QuaziGNRLnose's Forum Posts

  • one interresting question for you maybe, its not possible to load the camera from the 3d scene from 3dsmax, and also the lights??

    No. It's not possible, only model imports are possible.

  • im trying to replace a 3d sphere in the Q3Dmaster, with a cube model.

    i added ajax with the request url to the folder and model but nothing happens, my app is also hosted on the ftp.

    Maybe i have done something wrong, but how to change a model in the app by another model present on the ftp?

    here its my capx file http://mattepainting.be/test/Gsphere.capx

    First of all be certain same-origin-policy is followed.

    For that you need to be sure your project is hosted on the same domain as the model (usually). Also the loader uses a URL, so you don't have to use the ajax object to download the file, and the way you're dumping "lastdata" into the URL field can't work.

    what you can do instead (and much more easily) is set Model name in the change model action to "http://mattepainting.be/test/models/cube.obj". You could also even set the Model Filename property in the layout editor to http://mattepainting.be/test/models/cube.obj and it'll work properly assuming same-origin-policy is followed (for node webkit it probably doesn't matter, so you could use any url pointing to a valid object).

  • hello

    Congratulations for the plugins. I am very interested in purchasing this plugins.

    I wanted to know if this plugins I can use some behaviors:

    --LineOfSight

    --Pathfinding

    or certain actions:

    --load

    --save

    or other events and actions that we all normally use in costruct 2 (2d).

    thanks

    ps sorry for my bad English, I write from Italy.

    You can use behaviours but they only work in "2D", so for example line of sight would only work in the X,Y plane Pathfinding would only work in the X,Y plane, and all the models have bounding boxes around them, no other collision shape can be specified. Another way you could do it is to use a sprite if you want custom collision shapes, and set the model position to that of the sprite. In both these ways, yes those behaviors are supported.

    Saving and Loading with construct's save/load system is not supported yet.

  • so here its my actual problem, i loaded my 3d model

    http://mattepainting.be/test/ring_rotation.capx if someone can help me to solve that

    You made your Q3D Model object have a "z size" of zero, so it's completely flat in that direction.

  • i don't understand how a non-square texture should work in a cube map, it'd always be the better option to make the image a square size.

  • im testing with your example of gold effect, but i d'ont understand why you use 5 animation frames for the environment map and with so small pictures in greyscale, can i use just one picture of an environement map instead of 5 frames?

    Its a cubemap, its the standard way to implement environment mapping. I use such a small image since for a gold look you dont need sharp reflections amd grey simce coloured reflections look odd. You can use any size images, with colours if you want. If you use one image itll use it for every face of the cube map. This is a standard way to support cune maps. Im not sure how one image can be used apart from spherical reflection mapping which is a faked technique with sub par results. every 5 frames are converted to a single environment map frame in a texture animation.

  • , I am having trouble parenting a Q3D created object (that was created in the events) to a Q3DPoint...I couldnt find any expression to get the id of the Q3DPoint. Could you let me know?

    You cant do this presently. Its an illegal operation since q3d model and point operate under certain expectations to be optimized. You can however set its position and rotation manually so as to act "parented" so to speak. What are you trying to parent? I'm trying to replace all the outdated features with proper plugins at the moment, so eventually therell be no reason to need all the id stuff anymore.

  • Q3D has been updated to V2.2, download it using the links / user info in the emails you received when you purchased Q3D.

    Major changes are:

    Morph targets can now be used for animation. There is an action to affect any loaded .js/.json models' morphtargets in a Q3D Model by name, and a convenient helper behavior that works as an animation controller called Q3D Morph Controller. The morph animation demo is now available as a .capx in the examples pack in the first post.

    Also new is an improved loading system that should have far fewer bugs, and the ability to easily make progress bars using two new actions that return the quantity of loaded objects and the total number of objects queued for load. In general stuff should just load much better now.

    Apart from that there were a lot of small bug fixes. A complete bug-fix / change / add list is available in the first post, as per usual with new Q3D updates.

    Please let me know if you encounter any bugs with this version, so i can fix them for the next. I tried to get a lot of things into this update, and other stuff accidentally breaks in unexpected ways in the process.

    Everyone enjoy! Happy holidays to you all!

  • Leadwerks and Blender aren't running in a browser, not really a fair comparison. In any case, high poly models are possible and preventing camera clipping is up to a user to implement, not a limitation/mistake in Q3D.

  • Why is Q3D quality "not so good". It uses all the latest WebGL tech, and in fact is as good as html5 3D in games gets right now, I make it a point to ensure the code is as performant as I can, and try to support as many features as i can.

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  • I'm not really an expert in UV mapping. You'd be better off reading tutorials about it online related to blender. Theres no specific workflow or requirements needed for the UV's in Q3D apart from when you want extra sets for a LightMap, the loader loads in whatevers there.

  • Update should be out soon.

  • You either adjust the shininess, use an environment map, set

    "metal" to yes, or any combination of these. Not sure what "without shaders" means...

  • Polygallon

    I'm not sure about setting all filtering to nearest as the default, most devs would expect interpolated textures. Your changes aren't really going to work as the code for materials is quite a bit more involved to properly recycle models. But i assume you know that since you changed the shared material. For the filtering i'll perhaps make it use the option selected in c2.

    There's already a way to use a basic material with your models. you simply have to export your models' .js file from blender with them and use model materials. The performance gain you're likely to get from just using basic materials is small. Alternatively (probably like 98% as fast as basic) delete all normal lights and just place one ambient light in your scene. All the extra shader effects for the phong wouldn't be created, as from what i understand the lighting shaders are only compiled into the webgl program if you actually have positional lights in the scene (ambient light doesn't count). Either of these work arounds would do the job.

    I'll see about adding some method to define the default material more easily. I left it out this version because it leads to a host of issues if the material can be dynamically changed. I'm not too into making a version with changes for just one person

  • I can only help you if you provide a capx for me to look at. I'm presuming there is a language barrier and you are not communicating your issues to me clearly enough.