matriax's Forum Posts

  • Video showing how the shader and editor works

    https://www.twitch.tv/davitmasia/v/111896787

  • Updated the first post with the last FX+XML and the standalone version made by MadameBerry

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    zenox98 What? Can you post a screenshot? What version WIndows/mac/Linux?

    So you can see the effect in the middle but not the one on the right, the preview?

    On WIndows 7 using a Nvidia 670gtx the looks all perfect.

    This is how looks to me:

    https://cdn.pbrd.co/images/hKgfRBazB.png

  • X3M Great news!

    About the custom 3D models using one line string will be available? I don't know if there is another problem.

    In case of not, how you added the basic models to the plugin? Some .js have the coordinates /info ?

    I mean, i guess we can manually edit the site on the basic ones are located and maybe add the ones we want?

  • Ah i see, even for the new WebGL 2? . Btw, with the new updates andthe 1.0 versions hope to start my editor thing.

    How is going? Any plans that when will be released? This month maybe?

  • X3M Ah! The C2 effects are applied to the mesh texture, i thought was for the mesh model that will be awesome, btw for the texture as you showed we also can do interesting things.

    About the animation frames... , btw if we can do it with a sprite sheet may works for a thing i have in mind, i think never used the sprite sheet on C2 i will give a try.

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  • X3M Apply C2 effects to individual mesh objects will be awesome :O .

    About the new +3D sprite, Can you give us some info? Whats the differece between NewMesh Objects? Will have this ones finally texture animations using their frames? (Please say yes! ) , To use models as sprites workflow in events only will work with 3D Sprites or also with NewMesh, lights?, etc... lots of questions!

    ---

    About the behaviours, the laser i guess you have to add it on a mesh so why not add to the Babylon Mesh category? Or i'm missing something? I mean is a waste of space 1 category for only one behaviour.

  • MATAGUIRIS i requested that weeks ago, X3M told me the 0.6 will have an option to set the axis X,Y,Z to work for 2D platform or creating levels like that .

    So if the next version will be the last 1.0 i guess he will add all that.

    Waiting for that version, hope finally have all the tools to work as we want.

  • X3M We have New OBJ-JS object, NewMesh object and now we have 3D Sprite?

    I guess the 3D sprite is the thing you said about use it like C2 sprites in events but, why do another plugin? or the NewMesh object now is deprecated? If not what are the differences?

    Seems the 0.6 is near, hope fix the HD problems and install C2 and all the stuff to be ready.

  • Just got this plugin, having a hard time figuring out how positioning camera and meshes works. When I import a scene in from Blender the camera is zoomed in and I'm trying to re position it to the orthographic/isometric camera I was using in Blender, but can't for the life of me figure it out. Even if I set a mesh at 0,0,0, then the camera 0,0-10 I don't see anything. Are the cord different than normal 3d positioning?

    twg You attached the camera to controls? In this case if you move around with the keys and rotate the camera with mouse can you see anything?

    Also have you tried the examples of the first post to know how the camera and mesh object works?

    Or try to put in the camera z position 500 or -500 or in the target 0,0,0 set 0,720,0 or whatever at the start in case the camera is set clockwise or something.

  • matriax It would've been possible if C2 had a text editor property. I really like the idea of a pasting text instead of loading external files, it would be awesome for people to share 3D models just by copying pasting stuff. But unfortunatly, for now, its not possible.

    X3M Talked with Rexrainbow about the text editor property, i guess you mean in the field there is no "NEWLINE" so you can't paste all the info because this field only gets one line string.

    Maybe i found a solution, i opened the .obj and .mtl file and wrap all content in a single line using UltraEdit, saved and imported into C2 and the model and their material are still loaded correctly(Removing previously any #coment). So when you go to copy the .obj/.mtl you only need to wrap into a line.

    Is there any other problem or with this can works?

  • X3M I guess, first C2 need to have the tools to give you the way to get the .obj/.mtl correctly from the field and after that find some way to get the code and build the files or a way to create the mesh using that information.

    I know this is not simple, in fact maybe is impossible but with the things i saw how all works is the unique way i found to do that, but in my opinion can give us a more flexible way to work and do things.

    1

    Imagine i share my own library, if somebody like all the models i have on it, for example 50, they only have to select all, copy and paste in their own project and they will be ready to use.

    2

    Now we have to import the files: Obj+Mat+Texture maps. That can be 5 or more files for each model that we will have to organize in the imported files tab. After that we will have to create 50 OBJ.objects in the C2 layout and one by one set the correct name of the .OBJ or .JS model imported.

    Also with the different libraries of the people they can have repeated the model/material/texture names so in that case we will have to rename it to Stairs1.obj, Stairs2.obj, stairs2.mtl, stairs2.png etc... a thing we avoid in the other way because there is no .obj/.mtl/ textures names.

    And for manage add/remove models. We have to remove the object in the C2 layout and search in the imported files the ones associated.

  • matriax Nah thats not practical

    Mmm... what about some options on NewMesh.Object?

    New mesh properties

    Type: Box, Torus... and add another called "Custom" on the list.

    And at the end of the "New mesh properties":

    [Custom] .Obj

    [Custom] .Mtl

    To add the text content of the .obj and the .mtl.

    That's it!, because for NewMesh we already have the textures of diffuse,bump,etc.. on the object.

    So, we can have a totally custom 3d model in a single object on the C2 layout, without import any file and easy to share or copy/paste between our projects or share with other people. I mean, if somebody shares their own models, if i want one simply copy and paste the object into my 3dlibrary.capx to use in the future.

  • X3M Ops! You're right sorry! :S now works correctly.

    Any chances to get the .OBJ file working only with the object in the C2 layout like i said? Adding the textures as in NewMesh objects and the .OBJ .MTL as text in some field or whatever?

  • matriax No you just need to import the .OBJ file and its .MTL along with the pictures.

    Yep, i imported the cube.obj, the cube.mtl and the cubewrap.png for de diffuse texture but not seems to work. The OBJ is loaded but not the texture.

    I wonder if there is any way to add all the .OBJ info in the C2 layout object without import any file, since the textures can be added in the object as diffuse,bump,specular animations like we already do for NewMesh... and the .obj and .mtl are plain text and maybe copy and paste in to some field in the left tab property. So with that we can copy that object and paste in any project and will work.

    I don't know if there will be any other solution to do that more easy.

  • X3M But are 6 different textures to map the cube, i only want to edit an unique texture that covers all the faces of the mesh and allows me paint each face different. I found a blender tutorial and worked, this one:

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    .

    But i realized i can't do the thing i had in mind for my own library and i have to find another way. BTW, i can't set the texture to an .OBJ file, what's wrong? This is the .capx:

    https://dl.dropboxusercontent.com/u/659 ... files.capx

    The .OBJ files not have the animation window to set the Diffuse, Bump,etc... texture maps, also if i try to set the diffuse texture imported i get an error on the MeshOBJ plugin:

    How to import correctly an .OBJ file and their texture maps? I thought you import the .OBJ file and then in the edit image window you set the diffuse, bump,etc.. in the same way that the NewMesh objects. that is also how works in Q3D for .OBJ and .Js files.