QuaziGNRLnose's Recent Forum Activity

  • Mayfly

    the graphics themselves would be easy, but making the physics work would require you to program some kind of height-map physics interaction, which may be difficult for some but is entirely possible with the tools the plugins give you

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  • I don't see it as much of a priority so only possibly in a long time. Saving the position/color/model without errors is very tricky to implement, so at most it'll save a few basic things like position/rotation but not all features of the object.

  • that should work depending on how you implement it.

  • RadioMars

    The plugin isn't able to simply save it's entire state yet, so you'll have to set up a system to save some other way.

  • http://geomalgorithms.com/a05-_intersect-1.html

    vector stuff like this, you'd need to cast a normalized ray from screen-space etc. Knowing this kind of basic stuff is pretty essential for 3D work.

    Yes you animate/apply textures using the same operation, simply by using an animation called "DiffuseMap" with multiple frames on a Q3Dmodel with UV maps

  • Android-Music

    Q3d sprites dont support lightjng as theyre meant to be highly optimized, but nothings stopping you from using a q3d model with a normal map + diffuse map on a plane to do the same thing.

    For 3d drag and drop you need to do linear algebra with mouse coords projected onto some mathematical plane in 3d space.

  • alexandrell77a

    Your kind words are very appreciated! seeing stuff like this puts a smile on my face, and especially seeing people sign up on the forum only to post in my thread ). I feel bad that documentation is lacking right now especially because of all those features i've put in that nobody realizes are there / or understands how to fully use, but it'll be the next thing I work on after bones & physics. Again thank you for buying the plugin and being patient with the development! And if there are minor feature requests people have I do my best to meet their needs (within whats feasible for me as the sole developer of this plugin).

    Also if anyone's interested, I'm co-developer of the roguelike platformer TowerClimb made in Construct Classic, kind of a shameless plug but it's some of my earlier work .

  • Hi, just bought your plug-in, great stuff

    everything works fine in preview but once online I got this error:

    Uncaught TypeError: undefined is not a function

    c2runtime.js:253 Z

    c2runtime.js:91 b.Ag

    c2runtime.js:75 b.qq.je.h.onload

    this is from one of your example capx Lights & Geometry using Q3D Master (Solar System example)

    I just export in html5 format as is

    again work perfect in preview, but once online the error appear

    edit: it seem that the error occur only when using the minify script option at export time, when I turn it off , everything fine

    It's an error with the current version of the plugin (well it's due to an error in C2), the next update to come out will have it fixed using a workaround. It's due to a strange bug with construct 2's handling of inline java-script comments. If you absolutely need to export right now, the only way to fix it would be to clean all the comments out of the Q3D plugins runtime files yourself (can be done quickly with various online js beautifier/minifier tools).

  • Im writing a custom oimo.js physics port, theres actually no such thing as "three.js physics". You should study the examples more carefully, everything you need should be there.

  • it's pretty much impossible for me to debug something like this blindly. i don't know what you mean by x and z position, the point the ray-caster intersects in a collision test is returned using expressions, not .x, or .y or .z, i forget the exact name but if you look at the descriptions it should indicate what does what . Again this seem more like a linear algebra question, it's not really Q3D's job to work out the math for those things, but i might include helper functions to make it easier for novices in the future.

  • These arent Q3D questions, theyre about 3D math and camera transforms. Read up on how these things work. If you rotate the camera or move it around, the xy axis in 3D obviously dont line up with the xy coordinates of your mouse on screen because of the rotated view. You can use the viewport to project a ray.

  • you made a mistake in your first post.

    You do not set model materials to "yes", if you want a diffuse map on your model using animation frames. Model materials tries to use the materials setup in the JSON model file, and will ignore any settings in construct unless you follow a specific advanced procedure.

    For a diffuse map using animation frames there are 3 steps:

    1. Set a Q3DModel object to load a properly UV mapped model

    2. Make sure model materials is set to "no"

    3. Create/Rename an animation to "DiffuseMap" (case sensitive), and draw/import the frames.

    Q3D supports animated textures if you follow this way of texturing. the animated textures use the C2 animation properties to animate. Also note that some material types have extra kinds of maps you can set (just by naming one of the animations, or a combination of animations any of these names like we did for "DiffuseMap"):

    Phong:

    "DiffuseMap"

    "SpecularMap"

    "EnvironmentMap_ENVRefract"

    "EnvironmentMap_ENVReflect"

    "LightMap"

    "BumpMap"

    "NormalMap"

    Lambert:

    "DiffuseMap"

    "SpecularMap"

    "EnvironmentMap_ENVRefract"

    "EnvironmentMap_ENVReflect"

    "LightMap"

    Basic:

    "DiffuseMap"

    "SpecularMap"

    "EnvironmentMap_ENVRefract"

    "EnvironmentMap_ENVReflect"

    "LightMap"

    Normal:

    (no maps supported)

    Depth:

    (no maps supported)

    Shader (feature not fully supported in V-2.3, but WIP for newer versions):

    (depends on the loaded shader)

    The other way of defining materials is to do all that in blender following three.js tutorials, and then setting model materials to "yes" and adding the necessary textures you used in blender to the files folder. it's much more complicated, and works in the same way as the workflow of three.js. I'd recommend against using it as it doesn't allow for the same kind of flexibility as using the animation system.

    Another note is you can change texture animations at runtime, and have more than one, but you need at least 1 animation named for example "DiffuseMap" (or any of the above) if you want to change the texture animation to something different, or else Q3D will think the model doesn't use any diffuse-maps and wont initialize them on the model, and changing will lead to an error or no effect.

    Environment maps work in a special way since they need 6 textures in the shape of a cube to work. If you want to know how they work look at the comments in "texturing model example" capx in the main Q3D post. for Q3D to recognize an animation as an environment map, you need to add "_ENVReflect" for a cubic environmental reflection map, and "_ENVRefract" for a cubic environmental refraction map. the same rule for needing at least one "EnvironmentMap" animation applies here. but additionally other animations need to be called something like "myanimation_ENVReflect" if you want to change environment map animations at runtime, in practice i don't see many people wanting to do this though.

    Also to note for Environment maps, "frames" don't exactly work the same since the maps need 6 textures. Every 6 frames in an animation are converted to the faces of the environment map, if you have 12 frames then you'll have two seperate cubic "texture frames", meaning two sets of 6. this is a little confusing to explain, but as you add frames you'll see with 1-6 frames the environment maps doesn't "animate", but with 7-12 it animates between two "texture frames", with 13-18 it animates with three "texture frames", etc. if there aren't enough frames to build a cube, it just copies the last frame over the remaining needed faces.

    All this is confusing in words, but if you look at the "texturing model" capx, it should be pretty clear.

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QuaziGNRLnose

Member since 2 Aug, 2008

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