make possible collisions.

    because now we can check x,y coordinated only and without z we can collision in the Z dimension

  • > Thank you Ashlie, z scale now is really not perfect

    A. That's not his name.

    B. This has nothing to do with what the thread is about.

    C. This is a third party issue. Mikal is still working on the plug, and he's doing a an awesome job.

    Thank you for pointing my mistake with the name.

    about other your notices, it is the same issue I believe

    We do not see that cubes are distorted because we are do not see how related width and height of the object with Z height.

    And only when placing a real 3d cube we see that something is wrong

    Also, imported models look ok in the editor and shrinking only when we are using 3D camera on the game preview

    And yeah, Mikal doing a really great job. waiting for the newest version of the plugin with the support of skeletal animation and other 3D formats

  • Advice please how to do background for 3D in C3 when we are using 3D camera

    that will rotate with the player rotation

  • Thank you Ashley, z scale now is really not perfect

    this is how exported from blender cube looks like

  • What weird thing i found, if to use 3Dobjects with construct 3D camera it makes models distorted

    Look at steve, he is got to be as a box

    so, will be good to have the ability to change x,y,z scale separately

  • Checked instances and examples and do not found how to create new instances of the timeline animations at runtime

  • I am leveraging some work that r0j0hound did and hope to get GTLF file formats working for this plug-in, instead of obj/mtl. That being said, I have also found that getting a good gtlf embedded file is also not that easy!

    is it skeletal animation from blender?

    dreams come true...

    really great work!

    and each, everybody using gtlf files for the html5 3D this days