Joannesalfa's Recent Forum Activity

  • GeometriX Got it, it worked, thanks!

    QuaziGNRLnose I will try r69, there a missing question that you didn't answer:

    Do you suggest I should use separated models to load such as glass.obj, wheels.obj and chasis.obj instead of fullcar.obj to apply different materials and Is there an easy way to pin togheter (if we get XYZ coordinates from 3D editor) when 3 models are loaded in runtime?

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  • Ok, good, besides to advanced x stuff, do you suggest I should use separated models to load such as glass.obj, wheels.obj and chasis.obj instead of fullcar.obj?

    I have a problem about creating Q3D models that won't apply textures, I found a workaround to copy your object from examples, I stil don't understand what's the cause of problem. Enclosed a .capx includes .obj and texture.

    https://dl.dropboxusercontent.com/u/762 ... oblem.capx

    Other thing, I've used three.js exporter addon https://github.com/mrdoob/three.js/tree ... rs/blender in my blender and exported as .json, I tried to load 3D model but i got javascript error due to length, besides I renamed from .json to .js, i got same error. Do you know how to fix it?

  • kmsravindra QuaziGNRLnose

    I haven't used blender since 3 years ago, omg I was very oxide until now, I've spent 4 hours to figure out how to make enough skybox

  • Use smaller resolution, 640x480 is fine for most games. I have experimented a game with 1920 x 1080 , it looks nice, but just the fill rate makes it much slower. Use fixed resolutions which is faster than windowed and scaled.

    However if you worry about HD graphics, make 1920 x 1080 based graphic and scale down in C2 layout, it would keep looking good even is zoomed in.

  • Ok, I will make a capx with your idea.

  • Would you mind to tell me how did you manage to create skybox? It looks nice, I had no idea how to work with my skybox.

    It would be nice if you can send me simple capx with Q3D, I have iPad 2 air I could help to test with your app.

    Have a good luck with your app.

  • Thanks for your reply, about the text, well, that's shame however separated letters may be OK.

    About advanced x stuff, I have a question, when a 3D model as car contains some parts like wheels, door and glass were separated for selection. Is possible to apply different material or texture to separated parts in one 3d model?

    Heh, I guessed these extensions look not flexible, I would like to answer your question about the features interest me:

    Spotlight:

    http://jeromeetienne.github.io/threex.v ... basic.html

    Video texture:

    http://jeromeetienne.github.io/threex.v ... xture.html

    Grass:

    http://jeromeetienne.github.io/threex.g ... /demo.html

  • I have 2 questions:

    -Do we have something that generate Text 3D like that?

    http://jeromeetienne.github.io/threex.t ... basic.html

    -Do we have an ability to do snapshot on canvas and then apply a texture with Base64 canvas on 3D model? I'm looking solution to apply 2D text on texture of 3D model.

    For example: http://jeromeetienne.github.io/threex.d ... basic.html

    BTW, I found: http://www.threejsgames.com/extensions/ it's not framework, these are modules, I wonder if is doable that we can integrate them into Q3D

    Thanks!

  • You should redraw a cat as big resolution than old one, then re-scale down in C2 as opposite of 1:1, it's worth to try.

    Sometimes we can't do balance between graphics and gameplay, if is lower resolution, it would better 60 fps, if is higher resolution, it would lag.

  • It seems like Tokinsom is upset about this tilemap workflow. Maybe he doesn't understand what's the workaround, besides I don't know what are the problems.

    He talks about loading tilemaps in runtime and zoom, correct?

    Load tilemap is supposed to save as JSON from own editor, then create object according the properties.

    Use layer for tilemap is supposed to be zoom in or zoom out, I don't see a big deal there.

    Basically, don't try to think about one click solution, sometimes we use tricks to solve the problems, I'm ended up with tilemap workflow:

    One tile map as world instead of levels, it would have designed better. There a ! sign tile is supposed to do rotate or mirror tiles in runtime. The levels are made with Tiled, maybe if I would build own map editor for tilemap is designed for C2.

  • Make sure to set collate utf8_unicode_ci if you want more correct characters

  • C2 already supports UTF-8

    I'm pretty sure your server has something wrong, make sure to double check, if not, then use php function to convert from ANSI or something else to UTF-8

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Joannesalfa

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