QuaziGNRLnose's Forum Posts

  • Check preview.js to see the exact difference.

    Search for tick2() posttick() etc and youll find where/when theyre called

  • awesome!

    Are you sure the read operation isn't flipped as well? this was the concern that lead me to not attempt the method. I'll try it later and see!

    EDIT: Awesome, looks like it's working! you managed to do what i could not

  • Im already checking both, it gets through but responseText is null/empty. Am i requesting a bad url? From what i gather all files are in tge assets/www/ folder which means relative urls to files should properly work. Indeed they do in the emulator but not on actual devices. Its perplexing behaviour.

  • My plugin loads a lot of external resources included as project files, mostly using XMLHttpRequest. The problem is, even though everything works in browsers / NW, when i build using XDK and cordova / crosswalk, the project files users include for stuff like models which are normally loaded just fine using responseText and .open() aren't ever found when running on an android device. Even more strangely, everything works fine in the XDK device emulators.

    I'm really trying to get around this issue but I've hit a wall since i have very little experience with xdk / crosswalk / mobile wrappers. I don't know if construct does something special with the project files specifically in crosswalk, but i've had no luck figuring out the issue thus far.

    I would be so greatful for any help from Ashley or anyone with some more intuition than me on how crosswalk / cordova work with these kinds of local files.

  • kmsravindra

    3D Sprites are useful for a lot of things. Isometric games and 2.5D games can benefit greatly.

    Very many 3D games use billboards / sprites for things like smoke / clouds / fire / explosions / lights / flares / bullets / trees / grass / leaves / imposters etc. they're cheap to render and look 'good' from all angles.

    imothep85

    there is a new action in Q3D Master called "Snapshot", it's all the way at the bottom. To "save" alpha transparency you first have to set the scene background alpha/opacity to 0. The snapshot action triggers a render so try to put it at the beginning of your event sheet, before you make any changes to the scene for the next frame. There's then a snapshot URL you can access through an expression in Q3D Master, and pass to the browser objects for saving / displaying, or to a sprite etc.

  • hmmm, Right now as of Q3D V 2.3 i use video-to-texture, and just render the quad inverted in the layout if it's I.E. or FF, although i don't really like the current solution using browser detection. from what i can tell this would be doing the same thing internally, and would require browser detection as well ? The real problem is really with the browsers not having a standardized API I think. I tried hacking together a system to test the orientation by drawing a graphic of four unique colors into a canvas and testing the orientation of the gl.texImage2D function by then sampling a capture but it was just too much trouble and possibly impossible to actually check the color of the webGL texture created. So for now i guess it's browser detection until i can find a more graceful solution :/, or until FF / IE do things properly like chrome.

  • UnixRoot

    Thats usually caused if you try to load a file that doesnt exist, im not sure why it ends up as an error only in export but check ALL your Q3D models to make sure theyre trying to access / load legitimate files, the loading fails to continue if it hIts a false file in NW. PM me the capx if possible, so i can try to find a fix.

    It may have to do with how files are hosted on localhost in preview, I really dont know atm.

  • How easy is this to use for a beginner? What are its limits? I assume a full open world game would be impossible

    I'd say the plugin requires intermediate experience with construct and 3D tools. It's very easy to make simple things, even for a beginner, but more complicated 3D games require an understanding of trigonometry / linear algebra, and basic 3D graphics principles. The plugin is much simpler to use than it used to be, but it's not meant to be extremely beginner friendly as this would limit the flexibility / speed of the 3D engine a bit.

    The C2 engine, and Q3D itself are geared for web technologies. Q3D performs quite well considering its all WebGL and JavaScript. You can make many types of 3D games, but as you assume there are obviously limitations to the size/complexity since everything is meant to run in a browser. With that said, the performance is pretty much as good as it can be in a browser, and you can get away with quite complex games. With time and updates it'll get even better, but don't expect native performance you seen in stuff like modern 3D AAA titles is possible.

    All in all you need to expect that Q3D doesn't do the work of building your game for you, but gives you some nice tools to work on 3D web games / applications using construct.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • UnusualCadence

    Yea i forgot to remove that property, it's a remnant from an older version when browsers didn't gracefully handle too many shader uniforms and too many lights would cause crashes. It doesn't do anything now so you can *technically* build as many lights as you want, although some hardware may not support it and mess up the graphics. It's a good idea to not over-use lights, and recycle them.

    I have eventual plans to try and write in a deferred renderer, but don't expect it anytime soon, as it would require considerable work.

  • working on adding skeletal animations for a future update

  • You need to set the property for "lightmap uvs" to "secondary set" in Q3D Models properties, or else it uses the primary UV set and acts like a second DiffuseMap. If thats not your problem then theres possibly an issue with your models second UVs, i'm not sure if the .obj importer supports them, you may have to convert to .js/.json.

  • when i get around to it, but for the most part the new plugins are self explanatory, and easy to understand if you can grasp Q3D Model.

  • V 2.3 Is out check front page for change log. There are some important changes you may have to make to your current projects with regards to lights if you choose to upgrade to the newer versions.

    major changes:

    The new Q3D Light object makes controlling lights a lot simpler.

    The new Q3D Sprite object is a sprite which exists inside of the 3D scene.

  • next version has much simpler control over lights, and 3D sprite billboards, it's almost done

  • How can I rotate a HemisphereLight? The light shines sideways in my scene, but I want it to light up top and bottom of my scene.

    It's sort of like directional light, where the position relative to the origin determines the light position.