quackgyver's Forum Posts

  • Could it be that it just uses the image and not the repeated version?

    No, it's definitely using the repeated version.

    Possible fix could be to use multiple smaller cubes or use a mesh distort to position the tiledbg where the face would be.

    Using multiple cubes unfortunately isn't viable due to the complexity of the level design.

    As far as I can tell, using object images for faces on 3D shapes seems to be bugged. No amount of messing around with the settings seems to have an effect.

    EDIT:

    I found out what the issue was. Apparently the setting "Z tiling factor" causes the toolkit to try to fit repetitions of the image into the Z-axis, by whichever factor that you input. For some reason it defaults to 8, which causes texture to get compressed 8 times on the Z axis. Setting it to 1 fixed the problem.

  • I'm trying to get around the fact that Construct isn't able to detect whether the player collides with any solid, so now I need to be able to determine if objects belonging to a specific family is also in the family "Blocking".

    How do I evaluate whether a family object's instance is also member of the "Blocking" family, and how do I pick that object if "Blocking" has a variable that is set?

  • Every thread that I've found that revolves around detecting collisions with any solid has suggested to use families, but that's not viable when there's a lot of complexity in terms of how solids are used.

    Is there no way to detect when an object is overlapping any solid, regardless of object type and without using families?

  • It seems that every single built-in movement behavior causes unwanted jarring effects in first person 3D mode, ranging from backwards sliding against walls to jittering to clipping through walls to speed issues.

    What are all the proper formulas for safely moving the player relative to the current direction, without these issues occurring?

  • Semitransparency in 3D is complicated. See the section on transparency in the tutorial Using 3D in Construct for more details.

    Ah, I see now. When I read the documentation before I interpreted "Z order" as referring to the rendering order as seen from the 3D camera's point of view.

    It works now that I've moved the object to the top of the layer in the editor. Thanks!

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  • When using Z axis scale 'Regular', a 'Field of view' property also appears in Project Properties, which lets you control the FOV used in both the editor and runtime.

    Ah that's fantastic. Exactly what I needed. Thank you!

    EDIT:

    Actually, this changes the FOV in-game too.

    Is there no way to change it in just the editor?

  • Hi.

    For some reason, this condition:

    Returns true, while this condition:

    Returns false.

    I can easily alternate between the two conditions to reproduce the problem.

    What could possibly make an OR condition behave like an AND condition?

    Thanks in advance.

  • I've been having some massive challenges with the JSON object and didn't realize until now that the browser arbitrarily caches old versions of JSON objects that are acquired via AJAX calls.

    How can I make sure that Construct actually loads the latest files when I playtest, without having to mess around with my browser settings?

    Thanks in advance.

  • I have two questions:

    In the above example, "PlayerTouchbox" is a sprite and "Script" is a 3D shape.

    Why isn't the 3D shape destroyed?

    In the above example, why are all members of the "Script" family destroyed, rather than just the picked family member that the event regards?

    Thanks in advance

  • For some reason, when TiledBackgrounds are applied as an object face for 3D objects, they become horizontally stretched.

    This is despite the fact that the original image is perfectly symmetric.

    See the attached screenshot.

    What's causing this, and how can it be fixed?

    Thanks in advance.

  • It seems that textures with alpha transparency act as masks in 3D objects.

    See the attached image:

    What is causing this issue, and how can it be fixed?

    Thanks in advance.

  • You'll unfortunately have to re-adjust the zheights of everything after that change. It's typically the first thing I change when working with 3d. Apart from that I don't know how to fix the extreme editor z scaling.

    Yeah but again, it doesn't fix the issue. It just changes the unit to a smaller one. The Z-scaling in the editor will be the same regardless.

  • In the project properties you can set the z scale from normalized to regular.

    That doesn't change the extreme Z-scaling in the editor. It just changes the unit that is used for Z-scaling. It might look like it fixes the problem because it makes everything less tall in the editor, but that's because it also makes everything less tall in-game - which makes everything look squished. As soon as you increase the height of everything to make it look normal again, you're back where you started.

  • When it comes to 3D objects, everything in the editor is much taller than it is in-game. For instance, 3D objects may look like perfect cubes in the editor - while having less than half the height in-game.

    Since even a moderately tall object will extend far beyond the edge of the viewport, it makes it impossible to work comfortably with arranging 3D objects.

    It's almost as if the 3D projection in the editor has an extreme FOV effect applied.

    Is there any way to visually reduce the height of the 3D objects in the editor so that small objects don't appear taller than they are in-game?

    Thanks in advance.

  • Platform and browser? Time to file a bug report.

    Safari on macOS.

    I wasn't aware that this was a bug. Feel free to file a bug report if you want.