QuaziGNRLnose's Recent Forum Activity

  • SHG

    No, i'm asking if theres a way to get a list of all the files which have been imported through construct, so that i can scan for certain extensions and load them upon detection instead of forcing users to specify they want to load them, literally just a comma separated string with file-names would be sufficient.

  • QuaziGNRLnose

    and what about possibility to put object directly through editor? Will it be after new update?

    thank you

    yes the collision detection can only be done using the layout objects (which are editor placeable), which is what the update consists of.

  • >

    > > how can i Conversion mouse.x to world.x??? thankyou

    > >

    >

    > It'll depend on what scale your game is set to and where the camera is, so you'll have to figure something out

    >

    My game is full screen and using[attachment=1:2gac0zby][/attachment:2gac0zby]

    I have no idea how i know where is my mouse.x/y at Q3D

    =============

    Set text.text = floor(Q3D.objX(Q3D.id("1pig")))&"|"&floor(Mouse.X)

    [attachment=0:2gac0zby][/attachment:2gac0zby]

    try using mousex*0.001, it should scale things a bit better. If you want to use your camera to match constructs coordinate system you'll have to set it's X,Y position to the scroll position, and make its distance from the "xy plane" based on the fov and window width so that the view frustrum precisely fits the edges of this square in the 3D world, the math may be a bit difficult if you don't have a good grasp on trigonometry. Everything is set up this way by default in the update im working on.

  • Here is the capx of the problem in a zip with both the model obj and its texture file

    EDIT: I re-exported the obj and uv maps from 3DSmax and added then to C2 and everything worked fine

    I suspect its that the creator of the original object (i'm assuming you got it online) exported the UV's in some format the importer doesn't understand/recognize

  • well what ive had work so far is exporting models with the "export UVs" option checked in blender. Im not sure what the problem exactly is without seeing the file.

  • how can i Conversion mouse.x to world.x??? thankyou

    It'll depend on what scale your game is set to and where the camera is, so you'll have to figure something out

  • any idea i can

    "Impact Detection"?

    like 2Dfhy@C2's collision with object?

    i saw tiny tank can!

    but i not found any way to do it

    The update which i'm working on has collision detection

    Tiny Tank uses collision detection coded with events that is very complicated, but is very slow compared to what will be used in the update. I'm not releasing the tiny tank capx, for various reasons. Your best option would be to wait for the update which should be available in 1 or 2 weeks.

  • istavang

    I'll try to work the MTL loader in later.

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  • try enabling collisions right before you paste, then disabling them again, it might work

  • briggybros

    Does the example itself work before you modified it (with the man object)? What browser are you using, did you try multiple browsers? Perhaps the model your using is the problem because it has improper UV's or whatever it may be. You seem to be loading things properly so the model is likely at fault.

    When exporting the model out of blender you'll have to play with the export settings somewhat to see the effects. If you got the model straight off the net it might have weird UV's or something, so loading it into blender or some package and trying to re-export it or whatever may fix the problem.

  • briggybros

    Yea you could make two separate cameras spaced apart eye distance, and render the view of each to half the screen.

  • ?

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QuaziGNRLnose

Member since 2 Aug, 2008

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