QuaziGNRLnose's Forum Posts

  • maordany

    add Q3D Master first

    add a Q3D Model

    Add .obj / .js model to files folder

    In Q3D Model properties:

    ---write model name in model filename property

    ---set use model to yes

    Run your project, you should see your model.

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  • Hello, guys. I have bought the early version of this plugin. How can I get my free updrade to version 2.2?

    Check your original info in the email you received when you purchased.

  • SEIR

    Have you tried viewing any of the demos on the first post in your chrome android browser?

  • TheDom

    U got an email with info when u purchased, everything is in there, its the same link.

    kmsravindra

    You can rename .js files with the extension .json, and the loader will still recognize the files. It might help. Im not sure what you mean about .obj loading rings, can you explain? If you mean its flat shaded its because you didnt export normals.

  • Yesterday I bought the plug and I wanted to ask is there video tutorials to use this plugin because I have trouble even import model.

    Not yet, but there are downloadable examples on the first page that show how to achieve various results / use various features.

  • no... the feature is in the next version.

  • tested and it looks like it does.

  • , it saves a screenshot of the 3D canvas, so for transparency to work the background must be transparent. I'm not sure if the glass will be transparent, but i can't change it if it isn't.

  • Here is the video link of what I have developed so far...

    Interactive 3D shapes and nets -

    Features - Dynamically load a cube with a corresponding net selected, Show vertices, Edges, transparent shape

    Subscribe to Construct videos now

    Thanks to QuaziGNRLnose for this useful plugin.

    Very cool! reminds me of dungeon dice in yugioh <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    next version automatically generates morphTarget normals if they aren't specified in the file, so the lighting will be able to be dynamic while the nets unfold when its out! Just a heads up so you know <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • UnusualCadence

    I've added into the next version a feature where you can load in geometry created through Q3D Master by writing "geometryName.geom", anything with .geom at the end will realize it's referencing geometry specified in Q3D Master, and will otherwise be handled almost exactly as Q3D Model handles model files (e.g with callbacks etc.) Do you think this is good enough or confusing?

  • PixelRebirth

    Obviously older platforms aren't perfectly supported, just as you wouldn't expect a new game to run on win 98, but the great thing is everything works on modern platforms, at least in my experience. Things can run without obscure updates cause everyone has an up to date browser. There was nothing more annoying in classic than people not being able to play your game because their Direct-x wasn't an obscure fall update.

  • maordany

    Examples can be downloaded from the first post, they're all there (and more)

    Plugin supports common image formats (png/jpeg etc.) It uses the animation system in construct for loading images as textures. The supported model formats are only at the moment ".obj" and ".js/.json" three.js model format 3 files. There's a Blender/Maya exporter for the JSON format, and a bunch of ways you can convert your files to it online if you search, so it's bridged to most common formats (Pretty sure you can import your object then export it using this http://threejs.org/editor/). I'm always adding extra functionality so in future updates I'm going to try and support more formats, but right now these are what are available.

  • HTML5 + Javascript is really a great choice for a game engine, the performance isn't optimal, but that sacrifice is worth it for the portability, there really isn't any other method of building a game you could so easily/reliably get working on multiple platforms. All I really want in C2 is a better editor sdk for plugin devs, and all the other features would then come from it eventually.

  • Isn't skeletal animation same as morph targets?

    Skeletal animation would allow for you to actually move around the bones within construct, it's a different technique. It's a planned feature but i'm working on some other stuff first.

  • nemo

    ah didn't catch that that smearing bug, gonna try to find a solution. ill try to have it fixed for next version.