QuaziGNRLnose's Recent Forum Activity

  • Things are layed out in orthographic topdown/sideview. Documentation is currently being written but there are capx examples that demonstrate basics for users. As for the naming im not aware of anything else but someone may have picked the same name after me since i get some vr thing released around fall 2014 if i search q3d.

    Juicy

    As stated, im working on docs now since development on core features has only recently finished. Because this plugin invariably has many features i waited till this point since earlier on docs would have needed a significant rewrite multiple times. Documentation im working now i substantial and covers all features.

  • kmsravindra

    you need to delete the old versions or very weird bugs could occur

  • kmsravindra

    "sphere6.js" has bones for some odd reasons, you exported the model wrong and it's giving me an error. you should be getting this error too unless you're using an old Q3D version.

    It's not clear to me what the issue is, that Q3D master wont become invisible? whats happening is setting invisible to true just doesn't wipe the canvas when in behind/infront rendermode but prevents any new renders, and since the css styling to hide it only occurs if the object renders (and visibility is true) changing layouts was causing a weird error, it was an oversight that i'll fix. It has nothing to do with euler angles etc. not working however, it's just that "invisible" doesn't clear the canvas in this specific case, so the image that was there when it was made "invisible" stays.

    i'll upload a minor update at the end of the week or something that fixes this and some other little bugs i've found

  • Turning off the transparency removed the "clone" images, but it comes out with another problem..the 3d models do not show up at all when i turn off transparency. Changing the mode to "inside" fixes both of the problems...but turns the image upside-down. Should i send the .Capx trough P.M.?

    Are you using the latest Q3D version? Also it sounds like your browser is out of date. Transparency shouldn't cause that issue unless you have some project settings set up weirdly. In fact the Q3D canvas has nothing to do with the "ghosts" if they're caused by normal C2 sprites. you could PM me but i'm pretty busy atm.

  • shadowofpalms

    All you have to do is use the info from your email and download it again

    Ziggums

    What browser are you using and whats the setup you have? Try using "Behind" as the Q3D Master render mode, and making your bottom layer transparent. If anything this might be due to the fact your C2 Project has the project setting "Clear Background" set to "No". In any case i need more information to try to fix the problem, because i can't reproduce it with what you've given me.

    kmsravindra

    Sorry i've been busy and you're using a later version of construct than i have installed so i couldn't quickly check without downloading and re-installing things.

  • Just gonna throw out that a few of us are still stuck in CC big projects, so anything that can help free things down the road would be appreciated. Even if it is just breaking a cap up into a bunch of images and stuff.

    Granted, I think those of us (... it might just be me and Konjak at this point?) who are stuck this deep probably have the capability to sorta... brutally export stuff in a sloppy manner through construct itself, but just being able to get graphics and layouts into C2 would do wonders for the possibility of porting large-as-fuck projects.

    Me and Davio are still stuck with it for towerclimb too

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Ralph

    Collisions with a terrain/triangle mesh are pretty expensive/slow, especially for physics where accurate collision manifolds are needed. It'll be really slow in javascript so there isn't any support for them right now. In the future I might try adding it but it's very difficult. for now if you really want terrain support it's possible to fake it for a small number of objects with ray-casters to check penetration depth since they collide with geometry, but they are very slow. this would be good for something like a character controller. You could also do it other ways if you had heightmap data in an array.

  • kmsravindra

    sorry i've been busy, ill take a look tomorrow.

    UberLou

    You need to turn off "debug" on the bones, making them invisible will still trigger the creation of the debug object which is extra slowdown you can avoid. The boxes are for viewing the collision shape associated with the bone and are unnecessary unless you want to view/debug the collision shapes on the skeleton.

    As for the 3DS exporter, i haven't used it (i dont have a copy of 3DS) so i'm not sure of the workflow. this SO post makes me believe right now it can't directly be done from 3DS (http://stackoverflow.com.80bola.com/que ... -js-from-3) the suggested solution is the same as what you're doing (manually merge).

    I know the blender exporter can export multiple animations. It's possible you'll have to transfer things to blender first.

  • Ralph

    In the three.js zip file you downloaded from http://threejs.org/, there is a model with multiple animations that you'll find at:

    examples/models/skinned/marine/marine_anims.js

    you can try the "Alert anim. info" action with the skeletal controller/morph controller to see if Q3D recognized your animations in the model file. If the animation isn't playing it probably isn't properly exporting, so it's something wrong with the file.

    to play an animation you simply have to play it by using it's name with the action.

  • QuaziGNRLnose, I have a game with multiple layouts and in couple of layouts I need Q3DMaster. So as per your advise, I made Q3DMaster invisble in layouts (at the start of layout action) that I don't want it show. However during the game - after I visit the layouts containing the Q3DMaster and then visit the layouts where I made it invisible, all the loaded objects and the Q3DMaster is still showing through in those layouts where I dont want it to be shown...Please help as to how I should be taking care of this.

    Is it global? If so u need to delete it from the other layouts and only have one in the project. Make a simple test to try what youre going to do first. If its due to a bug send me the capx and ill fix it.

  • emartransformo

    use foreach +system compare + one of the following expressions for .x / .y / .z / .xw / .yw / .zw

    it's the same thing

  • Ralph

    That'd be more of the job of an exporter / third party tool than Q3D, It's got support for multiple animations but if your workflow means you set things up like that on the timeline in your modeling software you should know Q3D expects the animations in JSON to be separated according to the standards of the file format.

    You could probably make a tool in construct itself where you define names and ranges and it generates a new model file, but i'm not keen on supporting it in the plugin as parsing out the animations like that is something that i feel should be handled by the user since they're responsible for the models, and it'd be rather cumbersome to set up in events anyway.

QuaziGNRLnose's avatar

QuaziGNRLnose

Member since 2 Aug, 2008

Twitter
QuaziGNRLnose has 5 followers

Trophy Case

  • 16-Year Club
  • Email Verified

Progress

17/44
How to earn trophies