istavang's Forum Posts

  • something wrong on this domain today

  • well we are not all novoice , i am certain it would be useful for me at least , i may not understand everything , but if a code work u dont allways need to understand the full depth of it , and we dont learn more whitout new challanges so thats my opinion . u can pm me and i am sure i will find some usefull stuff if u may , i shall keep it for my self and only use some code if I may ?

    coz I want to apply physics suspentions on the wheels .

  • thats the prob they lowercase it and the browsers dont accsept it , should not be like that in my opinion

  • Problem Description

    when i export html5 web , the exporter changes the upper cace letters on some files png and js

    dont work online when its case sensetive ?? so

    andallso the appcache file will not match then

    Affected Browsers

    • Chrome: (YES) yes
    • FireFox: (YES/NO) yes
    • Internet Explorer: (YES/NO) yes opera Next yes

    Operating System and Service Pack

    win 8.1 64

    Construct 2 Version ID

    latest 178

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  • QuaziGNRLnose

    add : Everyones PROJECT IN PROGRESS

    https://gameportalen.com/FORMELQthreeD/index.html

    how can we prevent the tires turning on wrong axis after using the forward car function

    on using the arrows before doing anything they turn correct on axis ?

    any advice on how to set the wheels to looks towards a little distence in front of cars and let the car follow that point when turning , are welcome , "some lines of expression code "is awsome , or u can modify the capx , its better , as an alternativ to tiny tank for learning purpose to all who wants to know the essentils uses

    and to get more people intrested in the plugin , seems they are falling of...

  • QuaziGNRLnose

    yes ..sorry about that ..

    Maybe we should have an example on how to properly use : load /create normalMap and specMap, dispMap on obj and json

    and some info. on diffrents between nomalmap vs Lightmap vs bumpmap , its a little unclear ...

  • > QuaziGNRLnose

    >

    > How do I toggle on off lights

    >

    you change the intensity of the lights, and set intensity to 0 to turn them off. You can create and destroy lights too, but this is not recommended during runtime because they need to be rebuilt into the material shaders. Lighting is very complicated in games.

    QuaziGNRLnose

    1 Ok , and how do I eg. do that ? can we set an id to the "name" light object ?

    Or how do we set an id to the current light object ?

    2 and how do we set light from position ?

    3 and how to set the ambient light intensity ?

  • QuaziGNRLnose

    How do I toggle on off lights

  • QuaziGNRLnose sorry if i was rude or something like that, keep working on it the only think i said is that everything has documentation from the win95 games like solitairy to high advanced programs. i dont get why not your plugin? and i dont get many of you said.."you dont know from the first time what you bought so why are you are talking like that??" why should i know? its a plugin that gives me the oportunity to load 3d objects in c2. why should it be so difficult? the only think i want to do with this plugin is to add 3d objects in the backround of a side scroller with parallax effect instead of animated images from blender. if this is the most difficult thing in the world to upload it with a course/tutorial then ok im wrong idont know 3d i dont know three.js i dont know spanish or german languages either. many of you who understand the plugin why dont you make some basic tutorials with uv mapping camera settings how to load an object to c2 and other basic stuff so leave time to QuaziGNRLnose work more focused in his plugin?just saying...

    spy84

    Maybe everyones project helps you out , this is pretty new tech so everybody must learn the not so easy way, for now , if you want color blender objects , you must use the json three.js exporter in blender.

    and load it as in everyones project capx , on my post page 41

    PS Its case sensetive , so everything names/folders , and eg. uppercase letters must be 100% correct for getting it to work , advice inspect your blender.js in eg. notepad++ to confirm img.names etc.

    https://gameportalen.com/threex.gameeditor-master/editor/v04/index.html

    you can preview your blender.js here drag and drop

  • Everyones Open PROJECT in progress

    https://gameportalen.com/FORMELQthreeD2/index.html

    Updatet 02

    https://gameportalen.com/demo_in_progress.capx

    Everyone Feel free to download everyones learning project

    Please Modify and post your version of your progress ,lets make this car do something more !

    Todo:

    smooth steering right left

    Tools:

    json preview tool

    https://gameportalen.com/threex.gameeditor-master/editor/v04/index.html

    Howto:

    https://gameportalen.com/three.js_Skeleton_animation_Makehuman_export/Makehuman_skeleton_animation22.html

    Demo track update01

    Silverstone F1 track

    https://gameportalen.com/SILVERNYTEST/index.html

    Anyone wants the track capx just ask

  • istavang

    1. I made a mistake because i've been working on multiple versions of the plugin, you're correct the current public version is using r66, but the three.js version has very little to do with how the plugin works, i merely migrated to r68 since it helps compatibility.

    2. The Z axis is blue in three.js, it follows the standard convention. the camera orientation may be confusing you as the axis's do not align with constructs if your camera is looking from lets say the +Y axis towards the origin.

    3. what do you mean by "pin", the q3D object acts as a window to the 3D world and having multiple extra canvases added to the DIV makes no sense and wouldn't work very well. If you meant how do you attach multiple objects together, you must use the "change parent" action to lets say attach wheels to a car body or something similar, this creates an object hierarchy, you cannot use the "pin behavior", because this was designed to work with sprites and normal layout objects, you must use the parenting controls and your own custom designed logic.

    4. yes i updated tiny tank to r68 when i updated the game to have high-scores and i wanted to see the stability of the new version on multiple systems.

    5. Tiny Tank can and was made with the original version, I fail to see where it's misleading. All of the Action/Conditions/Expressions of the plugin are available to look at in the main post, there's no slight of hand. the workflow is complicated for novice users at the moment and i'm aiming to make it simpler. If you are having difficulty with the current version, Tiny Tank will make things even more confusing with its abstraction of certain concepts, and the fact the engine is actually built with online multiplayer half implemented. The updates are free for those who purchase/purchased the plugin even though there's a lot of work in them, so if the current version seems difficult to use you can wait for the newer one which attempts to make the workflow easier. The current version is meant to make three.js accessible through the construct event sheet, there's a lot of extra work that needs to go into making the workflow for 3D objects similar to sprites, which is what i'm currently trying to do.

    6. I'm not sure what you mean by Z-index, as the objects are part of the 3D canvas and use the three.js zbuffer for ordering/rasterizing. You'll need to clarify to get a better answer.

    could u please make a simple example of how to attach one json object wheel to a json object body , will be much appriciated , to see the workflow to get going further on

    Thanks

  • is it possible to make a addon gateway event command to load our own three.js addon scripts in to the 3D canvas , eg orbitcontroll.js animationhandler.js, requestAnimationFrame.js , custum.js and so we can make use of three.js gamelogic-. but on our own risk ,that would be great , I am thinking something like as in threex module extension system http://www.threejsgames.com/extensions/

  • got the json texture working now

    and here is just a little how to make animation

    https://gameportalen.com/three.js_Skele ... ion22.html

  • I put the grid on the xy plane, because the xy plane is more pertinent in construct than the zy plane, since construct is a 2D editor. It's not wrong, it's a helper used to define the ground plane. If you find it confusing disable it and create a new helper oriented however you like using events, it's not a forced standard or anything like that, you're able to create helpers like you are able to create any other object.

    I am not saying anything is wrong with your grid , I just want to learn what we should use as the horisontal plane in here, its better with a standard in here at least , so then the neg y green will be up ? and the z blue will be the horisontal depth plane ? i dont care to ask maybe a little silly , thats the fastes way to learn

  • A Plugin which generates a dungeon of custom size and populates an array object with the generated information.

    Download V0.1 (Early Alpha with an infinite loop bug. Use at your own risk.)

    Download V0.2

    Changelog:

    - added expression "LoadStatus". 0 = not run or not finished generating; 1 = completed generation

    3D Live-Demo

    - You can walk around with WASD (just a visual demo, you can also walk through the black).

    - Unfortunately, the infinite loop bug triggers from time to time. You will notice on the right textbox that there is no map created with the dimensions 100x100. In this case, you need to close that browser window/tab and call the URL again in another window/tab.)

    2D Demo CapX

    - Simple Demo which shows how a Dungeon can be generated and shown on screen

    2D Live Demo

    - More advances than the downloadable .capx

    Character movement with "WASD"

    Usage:

    "Random Dungeon Generator" is a single action Plugin which requires an array object available in the project.

    [attachment=0:3oefw2vf][/attachment:3oefw2vf]

    Variables:

    MinRoom = the minimum amount of rooms to be created

    MaxRoom = the maximum amount of rooms to be created

    MinSize = the minimum size the whole Map needs to have

    MaxSize = the maximum size the whole Map needs to have

    MapSize = This is the width and height of the Map, this should always be bigger than MapSize in order to avoid errors

    Squash = If set to yes, an algorithm is triggerd which moves the created rooms closer to each other

    Array = You need to select an array object (the content of that array will be overwritten when the event is called

    Arraylayout:

    The Array will be filled with the following information at each x/y coordinate:

    1=Floor

    2=Wall

    3=Empty

    This Plugin is not completed yet (some additional functions will follow as soon I have some time to work on it).

    ehhh.. was loocking for the 3D version capx