QuaziGNRLnose's Recent Forum Activity

  • Ubivis It might be a problem with the UV's of the model using texture repeat, and tif files aren't supported by browsers so try converting the textures to png. you might need to set "ST wrapping" to "repeat wrapping" on the texture you create for it to work properly i think for this model, but even then it might not look right because of the specific engine this model was made for or program this file was exported from so you may have to fix the uv's yourself somehow in blender.

  • I made something similar using shaders in construct classic, and i managed to get it to work with pixel shader 2.0, you should be able to do the same with WebGL shaders that support way more instructions way easier. This type of falling sand game requires either brute force efficient CPU work or a very cleverly designed parallel process on the GPU, both of which are difficult for a novice to pull off but entirely possible with javascript and WebGL. You probably wont get very good performance trying to make it with events.

    falling-sand-on-gpu-through-pixel-shader_t78983

    i used the technique to "simulate" seas of green vomit in my game super clean clean

    http://gamejolt.com/games/arcade/super- ... ean/19382/

    these were made using construct classic and custom shaders however, so i can't testify to how possible this is with C2

    This doesn't actually use any type of "physics" technique at all, its a cellular automaton like conways game of life, with clever rules that make it look like physics

  • Yeah some tutorials from people who have their head wrapped around it would be awesome.

    Ideally i'd love to learn more about

    how to trigger events when 2 3D objects interact with each other

    how to link 2D elements and 3D elements together

    how to use some more of the built in construct behaviors with 3D objects

    because im still adding/fixing/changing things i don't want to make too many tutorials just yet, as things can drastically change in a few updates.

  • Three.js seemed easier and more familiar to work with having been around longer and i liked how it was designed more. There wasn't a huge choice to make, both would have been good with different strong points. Babylon seemed to do TOO much which would maybe make construct integration harder.

  • Creating an object of type " Sphere" causes an error upon play

    Javascript Error!

    Uncaught TypeError: Cannot Read Property 'clone' of undefined

    Quazi3D_plugin.js line 2415 (col 41)

    It's working fine on my end, you're probably passing a bad name to the object creation function. It's case sensitive so if you're writing Geometry: "sphere" when your geometry is called "Sphere" you'd get the error message you're getting.

  • septeven, once the sub plugin is out ill make a video tutorial.

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  • QuaziGNRLnose

    When I tried to update the three.min.js to latest version(R67) I got this error

    "Javascript error!

    "TypeError: "rotation" is read-only"

    "http://192.168.1.198:50001/Quazi3D_plugin.js, line 343 (col undefined)"

    I hope you can fix this bug. Since there are a lot of improvements in the R67 release notes.

    https://github.com/mrdoob/three.js/releases

    This isn't a bug, you can't swap out the three.js build and expect it to work when it wasn't designed to. None of the changes in R67 really affect the plugin so i don't see the reason you're trying this.

  • Been having a play with the plugin and while it is early days, I certainly can see some potential for it. The main issues are mainly to do with events and interactions...namely iterating through instances and collision detection. Also, some sort of layout editor (or use of the three.js online editor) will be a must for anything more complex than a procedurally spawned game .

    What is planned as far as collisions? Will it be auto cubic bounding boxes that rotate with a model or just a spherical, non rotating box? Of course options are always a good thing. The ability to use another mesh as bounding box would be great, though I am not familiar with the capabilities of the Three.js engine.

    Currently I am noodling with a prototype of a basic 2.5d shooter to learn the plugin. I have basic player movement and camera down fine. I can fire one bullet, but the issue becomes how to control instances. Of course this is all handled under the hood with normal C2. How would I check for its position to destroy offscreen? I can create multiple bullets but they all have the same name and only one responds to actions. I have tried using object>create>create by cloning but can't work it out...

    cheers...

    the sub plugin will make these things easier, but right now it's easy to get things to work like regular construct by linking them to a sprite dummy, and associating the id of the 3D object to the sprite by saving q3d.idlast in a variable when you create the object. from there you can do whatever you want to make them "link". i don't know if this is clear but ill make an example if you want some help.

    There'll be options for the colliders in the sub plugin, thats what im trying to get working right now. Tiny tank isn't procedurally spawned so it's not really right to say its the only type of game you can make atm. You just need to use sprites to mock things up and spawn associated graphics.

    offscreen checks are difficult if you're using perspective projection, just give them a timer.

  • GameThirsty, You'll need to use some basic vector math. I'll be creating a few simple 3D behaviours after the current sub-plugin is done.

  • xoros,i sent you a pm, everybody whos having this issue check your spam folders!

    Yarfapet, i can't wait to see more!

    I'm working on the editor sub-plugin that will make using behaviors and testing for collisions in 3D a lot easier, its about 60% complete at the moment.

  • The only thing you have to do is check the "export UVs" option and it should all work out when exporting to .obj

    if you want to know how to UV map things within blender, you should try looking up some blender tutorials

  • QuaziGNRLnose i bought the plugin but i feel lost...maybe before you sell the plugin you've got to upload video tutorials from importing models to c2 to i dont know maybe how to make a simple side scroller with q3d like lets say flappy bird clone or a mario clone. or anyone else please upload a tut. i export my obj from blender i import it in c2 project's folder and the only think i see is a grey grid in black backround...im sure its working but i dont know how...thats the reason i said above that documentation is vital before releasing

    there are 3 simple capx examples on the first post, look at those, i'll add more for more advanced functionality with time don't fret, but those should be enough to get you started.

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QuaziGNRLnose

Member since 2 Aug, 2008

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