QuaziGNRLnose's Forum Posts

  • Of course it can be supported if the runtime stored a string/list of files that were added. There is no security issue here, a string to scan is all thats needed. I can load files if i know the names.

  • fongka2

    I stated instruction on how to allow your textures transparency to work, you need to enable "Transparency" while keeping the opacity at 100%, this should allow your pngs transparenchy to work. This is necessary so that the renderer understands it needs to apply special treatment to that particular material/texture etc. Transparency is supported but tricky, as it requires the rasterizer to do extra work maintaining sort and draw orders. there are alpha test, depth test and depth write settings you can modify to play with how transparency is handled for particular materials.

  • That's not really at all what i need, as this still requires the user to specify a file manually, which i rather have loaded automatically.

  • No, it's not supported, but it's what the project file parameter is for.

    What is the project file parameter ? i didn't find it documented or didn't notice it when looking through preview.js.

    Some type of support for affecting the pre-loader for pre-processing work would be nice. At the moment the support for loading only audio and image leads to problems where plugins that have to do different types of loading are left to load after the game has "loaded". It'd be nice to make loading work for all plugins the way it only does or some.

  • QuaziGNRLnose

    Tried the "Simple Scene Demo" capx, export to Cocoonjs without minify option enabled and got error. Will you support CocoonJS in next update ?

    Supporting CocoonJS is not planned, only web and desktop are supported. The performance of mobile platforms isn't quite good enough with three.js from what i tested/researched to bother putting the work in to support CocoonJS at the time. My policy is to rely on mobile web developers / phone developers to work out their end of WebGL support rather than have constant trouble and endless / impossible work supporting them. This may change in the future but right now its not planned.

  • Hello, I'm buyer of your Plugin. Please reply my email. Btw you do very nice work

    who have you emailed? i haven't received any PM's from you on this site. Thank you for the compliment!

    fongka2

    Transparent textures are supported, however you must adjust the settings for it to work properly. There is an action for materials where you can control transparency/opacity options. I believe you must enable transparency while leaving the opacity at 100% for the alpha map to work properly. You can also set an alpha test value or a blend mode on the material. Transparency in 3D can sometimes turn out weird because of the way the rasterizer works. Let me know if you need more help!

  • SHG

    No, i'm asking if theres a way to get a list of all the files which have been imported through construct, so that i can scan for certain extensions and load them upon detection instead of forcing users to specify they want to load them, literally just a comma separated string with file-names would be sufficient.

  • QuaziGNRLnose

    and what about possibility to put object directly through editor? Will it be after new update?

    thank you

    yes the collision detection can only be done using the layout objects (which are editor placeable), which is what the update consists of.

  • >

    > > how can i Conversion mouse.x to world.x??? thankyou

    > >

    >

    > It'll depend on what scale your game is set to and where the camera is, so you'll have to figure something out

    >

    My game is full screen and using[attachment=1:2gac0zby][/attachment:2gac0zby]

    I have no idea how i know where is my mouse.x/y at Q3D

    =============

    Set text.text = floor(Q3D.objX(Q3D.id("1pig")))&"|"&floor(Mouse.X)

    [attachment=0:2gac0zby][/attachment:2gac0zby]

    try using mousex*0.001, it should scale things a bit better. If you want to use your camera to match constructs coordinate system you'll have to set it's X,Y position to the scroll position, and make its distance from the "xy plane" based on the fov and window width so that the view frustrum precisely fits the edges of this square in the 3D world, the math may be a bit difficult if you don't have a good grasp on trigonometry. Everything is set up this way by default in the update im working on.

  • Here is the capx of the problem in a zip with both the model obj and its texture file

    EDIT: I re-exported the obj and uv maps from 3DSmax and added then to C2 and everything worked fine

    I suspect its that the creator of the original object (i'm assuming you got it online) exported the UV's in some format the importer doesn't understand/recognize

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  • well what ive had work so far is exporting models with the "export UVs" option checked in blender. Im not sure what the problem exactly is without seeing the file.

  • how can i Conversion mouse.x to world.x??? thankyou

    It'll depend on what scale your game is set to and where the camera is, so you'll have to figure something out

  • any idea i can

    "Impact Detection"?

    like 2Dspc@C2's collision with object?

    i saw tiny tank can!

    but i not found any way to do it

    The update which i'm working on has collision detection

    Tiny Tank uses collision detection coded with events that is very complicated, but is very slow compared to what will be used in the update. I'm not releasing the tiny tank capx, for various reasons. Your best option would be to wait for the update which should be available in 1 or 2 weeks.

  • istavang

    I'll try to work the MTL loader in later.

  • try enabling collisions right before you paste, then disabling them again, it might work