QuaziGNRLnose's Recent Forum Activity

  • As with almost every game engine, faces on models in Q3D need to be triangles, since processing quads etc. would easily cause degenerate cases which are slow/difficult to handle in such a performance sensitive environment. Exporters have an option to "triangulate faces" which will do this automatically for you.

    alemar

    I'm not really sure what you mean by

    "So I made a sprite with an action to Q3DMaster take a snapshot from my viewport when I touch on it, and I want my model load the snapshot and use this texture.

    well , first a white box popup show the next message:"

    you're not really giving enough information.

    You may have to wait a bit to make sure the snapshot url is fully created, you probably can't create the texture right away.

  • I wonder: is there any documentation explaining what all the variables of a 3D object stand for (Rz, Sx etc.)?

    The C2 expressions menu should give you a simple explanation already.

  • brent_hamel , QuaziGNRLnose

    Okay I found a fix.

    In the runtime.js of the Q3D Model, on line 3796 there is a typo;

    this.mat.alphatest = alphatest;

    It should be a capital T, like so;

    this.mat.alphaTest = alphatest;

    I also re-enabled the action in edittime.js on line 244;

    changed

    af_deprecated

    to

    af_none

    Then I used the action to set the alphatest value to 0.5 on the model

    I also set the transparency OFF as well on the model.

    This should fix your issue brent_hamel

    Apparently judging by this comment in the edittime on line 241;

    // these two weren't really having any effect in webgl renderer, so they're deprecated

    You must have overlooked a typo, QuaziGNRLnose , which is why it appeared not to be having any effect.

    So if you fix the typo it will work again.

    Main reason i disabled alphatest was because its tied to shader compilation (it doesnt use a uniform) i guess i should put it back though (the typo went unnoticed too hence that comment :p)

  • brent_hamel

    Not a bug, its an important feature for performance. To get proper transparency you need to change the material property for "transparency" to "on/enabled" so that q3d knows it must do special sorting. You can set this in the properties or by using the set opacity action.

    Most objects lack transparency so itd be slow for this to be the default.

  • brent_hamel

    You need to use a plane on a Q3D model for that, sprites are optimized to be fast so they don't have support for features like lighting.

  • What do u mean by phong/lambert not working, they work fine for me but maybe what your doing is causing issues.

    Those functions should be defined for all intents and purposes so im not sure whats going on (no one else reported this issue). A step by step explanation of what youre doing would help aswell as a capx.

    EDIT: Looking at where the error originates, looks like you're using the old functionality for materials/objects, which is pretty much useless and deprecated in 2.4. You should be using Q3D Model for everything now.

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  • brent_hamel

    in regards to the phong/lambert stuff:

    Did you delete ALL of the old plugins and replace them with all of the new ones? (you can't mix and match old and new, they work as a set, and assume they're all updated to the same version)

    in regards to export issues (this is a common mistake)

    For exports, you need to ensure minify is off (theres no good way to make constructs minify feature work across multiple plugins the way the Q3D suite needs it to). Minify breaks the necessary cross referencing the runtimes need to work, and C2's plugin SDK offers no easy solution.

    Sadly when updating some breaking changes might also occur if you're using an older version for a current project. Q3D underwent major revisions that require architectural changes sometimes.

  • ex32

    Performance depends on the device.a good modern phone (nexus for example) can run a simple scene at low resolution with good fps (see the mobile morph demo). You need to be careful and limit what you do, adding graphics options is important too.

    Q3D is optimized for desktop use though, mobiles still have pretty shoddy webgl.

  • stefanos

    I forget if theres an action where you can set fog enabled, if there isn't I'll add one.

  • So, I have a question:

    The morph animation example shows a room with various Quake characters and so on. It has a floor and 4 walls. Is it possible to create objects that are above the characters but that also allow the characters to walk under them? Like a floating platform for example.

    I toyed around with this for some time now but it doesn't really seem to work, not sure if that's me, the plugin or C2 restrictions. One of the things I tried was to compare the player's Z with the floating platform's Z and if that Z is smaller than the player's, then it should allow the player to walk under it by disabling collisions etc..

    Example: Player Z = -50. Floating platform Z = -200. Is platformZ smaller than playerZ? Yes. Disable collisions + remove solid. Doesn't work.

    This is programming related, has nothing to do with C2 or Q3D limiting you.

    If you want an easy solution, use the Q3D oimo physics behavior, Otherwise it's up to you on how to code layered platforms.

  • I did similar effects in construct classic and moved everything using pixel shaders to process faked liquid physics collisions, in particular for this game: http://gamejolt.com/games/super-clean-clean/19382. The thing is with games like this that have lots of dynamics, the event engine in construct creates too much overhead and you'd be better off writing your own engine/plugin to highly optimize things for the particular "special case" you design the game around. You just need too much low level control over rendering and collisions, where the general solutions construct offers aren't specialized enough.

  • purplemonkey

    Prominent

    Although parenting to the camera seems like it should be a good solution for a UI, it allows objects to "penetrate" the UI which will look weird. Optimally you can use 2 Q3D Viewports, and create an extra scene with a fixed camera and your UI objects with a 0 alpha background, and layer that above a view-port for the main games scene. If you really need to parent objects to the camera just make an dummy object which sets angle/positon to the cameras x/y/z position and rotation, but again for a UI this isn't the best option.

    If you use a Q3D Viewport, You can make the view-port small to make it render a smaller area if the UI is only something like a bar at the top, it doesn't have to encompass the entire area. For 2D ui's it's best to just use the construct 2 canvas as a "layer" itself with behind mode set on Q3D Master.

    Using extra scenes is a bit weird but the main things you have to know is:

    1. By default, everything is created in the scene named "Default", and this scene is picked.

    2. To use another scene, you need to first create a scene with a unique name like "MyScene", similar to how multiple cameras work.

    3. To add objects / change properties / do anything really with a specific scene, you need to pick it with the "Pick scene" action in Q3D Master, similar to how multiple cameras work.

    4. Once the scene is picked, any actions that have anything to do with a scene will affect the "picked" scene. e.g. change background, parent an object to a scene, create an object, change fog, etc. the only exception are cameras which exist independently of any scene (they're global to all scenes, so they don't exist in any one scene).

    5. To move objects between scenes you need to use the action that parents them to the scene in the hierarchy section. so you need to pick the scene you want to move them to first.

    6. To affect the default scene again, just re-pick it with the "pick scene" action, the name it uses is "Default".

    7. To rendering multiple scenes is as easy as writing the scene name / camera name in the viewport properties and layering them as you please. Semi-transparency won't render properly between viewports though due to renderer design.

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QuaziGNRLnose

Member since 2 Aug, 2008

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