brent_hamel's Forum Posts

  • I totally understand about the driver and wasnt blaming C2 in the slightest... I was sinply asking about the feasibility of an exporter that can build for thr RPi and other SBCs ARM architecture... As right now NWs x86 and x64 linux builds cant work... And my personal goals are to build standalone local apps, and not webhosted apps... Ive been in love with Construct since Classic, but Ive always been a bit of a side target audience given my ultimate target release platforms.

  • Hmm, I suspect I'm missing something, as when I attempted this, and finally tried to run my "nw" file through Linux's Terminal, I get the same "Exec format error" error that I was getting before... perhaps other can try this out too? In case I've missed something? Pretty please? lol I'll be your friend?

  • Hmm, I'll look into this!! Thanks for the link!

  • Not sure if this is in the right place or not, so apologies for that... but does anyone know if its possible to have an exporter written for C2 that can handle ARM devices such as the Raspberry Pi 3 and other SBC that are out there? I know Ashley has said that the Pi 3 can run WebGl but I'd just bought one and enabling the OpenGL driver that allows for WebGl in browser actually crashes the browser and there have been reports of it also breaking the OS and needing to be reflashed and started over... I'd much rather release standalone apps/games in general anyway... I love C2 and HTML5, but have zero interest in releasing to browser or mobile... Any information would be lovely

  • Sorry for bumping the thread here, but the example file here is awesome, did anything ever come of these effects being combined, specifically the skewing function? It's something I could make serious use of as well... IE: is this compiled into a shader file that one could install? and if so, where is it hiding?

  • the problem occurs with both a Logitech f310 (dual analog/ and has a toggle switch to count as either a regular USB controller, or a Xinput controller, and a USB super nintendo controller by retroLink

  • Sorry, one last bump... I need this resolved ASAP and even if I could just get pointed in the right direction of how to go about it... do I file a bug report? do I just keep bumping hoping for answers? anything, please.

  • Sorry, but I need to bump this... this is a significant issue and completely breaks gamepad support for my project (as well as many others I imagine), so apologies...

  • I'm having an issue in that the Gamepad Object doesn't seem to be returning the OnButtonPressed event, ButtonIsDown works fine, but OnPressed seems to result in nothing... has anyone else encountered this? I've had it happen with 2 different gamepads tested in all 4 of my USB ports...

    EDIT: also, I can only seem to get the Gamepad to be detected about 50% of the time and only when using NW.js for preview...

  • >

    >

    > That definitely solved it!!! Awesome job, and thanks so much!! That should be a quick fix for Quazi! The C2 community is kinda the best imo

    >

    no problem!

    btw, your game is looking really cool.

    Well thanks it's using 2D top down logic atm, I'm playing with some concepts that I'd been working on in 2D top down already, to see if they'll translate to a first person perspective

    All thanks to Q3D! Pretty sick stuff QuaziGNRLnose !

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  • brent_hamel , QuaziGNRLnose

    Okay I found a fix.

    In the runtime.js of the Q3D Model, on line 3796 there is a typo;

    this.mat.alphatest = alphatest;

    It should be a capital T, like so;

    this.mat.alphaTest = alphatest;

    I also re-enabled the action in edittime.js on line 244;

    changed

    af_deprecated

    to

    af_none

    Then I used the action to set the alphatest value to 0.5 on the model

    I also set the transparency OFF as well on the model.

    This should fix your issue brent_hamel

    Apparently judging by this comment in the edittime on line 241;

    // these two weren't really having any effect in webgl renderer, so they're deprecated

    You must have overlooked a typo, QuaziGNRLnose , which is why it appeared not to be having any effect.

    So if you fix the typo it will work again.

    That definitely solved it!!! Awesome job, and thanks so much!! That should be a quick fix for Quazi! The C2 community is kinda the best imo

  • Agreed, the effect as seen in my link has transparencies enabled for the material

  • brent_hamel ,

    Are there sprites behind the model? Sprites won't show up behind models with transparent bits.

    If they are models behind the models, are their position further away from the camera? If they are the same position as the model with transparent bits, the model without transparent bits might not show(because the camera may not know which one to render first based on distance from camera)..

    Probably just easier to show you what I mean...

    http://tinyurl.com/nftbsk3

    There's a starfield sprite on a 2D layer underneath the Q3D viewport layer in C2, and regardless of models in the viewport, if the materials have transparency (as these do) they show through the entire viewport.

    (also if no "slimes" appear in the game world, just refresh until they do, they're the transparency culprits, but have a very low chance of not spawning)

  • brent_hamel

    You need to use a plane on a Q3D model for that, sprites are optimized to be fast so they don't have support for features like lighting.

    I'm noticing that when I try to use transparency in the model textures (to replace the billboard sprites), I end up seeing through the entire 3D viewport, as opposed to just the model's texture itself... any ideas?

  • What do u mean by phong/lambert not working, they work fine for me but maybe what your doing is causing issues.

    Those functions should be defined for all intents and purposes so im not sure whats going on (no one else reported this issue). A step by step explanation of what youre doing would help aswell as a capx.

    EDIT: Looking at where the error originates, looks like you're using the old functionality for materials/objects, which is pretty much useless and deprecated in 2.4. You should be using Q3D Model for everything now.

    Updating everything to the Q3D Model plugin seems to solve it, thanks so much

    EDIT: also, any plans, or is it even possible for the sprite object to react to lighting situations? or am I better to use a Plane with transparency enabled and manually make it face the camera at all times?