QuaziGNRLnose's Forum Posts

  • Ashley The videototexture function copies the texture in IE but its upside down, perhaps some issue with gl.texImage2D()?

  • The plugin is much more accessible now, anyone should be easily capable of getting something 3D up and running

  • spy84

    there is an option under the properties group for materials called ""model materials", set this to yes and your imported materials will apply. if you have textures defined for those materials aswell you must put them in the files folder with the same name specified in the .js file.

    Joannesalfa

    1) perhaps eventually, its way more complicated than it seems. for now you can apply layer effects using the inside mode though for similar fullscreen post processing.

    2)ill see what i can do

  • microupdate (V2.1 uploaded onto the download link) contains some mini fixes which have been added to the changelog

  • new demo <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> the example will be available soon.

    https://dl.dropboxusercontent.com/u/829 ... index.html

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  • I was working on an example and noticed that the .Rx , .Ry, .Rz expressions aren't working as intended and returning radians instead of degrees, ill get around to fixing that guys, sorry! stuff slips by in such a big update.

    UberLou

    1) currently you can't have two Q3D instances at once per project (sadly), there's a good reason behind it but ill try to do something about it in the next update, it just doesn't work but it would be a performance killer if it did as you mentioned.

    HOWEVER you can totally make something 2.5D using Q3D alone by using textured planes as models and making the camera orthographic (or perspective and orienting the planes to look at the camera, which is relatively easy to do). Texture animations are supported on "models" for all supported texture types using the same kinds of actions as sprites with a bit of added complexity for managing different texture types, so you could animate the diffuse map and even easily implement Normal maps / Specular maps etc. to have real 3D lighting on your sprites. You could do some pretty cool stuff that is difficult to do in construct itself. The main caveat is that collision polygons aren't supported so everything uses bounding rects in collision tests. you could work around this by making 3D objects containers of sprites if you want the collision features of sprites though, so its not a huge obstacle.

    As a bonus you could have stuff layered with 3D stuff for something isometric using the Zbuffer and avoid all the headaches that make iso stuff hard.

    I do want to get a 2D sprite/billboard object into the next version that works identically to constructs sprites, with extra 3D features so that it can really live in the Q3D context yet work exactly like a sprite you're used to.

    2) That features always been there, you can scale it up and make it all pixelly. although the sampling will be linear unless you use the inside mode which renders to a texture inside construct.

  • You ought to try doing it yourself cause you need vector maths for a whole lot more than moving the camera around. You'll have trouble moving your player around, aiming bullets, etc. if you don't wrap your head around the simple 3D vector calculations needed (they're extremely necessary for anything 3D). The most difficult component to implement, "a look at" function is already there for you to play around with, and makes third person/top down cameras incredibly easy. I won't make behaviors but i will make some example files explaining how to do different cameras when i have more free time, and people could copy paste the code if they don't want to be bothered learning how to do it. Hiding the math behind a behavior will just mean people will have seen less vector operations which they need for the rest of their game.

    If i do end up making behaviors it wont be any time soon, there's other features i'd like to implement first.

  • Doing some rudimentary tests with morphtargets, may be able to get an update in soon that supports them.

    skeletal animation is still a ways off though, requires careful planning to integrate bone control into the way constructs picking works.

  • the 2D physics example which uses the new plugin with the construct physics behaviour has been exported and linked to on the first post if anyone wants to see it who doesn't have the plug

  • tumira

    Oops sorry guys! look like i left I.E as the default browser when i was testing examples! I.E. works on my system (Then new versions have surprisingly good webgl performance) but if it's not up to date it'll probably lead to errors you're seeing. no idea why. It should work in chrome or node-webkit. My best guess from the error is that the project is having objects compiled in a different order for you. it's a weird little bug but it'll take me a second to fix. A lot of these might pop up so let me know and i'll work them out.

    kmsravindra

    Thank you!

    spy84 You need to check your email from when you bought the plugin, and go to that download page using your account to download the new version, then install all the plugins in the .zip file. The examples wont work without the new stuff!

    Joannesalfa

    Glad you're liking it

    to remove the shiny skin you need to remove the animation called "EnvironmentMap_ENVReflect" or at least rename it to something else. Read the changelog for more details on how texturing works.

    oh and about the animation, yea i want to get it in for the next update if possible. Everythings already in place for it so its not gonna be impossible / take as long.

    Going to bed now, i look forward to what you all make with this !

  • It should be fixed now.

  • The main post has been updated with a changelog, the new version is out! Everyone download it and enjoy let me know of any bugs you encounter so i can fix them.

  • New plugin set should be out tonight or tomorrow , check the download page for the update when its out

  • kmsravindra

    No problem! thanks for buying Q3D, the new updates should be a bit easier to use

  • i think a nice solution would be to have a param where you can let users select multiple types or none at all at once for certain conditions, and then the param in the run-time function is an array of the types which a user has selected? this way we could make flexible functions that operate on many types, but only as many as the user selects, circumventing the issue of slowdown proportional to a large number of types in the project for stuff like this?