fd9af6abd3f743bc89721266027a1cce's Forum Posts

  • did you ever find a solution?

    Nope, sorry. I simply moved on to a different game engine.

  • I'm going to be working on the plugin soon

    Oh man, that's great news.

    The way animations are handled by events could use some restructuring and simplification, no? Lot's of people are having trouble getting animations to work.

    Maybe we could get shadows to recognize alpha values of a texture, so that, for instance, patches of leaves on a tree don't just cast quad-shaped shadows.

    Oh and perhaps there's someone somewhere willing to make the necessary improvements to the Blender exporter script. Multi action export would increase the value of Q3D tenfold. Maybe you, being the plug-in's creator, have better chances of getting someone to do this than any of us.

  • Sadly, the exporter doesn't support exporting multiple animations yet. (And I have a feeling that it never will. For some reason nobody is willing to work on the code anymore. I would if I was a coder.)

    You have to export a separate json file for each of the animations your character has, and then combine them manually in a text editor like notepad++. It's pretty self-explanatory if you just take a look at the model files from some of the Q3D example files, like the Quake-style mercenary guy.

  • I will post you an example when I have worked it out.

    Thank you and good luck figuring out a solution without actually being able to test it. I'm a graphics artist, not a coder, so I can't really estimate the complexity of the problem.

    I was messing around with the Paster plugin yesterday, but my game kept giving me errors when I tried to run it, as did the example project provided by the plugin's author. I'll give it another shot in a couple of hours.

    UPDATE: Sadly, no success with Paster.

  • chrisbrobs

    It's really not that complicated. In your project file you had two objects, one for each lens or camera viewport. And you applied one barrel distortion effect to each of them.

    With Q3D I cannot address the left and right lens as separate objects. So what I need is a shader that goes across the entire screen, forming two adjacent bulges.

  • chrisbrobs

    Thank you for your reply and the example capx.

    However, as you already suspected, this isn't the solution to my problem, since I cannot address the two Q3D camera viewports as separate objects and apply one bulge to each of them the way you did.

    What I need instead is two oval-shaped barrel distortion bulges right next to each other on the same layer. (Namely the layer that contains the Q3DMaster object.) That's what I meant by "double distortion shader."

  • I am using the Q3D plug-in to create a VR game in Contruct2, but the two camera viewports are still missing the necessary barrel distortion to correct the pincushion distortion caused by the lenses of the VR glasses.

    I would need a double distortion shader effect that makes both viewports bulge like this:

    Has anyone already written an effect like that by any chance?

    And if not, would it be possible that one of you did this, please? It's really the only thing that's keeping me and others from releasing VR games made with C2.

    PS: I guess parameters like distortion center, bulge height/width and buldge strength for each viewport would be helpful.

  • QuaziGNRLnose

    Sorry, I found the problem. I checked "minify script" in the export window. I didn't know this destroys games that use Q3D, but it does.

  • So now that I've spent about an hour with v2.4, I noticed that the export is still broken. All you get is a black screen like with v2.3. I thought v2.4 was supposed to fix that, too. ... I mean being able to export your game is rather crucial for a developer.

  • QuaziGNRLnose

    Great news! And even sooner than expected. Oh how I wish I wasn't at work right now.

    Feature requests:

    1) Support for smartphone VR glasses such as Cardboard, Dive, GearVR in the form of a double bulge filter for two adjoining viewports. (I am using a Cardboard everyday at work, and the distortion really is necessary.)

    Example: https://lh3.googleusercontent.com/aaKo8pcMvs-z0nhzPWtkYzgTx1TTQfuZVGtzRp3wbBeI0xH4CIjajdVkjFV5Kivb=h900

    Example: http://greety.sakura.ne.jp/redo/2014/12/11/cardboard-sdk-unity-sample.png

    2) A working three.js exporter for Blender that automatically includes all existing Blender actions with their corresponding names in the generated js file.

    General Q3D question:

    When my 2.5D platformer character switches the direction it's facing, how can I make the model turn around smoothly instead of changing its angle instantly? Because that's the best I could do with the available rotation actions. I think what I would need for this is an action like "rotate to target angle (local space) at X speed". Is there an elegant workaround for this?

  • QuaziGNRLnose

    Thanks, that really did the trick. For now this is better than nothing. (Btw it's actually line 1161. Just a typo.)

  • Do as I have in the example.

    I am already using your example capx as the foundation for my game.

    I click the Q3D Master, then set its render mode to "Inside", then apply a "Sphere" effect to it. The result is what I wrote in my last post.

  • The function it uses isn't implemented properly in current builds of IE and firefox... chrome/NW shouldn't be acting that way.

    hat's what I expected, too, but the game is actually right way up in Internet Explorer and Firefox, but flipped upside down in Chrome and NW.js.

    I'm using Construct2 r201 and Q3D v2.3.

    ...

    I hope you'll finish your exams soon.

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  • You need to change Q3DMaster to use "inside" render mode to apply effects over it within construct.

    For some reason when I set the render mode to 'inside' the camera is mirrored on the y axis. Everything is upside down when I run the game. Is that a known bug?

    i'm pretty certain I've tried examples that work fine without it.

    o, I'm afraid not. The lenses of the cardboard distort the image inwards. You need to apply a bulge filter to compensate that lens distortion.

  • exam periods are rolling around in university so it's difficult to find time to put in working on Q3D atm.

    o that's what's slowing down development so much. What a shame. I hope the export will at least be fixed soon, so we can show our projects around (which may also increase plug-in sales *wink*).

    On a side note, let's say I wanted to develop a 3D first person game for a mobile VR system such as the Google Cardboard or Samsung GearVR. I believe that setting up two Q3D viewports next to each other and applying Construct's spherical distortion filter to each of them to get the necessary screen bulge should do the trick.

    So I was wondering if there was a way to apply Construct's distortion filter effects to layers with Q3D objects on them, or to viewport objects directly. And even if I can't do it now with v2.3, could it be done at all in the future?