QuaziGNRLnose's Recent Forum Activity

  • Ribis

    At present, you have a few options.

    You can mock-up the level in the layout editor using Q3D Model objects, but you need to do this in "2D", so either top down or side-scroller style, this is how i did it in my tank demo. It gets confusing if you have multiple elevation changes though, but it still works relatively simply. You can also do it manually at start of layout as you suggest. I'm hoping to eventually improve upon this situation in future updates, to make level design a bit easier.

  • kmsravindra

    Use "time" or timedelta and set the global timescale to 0 to pause, 1 to play.

  • Awesome! I made a space elevator simulation as a project for my astrophysics class in open gl once, took me weeks to figure out drawing/rendering, great to see how easily the plugin made it for you and glad I could be of help .

    If your export is not working in IOS 8.0 ill try to sort it out in the plugin as best i can, but it should since it runs in a browser on newer I-phones.

    how are you drawing the rings? using a cylinder+wireframe like in my example? just curious

  • How are you exporting? Did u turn off minification? I never got that error once and theres no reason the plugin should do anything on exporting different than a sprite or something. What are exact steps to replicate, c2 version etc. seems like a c2 bug.

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  • kmsravindra

    Why couldn't you get it working? your model probably had no UVs.

  • is your material double sided? is your camera within the sphere? other than that it should work, unless you're not waiting for the image to load. You can use the loadstatus expression of Q3D master = 1 in a system compare with a trigger once to create the texture/mesh once everything is loaded.

    Heres an example: Simple Manual Texture Loading

    It'd be easier to do this with a Q3D model of a sphere, with the emissive value at rgb(255,255,255) and the diffuse color at rgb(0,0,0) and a shininess of 1. Handling the loading yourself is unnecessary in most circumstances, and complicates whats simple using the new plugins. You can emulate all the features of a "mesh basic" material using the material properties available, or you could even just do it by exporting your sphere model and editing the .js file to automatically load a filename, then using model materials : yes. Either way will work without you needing to explicitly manage loading.

  • brunosxs

    the "artifacts" are simply Z fighting effects you're getting because the shaded debug object is coincident with your box model. to eliminate them u need to set collider debug to "false" in the model settings, so that the grey debug doesn't show.

    The viewport plugin is mainly for setting up splitscreen games, it creates a sub-window the size of the viewport relative to the initial window's dotted line in the layout editor. It renders the viewport in the z order specified, using the specified camera and scene. it's useful for making UI's aswell if you have scenes with transparent backgrounds you wish to layer above other viewports. you can also use it for picking using absolute mouse coordinates like in the Raycasting / 2D physics examples, as it does the nasty conversion of the position to a camera projected ray for you.

    you can definitely convert 2D coordinates to 3D coordinates and vice versa, but you'll need to understand the math. The default camera starts in a z position that corresponds perfectly 1:1 with the layout unless you're in crop mode, so you'll only have to change it's x/y coordinates to that of the games scroll x/y if you want to use it to make a background for example.

  • Joannesalfa

    Set the emissive value to 255,255,255 the shininess to 1 and set diffuse color to black, also set it to render on backside. You must do this in an "on model created" or after youre sure the skybox has a model created. if its still black your camera frustum is probably too short so make your box smaller or make your camera have a farther "far" value in frustum settings.

  • Model Materials is only for when you want to load the materials out of the file, if you're specifying textures within the animations "model materials : yes" will ignore them. You may not be exporting your model correctly / uvs might be broken. i can't tell you more without seeing the model file.

    EDIT, followed steps you took and there are no uvs generated for that model, seems to be your problem. If you have no UVs texturing the object results in it not being visible as there is nowhere for the texture to be applied to. Open up the file in a text editor and you will probably see somewhere "uvs" : [], which means there are none associated with the vertices.

    In any case, this model is a bunch of spheres with materials designed to be rendered from within blender. You should just create a sphere in blender and texture it yourself, it'd be easier.

  • set the scroll manually using events?

  • GeometriX

    Youll need touse one of these methods

    http://stackoverflow.com/questions/1588 ... del-loader

    I recommend the blender exporter. i dont want to get carried away with the number of importers so for now only .js is fully supported, ill leave it up to other programs to handle conversion.

    volcank

    Its easy to import obj, but you should convert all files to a specific json format as mentioned above. Its not at all too difficult. as for the questions about crosswalk, im not sure if itll work as i have only tested extensively in browsers, however since crosswalk is basically chrome, and the plugin runs on my nexus 5 in chrome for android, so i think it'll work just fine. Test it and see:

    Mobile Morph Demo (double tap for fullscreen)

    The performance will vary depending on how much your trying to do, but its definitely slower than 2D by virtue of being 3D with way more to do in regard to rendering. It shouldnt break leadbolt ads but i havent tested since i do not own the plugins. I'm unaware of how they implement advertisements either so i can't make a guess as to if they'll work. As long as they don't modify the DOM they should, and if they do you have options to use which should allow the ads to display anyway with a small amount of work. Also note it requires webgl so it cant work on every phone. It also cannot be minified yet either do to some difficulties i have yet to work out.

    Overall this plugin is geared towards native/desktop browsing. Phones poorly support webgl so i havent invested a great deal of effort into testing on them, although you can try running one of the demos on your mobile (morph mobile demo) to see what performance is like in simple projects. XDK should work though since this demo runs fine in chrome for android, ill have to test it but i have no time atm.

  • Its some bug with checked releases since i kinda used a hack to render transparency in the edittime, works fine in r-190 but i know whats causing it. Thanks!

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QuaziGNRLnose

Member since 2 Aug, 2008

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