megatronx's Forum Posts

  • R0J0hound

    No worries - I'm glad you're still on it.

    megatronx

    Not to sound like a buzzkill, but I don't think you should post pieces of Q3D publicly - it is a commercial plugin.

    In lieu of proper raycasting, since you mention it's for terrain snapping, you could cache height data into an array and do positional interpolation. For anything more 3d, spherical collisions would still be doable...

    Ok. Removed. I thought it was abandon were. Anyway, how can I cache data of 3d object in to array?

  • Guess I can’t play mkv files from my phone. Anyways, will look later in the week if I get on my pc.

    I’m going to stick with the 0-1 for color values I think. You can divide values in the range 0-255 by 255 as a easy conversion.

    Depending on the shadow issue you can improve it by adjusting the shadow bias or using a bigger shadow map size. But I’ll see better when I get to watching the file.

    That's ok. I can manage with 0-1. Shadow map size doesn't fix it much. But I actually incorporated partially this shadow issue in to game art :) Although it would be nice if shadows were smooth. However I'm starting to see need for ray casting to set object's Z on top of terrain. Very important.

    And maybe this will help playfuljs.com/a-first-person-engine-in-265-lines

    And if not raycasting, then maybe some other poly collision trigger. Also, helper boxes that show the size of the 3d object at runtime, so I know if the object match the size of model. Super important to do.

    If you could help me with this now, that would be great. Thank you so much.

  • One more video presenting the shadow issue

    https://we.tl/t-ogyQthdy9y

  • And more issues. This time with shadow colour.

    we.tl/t-bDRVymtQVt

    Edit. PS: I get now that shadow colour is set from 0 to 1, right? Would be much better as standard RGB, then I can copy colour from my graphics.

  • R0J0hound

    Made a video for you with some shadow issues.

    https://we.tl/t-E611F43BIi

  • R0J0hound Cool. Maybe you could create those features as addon plugins to your 3d plugin? Would that maybe minimise chances of breaking projects?

  • So as I said earlier, plug-in is great. But, and it is a request, it really needs few extra addons: raycasting and shader support. One of the reasons for raycasting is testing for collision with poly's of something like an uneven terrain (unless there is another way to do that?). And shaders to enhance or generate textures or alter meshes or be used as a full texture replacement. Complementary lights would be welcome too. But it's the raycasting that is important to me more at this particular moment, and is critical to my project. Best.

  • R0J0hound Got it to work! Not sure if it's best way, but it's working. Maybe I could make it bit smoother. Should I use Lerp?

    Also, to my understaing vector Z is the pointing vetor of the camera in that setting, correct? What orientation from the list it is: XZ, YZ, ZZ, ZX, ZY? Thanks!

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  • R0J0hound I can't get this to work. I did exactly the same thing before actually, but with two rotation events using gamepadaxis for x and y rotation, but either there is a bug that causes camera to go off balance, or I'm doing something wrong. I just need standard fps camera with free view and ability to play with gamepad and mouse/kb and can't figure it out. In q3d I had it set like this

    If you could help me out with this, maybe email me m.a.holowkomlz@gmail . com

  • megatronx

    There are probably multiple ways but this works:

    set orient to (-90,0,0)

    rotate xrot by axis (0,1,0)

    rotate yrot by axis (1,0,0)

    I found it by trial and error. by default the camera looks into the screen. we rotate by -90 so it's looking up. Then from that viewpoint we can rotate left and right, and finally we rotate again for up and down.

    https://www.dropbox.com/s/wl243pmfbgepftq/rojo3d_fps.capx?dl=1

    Thanks a lot. Could you maybe give an example for controler left stick free view?

  • R0J0hound I also tried to stear the head with two events for rotating camera one after another, one for horizontal movement and another one for vertical movement. But results are weird, and camera is changing horizontal angle when turning.

    Can you please show me how to get first person camera working? Would really appreciate it!

  • Could you also help me out with fps movement free look? Left and right head turning works, but can't figure out up and down.

    R0J0hound

  • Nice. Yes I like it a lot! I like how minimalistic it is, yet all features are there. I like it's in canvas too. One less object to worry about. Thank you!

    I've played with vertexes but still can't get them right. And since I'm forever noob, i don't get it. For a moment I had this idea, to use those verts in creating level editor for that infamous top down editing.

    But I do think, some sort of basic shader support would be really cool. For example, I'm only planning on having few objects for the whole game, just change textures. However If I could copy/paste shader for wall or water from an online library, that would be so much more awesome. And raycasting cause without it objects can move only on flat surfaces, with it can make hills etc You know what I mean?

    R0J0hound

  • This is fantastic :) I will definitely give it a shot. Seams like it is much more efficient to work with then q3d. I do agree with the addition of blend modes and couple more lights, and raycasting(unless there is an alternative to that)

    Some questions:

    - I would like to know how exactly relto works? if i have two objects: player and camera, if I want camera to be the eyes of the object I just set it's x and z to 0 and specify id of the relative object?

    -Are there 3d particles?

    -How to get animated textures?

    -What does setting rectangle do?

    - I noticed you can create verts and store them as mesh. Is it possible to create plane that would work as a wall for example?

    I also would like to know how it is performing against something like three.js just out of curiosity.

    I'll be researching that myself, but answers are welcome, and an example capx would be even better.

    Best

  • Sure! It has been three years since I looked at it, and don’t currently have a computer that runs Construct 2. My memory might be a little rusty.

    Cool, thx. Mail me: m.a.holowko gmail . com