QuaziGNRLnose's Recent Forum Activity

  • You either adjust the shininess, use an environment map, set

    "metal" to yes, or any combination of these. Not sure what "without shaders" means...

  • Polygallon

    I'm not sure about setting all filtering to nearest as the default, most devs would expect interpolated textures. Your changes aren't really going to work as the code for materials is quite a bit more involved to properly recycle models. But i assume you know that since you changed the shared material. For the filtering i'll perhaps make it use the option selected in c2.

    There's already a way to use a basic material with your models. you simply have to export your models' .js file from blender with them and use model materials. The performance gain you're likely to get from just using basic materials is small. Alternatively (probably like 98% as fast as basic) delete all normal lights and just place one ambient light in your scene. All the extra shader effects for the phong wouldn't be created, as from what i understand the lighting shaders are only compiled into the webgl program if you actually have positional lights in the scene (ambient light doesn't count). Either of these work arounds would do the job.

    I'll see about adding some method to define the default material more easily. I left it out this version because it leads to a host of issues if the material can be dynamically changed. I'm not too into making a version with changes for just one person

  • I can only help you if you provide a capx for me to look at. I'm presuming there is a language barrier and you are not communicating your issues to me clearly enough.

  • you're the only person with these issues... something is likely wrong with what you're doing. Are you sure you're adding "one point light", or are you adding a light every frame? Do you honestly think its the plugins fault if you're the only one who's having any of the issues stated? Send me a .capx with your issue and we can rule out the problems, otherwise you just seem to be antagonizing me as I repeatedly try to help you, which i don't understand at all. The examples show performance well beyond "a single sphere and light" and you have access to them...

    You're being extremely rude for no reason as i try to provide support.

  • look at the examples... its really easy.

    add Q3D master to your layout.

    add a Q3D model object

    set the "use model" property to yes

    import the model file you created into the files folder in the project bar.

    write the name of the model in the "model filename" field

    run preview.

    done.

    I have a feeling you aren't really looking at the examples carefully enough. I could not make the process of loading a model simpler if I tried to.

  • imothep85

    All i can think of is that you don't have minification disabled when you export, so make sure you do that, or your server has some cross-origin problems. What do you mean by exported on "my ftp"? what are you exporting to, ftp is a protocol i don't know what your transferring to... I need more details to understand the problem you're having. Specifics about how to reproduce the problem etc. Your issues can be related to various things, but your simply being too vague for me to help.

  • The current system I'm implementing uses frames from the file by adding them in the order specified in the file, and using the "name" specified in the file to separate the frames for various animations. I haven't found a better way to do it, but once you have the animations set up using them has been made very easy. It's setup to work almost identically to constructs animation system for sprites etc.

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  • The exporter exports blender animations as morph frames if i recall correctly. It's not the most user friendly system.

  • imothep85

    Check the first post, there are example .capx files you can download in a zip file, and information about supported file types (obj and three.js json model format 3), as well as useful information. You can only load .js files with exported materials, but you can define the shininess/color/maps/material etc. of the object using actions.

    kmsravindra

    Something like that will be possible with morph targets update It is largely completed.

  • Polygallon

    Thanks for the feedback, animation support will probably be in around Christmas time.

  • kmsravindra

    oh you're using the html controls, i'm implementing a fix in the next update, but besides that if you made the controls using sprites they'd work with behind mode.

  • kmsravindra

    The bulk of these issues are related to hardware limitations. Positioned is doing its job, its not meant to rescale dynamically, and your issues may be related to what fullscreen mode your project is using, and if high quality is enabled etc.. Most of your issues would be solved by behind mode with autofit, any reason you arent using it? You need to make the layers transparent for it to be visible so no c2 background is rendered.

    I cant improve the performance of inside mode, it is upto a browser how efficient it will be, and infact is badly supported on anything but chrome/webkit. Its a shame but its all i can do to blame it on them.

    The memory error is an ipad hardware limitation. There is probably a limit on texture size in the webgl implementatiom they have. For performance reasons you should use images that arent huge anyways.

    Instead of using tickount use timer in those expressions, then global timescale will affect them. If you need local timescale youll need to use a variable that increments by the self.dt value each tick.

    Prominent

    Its simply too much work for me atm. There are more important widely useful features on the wishlist. I could make a simple api quickly but itd be no simpler than doing it in javascript in that case.

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QuaziGNRLnose

Member since 2 Aug, 2008

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