Mattertainment's Forum Posts

  • Wow! This is beautiful! Keep up the good work!

  • Mikal

    Thanks! That solved the issue. But unfortunately I've stumbled upon another issue.

    I just updated to the newest version of your plugin (2.10), along with update Construsct 3 r275, but it gives me this error:

    Error report information

    Type: unhandled rejection

    Reason: Event 'error': [object Event]

    Construct 3 version: r275

    URL: editor.construct.net/r275

    Date: Sun Dec 12 2021 11:42:47 GMT+0100 (Central European Standard Time)

    Uptime: 13.8 s

    Platform information

    Browser: Chrome

    Browser version: 96.0.4664.93

    Browser engine: Chromium

    Context: browser

    Operating system: Windows

    Operating system version: 10

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 8

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/96.0.4664.93 Safari/537.36

    C3 release: r275 (beta)

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: yes

    Supports highp precision: yes

    Vendor: Google Inc. (Intel)

    Renderer: ANGLE (Intel, Intel(R) UHD Graphics 630 Direct3D11 vs_5_0 ps_5_0, D3D11-27.20.100.8681)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_norm16, KHR_parallel_shader_compile, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, OVR_multiview2

  • Thanks Mikal!

    You cook and serve food, based on ingredients you put in a pot or pan. :)

    I have done the following:

    + npcs: Is on-screen

    + System: Every 0.1 seconds

    -> npcs: Set zOrder to distance(Self.X,Self.Y,3DCamera.CameraX,3DCamera.CameraY)

    -> System: Sort npcs Z order by zOrder

    But it doesn't make a difference. :(

    With your plugin, will I be able to project a sprite-object onto the plane and let animations be handled by the sprite?

    If that's a possibility, that would be amazing!

  • I was able to make something! Although I wish it would be possible to get around the transparent clipping of the 2d characters. The characters are 3d shapes. Is there a way to fix it?

  • Sweet! Thanks Mikal. I will see what I can do with this! Also looking forward to the update. Keep up the good work! :)

  • R0J0hound No, I made my own model using Cinema4D and it's built in GLTF v2 exporter. That must've been the reason why the model didn't get recognized.

    Mikal Sure thing! Here you go: sendgb.com/upload

    I didn't really use a texture since it was a test.

  • Check the dev console for errors. Otherwise, carefully follow the instructions on how to add a 3DObject to your project. Also, test out your gltf in the Babylon sandbox.

    My model shows up just fine in Babylon.js

    However, I do get the following error message upon filling in the gltf file path,

    and I made sure I set rendering mode to 3d:

    Error report information

    Type: unhandled rejection

    Reason: Error: Cannot read properties of undefined (reading 'nodes') TypeError: Cannot read properties of undefined (reading 'nodes') at GltfModel.getPolygons (blob:https://editor.construct.net/5fa12fc5-9988-43a0-b35d-fd9f4c5d045e:177:39) at Object3DInstance.doInit (blob:https://editor.construct.net/39f878d1-706e-43fb-9b22-0d7373c55d41:51:23)

    Stack: TypeError: Cannot read properties of undefined (reading 'nodes') at GltfModel.getPolygons (blob:https://editor.construct.net/5fa12fc5-9988-43a0-b35d-fd9f4c5d045e:177:39) at Object3DInstance.doInit (blob:https://editor.construct.net/39f878d1-706e-43fb-9b22-0d7373c55d41:51:23)

    Construct 3 version: r268

    URL: editor.construct.net

    Date: Sun Nov 21 2021 10:25:57 GMT+0100 (Central European Standard Time)

    Uptime: 33.7 s

    Platform information

    Browser: Chrome

    Browser version: 96.0.4664.45

    Browser engine: Chromium

    Context: webapp

    Operating system: Windows

    Operating system version: 10

    Device type: desktop

    Device pixel ratio: 0.8999999761581421

    Logical CPU cores: 8

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/96.0.4664.45 Safari/537.36

    C3 release: r268 (stable)

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: yes

    Supports highp precision: yes

    Vendor: Google Inc. (Intel)

    Renderer: ANGLE (Intel, Intel(R) UHD Graphics 630 Direct3D11 vs_5_0 ps_5_0, D3D11-27.20.100.8681)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_norm16, KHR_parallel_shader_compile, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, OVR_multiview2

  • Nice plugin! I would love to make a small demo for this plugin but I have no idea what I'm doing wrong. I added "test.gltf" under "Files" and tried to define the location of the file in the 3dObject, but the model doesn't load in.

    I tried defining the file as "Files/test.gltf" and "test.gltf" but neither worked.

    I changed project settings to use the 3d renderer, but the 3d model won't show.

  • Looks nice... I've tried the plugin but can't wrap my head around how to do any level editing at all with this plugin. You don't really see what you're doing in the Construct interface.., or something i've missed? How do you edit the levels and place objects around? Care to enlighten me? you can send me a PM.

    X and Y positioning is all handled within the viewport of Construct 2, Z positioning however needs to be done manually by editing Q3Dmodel's property. There's a tutorial for it on youtube! Just look up Q3D Construct 2 tutorial, and you'll be set in no-time. ^^

    Good luck with your project btw! I like the style!

  • This is a little something I'm working on using the Q3D plugin by QuaziGNRLnose

    (Note: Work in progress):

  • QuaziGNRLnose

    Awesome! Thanks for the tip!

    Sorry for throwing answers to you constantly, but I'm curious since Construct 2 is adding WebGL 2 support. This must be beneficial for Q3D, right? With promised/planned features like 3d texturing, Multiple Render Targets

    and hopefully performance boosts, etc.?

  • QuaziGNRLnose

    Thanks!

    And yeah, I understand. Thanks for the suggestion! Why didn't I come up with that one earlier! :V

    Just set X,Y,Z of the camera to the Q3D Point right?

    Any way to link the camera's angle and tilt to the Q3D point? Because it uses different values for tilting and turning the camera.

    (Edit: Never mind! Silly me, I could just use the look at function. )

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  • QuaziGNRLnose

    I love this plugin Quazi! I have done a lot with it already!

    But if you're open to suggestions, could you code in a camera object (which you can place in the viewport, tweak using viewport controls, and of course, manually tweaking the Z-Position and angle)? This would make camera placing easier, as it's a big struggle for me to get camera angle and position right, since doing large scale projects requires me to place a lot of cameras. It would be very nice to have a visual cue to help me with placing those cameras. You could call it Q3D Camera! It would fit right in with the rest! ^^

    Of course, I understand it's not as easily coded as it is said, but I think it will be better organised and easier for many to make use of cameras if you make an individual object for it.

    That aside, I'll say again, i'm very satisfied with the plugin because it makes Construct 2 even more limitless!

    Thank you for the time you put into this plugin Quazi, it's much appreciated!

  • Oh, that might be the reason why it stopped at 75 for me...

  • Angiel

    That would be a better option! Good luck on that! ^^