brent_hamel's Forum Posts

  • 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?

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  • 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?

  • brent_hamel

    > in regards to the phong/lambert stuff:

    Did you delete ALL of the old plugins and replace them with all of the new ones? (you can't mix and match old and new, they work as a set, and assume they're all updated to the same version)

    >in regards to export issues (this is a common mistake)

    For exports, you need to ensure minify is off (theres no good way to make constructs minify feature work across multiple plugins the way the Q3D suite needs it to). Minify breaks the necessary cross referencing the runtimes need to work, and C2's plugin SDK offers no easy solution.

    Sadly when updating some breaking changes might also occur if you're using an older version for a current project. Q3D underwent major revisions that require architectural changes sometimes.

    I removed what I believe is everything from the previous version of Q3D, 3 behaviours, 8 plugins, and a second behaviour folder with a capital B that had "Q3D Morph Controller" in it. I redownloaded the 2.4 zip, extracted and put everything where its supposed to go, but still get errors on both Lambert and Phong materials with code untouched that worked previously.

    The error I get for Lambert reads:

    "Javascript error!

    Uncaught TypeError: Cannot read property 'setHexR' of undefined

    http://localhost:5000/Quazi3D_plugin.js, line 2592 (col 42)"

    The error I get for Phong reads:

    "Javascript error!

    Uncaught TypeError: Cannot read property 'setHexR' of undefined

    http://localhost:5000/Quazi3D_plugin.js, line 2656 (col 42)"

    Don't know if that helps at all...

    As for disabling minify, that worked like a charm, no issues exporting to any platforms now <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • > I sure hope this is a Q3D noob question, but my test app works fine in preview, both Chrome and NW.js, but when I export to either HTML5 or Node Webkit, I get a black screen when I run it...

    >

    > https://dl.dropboxusercontent.com/u/407 ... index.html

    >

    > any ideas? Am I doing something wrong/missing something? Or should I see about reporting this as a bug?

    >

    Testing your app I see this in the error console:

    Uncaught ReferenceError: populateCommonACE is not defined

    c2runtime.js:1415 Uncaught TypeError: Cannot read property 'kP' of undefined

    index.html:1 Uncaught (in promise) DOMException: Failed to register a ServiceWorker: A bad HTTP response code (403) was received when fetching the script.

    Hmm, I'm afraid I don't know what this all means in terms of what I can do about it, or is it something I can't control through C2 and Q3D?

  • I sure hope this is a Q3D noob question, but my test app works fine in preview, both Chrome and NW.js, but when I export to either HTML5 or Node Webkit, I get a black screen when I run it...

    https://dl.dropboxusercontent.com/u/407 ... index.html

    any ideas? Am I doing something wrong/missing something? Or should I see about reporting this as a bug?

    EDIT: also, I seem to get thrown errors when trying to use Lambert or Phong materials since updated to 2.4... again, likely my own fault, but I can't seem to figure out the cause

  • Just as an update, R0j0's suggestion completely solved the issue I was having, this thread is definitely solved.

  • Awesome!

  • Thanks, R0j0

    I'll give this a try, so if I understand, this expression is doing a momentary resize of the canvas for the sake of the snapshot, regardless of how C2 is fullscreen scaling?

  • The goal of the entire project is to output single screen png's, and aside from my inability to properly change resolution when the snapshot is taken, it works perfectly. Guess I'll just have to 2x or 4x my target resolution for the actual tile placement work, and then downscale the png's manually later to fit the sizes I want... pretty disappointed if I'm being honest

  • Hey all,

    So here's the question: I'm trying to create a "level editor" that exports 256x240 pixel png's, but I don't want to work designing the screens at that size, when I try manually changing the "window size" it messes with the mouse tracking I'm using for placing tiles, so is there a way to switch between fullscreen scaling modes (none, letterbox, etc.) during runtime? or is there a different solution I'm not thinking of?

    Thanks

    Brent

  • Thanks guys I have a little more planned in terms of polish once the base engine is done, then its just a question of expanding on enemies and bosses if I feel like it lol

  • That it does lol and thanks, the visuals are kinda low on the list until I get the entire engine finished, but thanks!!!

  • After a grumpy end to my week last week, and decided to cheer myself and make a thing over the weekend. Welcome back to the 80's.

    Arrow Keys and Spacebar to play

    http://tinyurl.com/k7on5gj

    * its not done yet

    * no bugs as far as I can tell, though I'm sure they're in there

    * no music but has 8-bit sfx

    * no title screen, no pause

    * there are 10 stages with a boss fight

  • Thanks! Here's hoping it does well!!