QuaziGNRLnose's Recent Forum Activity

  • I am not saying anything is wrong with your grid , I just want to learn what we should use as the horisontal plane in here, its better with a standard in here at least , so then the neg y green will be up ? and the z blue will be the horisontal depth plane ? i dont care to ask maybe a little silly , thats the fastest way to learn

    It depends on your game, i can't give a standard as the user is the one who chooses

    which planes to use.

  • I put the grid on the xy plane, because the xy plane is more pertinent in construct than the zy plane, since construct is a 2D editor. It's not wrong, it's a helper used to define the ground plane. If you find it confusing disable it and create a new helper oriented however you like using events, it's not a forced standard or anything like that, you're able to create helpers like you are able to create any other object.

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  • istavang

    1. I made a mistake because i've been working on multiple versions of the plugin, you're correct the current public version is using r66, but the three.js version has very little to do with how the plugin works, i merely migrated to r68 since it helps compatibility.

    2. The Z axis is blue in three.js, it follows the standard convention. the camera orientation may be confusing you as the axis's do not align with constructs if your camera is looking from lets say the +Y axis towards the origin.

    3. what do you mean by "pin", the q3D object acts as a window to the 3D world and having multiple extra canvases added to the DIV makes no sense and wouldn't work very well. If you meant how do you attach multiple objects together, you must use the "change parent" action to lets say attach wheels to a car body or something similar, this creates an object hierarchy, you cannot use the "pin behavior", because this was designed to work with sprites and normal layout objects, you must use the parenting controls and your own custom designed logic.

    4. yes i updated tiny tank to r68 when i updated the game to have high-scores and i wanted to see the stability of the new version on multiple systems.

    5. Tiny Tank can and was made with the original version, I fail to see where it's misleading. All of the Action/Conditions/Expressions of the plugin are available to look at in the main post, there's no slight of hand. the workflow is complicated for novice users at the moment and i'm aiming to make it simpler. If you are having difficulty with the current version, Tiny Tank will make things even more confusing with its abstraction of certain concepts, and the fact the engine is actually built with online multiplayer half implemented. The updates are free for those who purchase/purchased the plugin even though there's a lot of work in them, so if the current version seems difficult to use you can wait for the newer one which attempts to make the workflow easier. The current version is meant to make three.js accessible through the construct event sheet, there's a lot of extra work that needs to go into making the workflow for 3D objects similar to sprites, which is what i'm currently trying to do.

    6. I'm not sure what you mean by Z-index, as the objects are part of the 3D canvas and use the three.js zbuffer for ordering/rasterizing. You'll need to clarify to get a better answer.

  • istavang

    current version is r67.

    The update is migrated to r68.

    I haven't fully tested if this has broken some things.

  • fongka2

    if you don't believe it, you could always look at the html5 source which is not minified. Tiny Tank works with all the functions you're able to use. You will not be able to copy anything from Tiny Tank if you don't. Tiny tank is possible because i have experience using construct and writing Verlet physics engines in construct, I don't want to release the source because I don't want a million simple clones of a complicated game invariably appearing everywhere which are too time consuming to debug. This is the reason Ashley made the ghost shooter demo simple.

    When i release the new version i'll work on an FPS example, but i'm not doing it before that because it's not something a novice will be able to easily follow. Consider looking at the Wolfenstein example jay jay was pointing you to for the time being.

    lemo

    Yes using the inside mode you can apply what i'd describe as "full layer" effects to the 3D canvas. Obviously you can't apply effects to the individual objects within the layer, but i think you understand this by the nature of your question

  • fongka2

    I'm working on this plugin whenever i have free time to do so, but as the tiny tank demo proves a lot can already be done with it. You could very much make a quake style fps as things are now, although you'll have to program simple 3D collision detection yourself. Tiny Tank has 3D physics/collisions which were made using events so an fps should be very easy in comparison. Animation will likely come in the future, but again I update at the pace that i can. Read up on 3D collision detection, sphere-sphere collisions are incredibly easy to implement:

    http://studiofreya.com/3d-math-and-phys ... -response/

    The plugin is taking a long time because it implements more complicated collision primitives and uses a spatial hashing scheme to accelerate things, but for simple 3D collisions like you'd need for DOOM sphere-sphere aswell as constructs collision system should be very useful

    Also, obtaining mouse coordinates in the 3D space is based on your camera position, field of view and your window size, as well as the plane you wish to project onto, it's not something that the plugin can't do, its something you must use math specific to your requirements to solve.

  • Of course it can be supported if the runtime stored a string/list of files that were added. There is no security issue here, a string to scan is all thats needed. I can load files if i know the names.

  • fongka2

    I stated instruction on how to allow your textures transparency to work, you need to enable "Transparency" while keeping the opacity at 100%, this should allow your pngs transparenchy to work. This is necessary so that the renderer understands it needs to apply special treatment to that particular material/texture etc. Transparency is supported but tricky, as it requires the rasterizer to do extra work maintaining sort and draw orders. there are alpha test, depth test and depth write settings you can modify to play with how transparency is handled for particular materials.

  • That's not really at all what i need, as this still requires the user to specify a file manually, which i rather have loaded automatically.

  • No, it's not supported, but it's what the project file parameter is for.

    What is the project file parameter ? i didn't find it documented or didn't notice it when looking through preview.js.

    Some type of support for affecting the pre-loader for pre-processing work would be nice. At the moment the support for loading only audio and image leads to problems where plugins that have to do different types of loading are left to load after the game has "loaded". It'd be nice to make loading work for all plugins the way it only does or some.

  • QuaziGNRLnose

    Tried the "Simple Scene Demo" capx, export to Cocoonjs without minify option enabled and got error. Will you support CocoonJS in next update ?

    Supporting CocoonJS is not planned, only web and desktop are supported. The performance of mobile platforms isn't quite good enough with three.js from what i tested/researched to bother putting the work in to support CocoonJS at the time. My policy is to rely on mobile web developers / phone developers to work out their end of WebGL support rather than have constant trouble and endless / impossible work supporting them. This may change in the future but right now its not planned.

  • Hello, I'm buyer of your Plugin. Please reply my email. Btw you do very nice work

    who have you emailed? i haven't received any PM's from you on this site. Thank you for the compliment!

    fongka2

    Transparent textures are supported, however you must adjust the settings for it to work properly. There is an action for materials where you can control transparency/opacity options. I believe you must enable transparency while leaving the opacity at 100% for the alpha map to work properly. You can also set an alpha test value or a blend mode on the material. Transparency in 3D can sometimes turn out weird because of the way the rasterizer works. Let me know if you need more help!

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QuaziGNRLnose

Member since 2 Aug, 2008

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