matriax's Recent Forum Activity

  • matriax It would've been possible if C2 had a text editor property. I really like the idea of a pasting text instead of loading external files, it would be awesome for people to share 3D models just by copying pasting stuff. But unfortunatly, for now, its not possible.

    X3M Talked with Rexrainbow about the text editor property, i guess you mean in the field there is no "NEWLINE" so you can't paste all the info because this field only gets one line string.

    Maybe i found a solution, i opened the .obj and .mtl file and wrap all content in a single line using UltraEdit, saved and imported into C2 and the model and their material are still loaded correctly(Removing previously any #coment). So when you go to copy the .obj/.mtl you only need to wrap into a line.

    Is there any other problem or with this can works?

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  • X3M I guess, first C2 need to have the tools to give you the way to get the .obj/.mtl correctly from the field and after that find some way to get the code and build the files or a way to create the mesh using that information.

    I know this is not simple, in fact maybe is impossible but with the things i saw how all works is the unique way i found to do that, but in my opinion can give us a more flexible way to work and do things.

    1

    Imagine i share my own library, if somebody like all the models i have on it, for example 50, they only have to select all, copy and paste in their own project and they will be ready to use.

    2

    Now we have to import the files: Obj+Mat+Texture maps. That can be 5 or more files for each model that we will have to organize in the imported files tab. After that we will have to create 50 OBJ.objects in the C2 layout and one by one set the correct name of the .OBJ or .JS model imported.

    Also with the different libraries of the people they can have repeated the model/material/texture names so in that case we will have to rename it to Stairs1.obj, Stairs2.obj, stairs2.mtl, stairs2.png etc... a thing we avoid in the other way because there is no .obj/.mtl/ textures names.

    And for manage add/remove models. We have to remove the object in the C2 layout and search in the imported files the ones associated.

  • matriax Nah thats not practical

    Mmm... what about some options on NewMesh.Object?

    New mesh properties

    Type: Box, Torus... and add another called "Custom" on the list.

    And at the end of the "New mesh properties":

    [Custom] .Obj

    [Custom] .Mtl

    To add the text content of the .obj and the .mtl.

    That's it!, because for NewMesh we already have the textures of diffuse,bump,etc.. on the object.

    So, we can have a totally custom 3d model in a single object on the C2 layout, without import any file and easy to share or copy/paste between our projects or share with other people. I mean, if somebody shares their own models, if i want one simply copy and paste the object into my 3dlibrary.capx to use in the future.

  • X3M Ops! You're right sorry! :S now works correctly.

    Any chances to get the .OBJ file working only with the object in the C2 layout like i said? Adding the textures as in NewMesh objects and the .OBJ .MTL as text in some field or whatever?

  • matriax No you just need to import the .OBJ file and its .MTL along with the pictures.

    Yep, i imported the cube.obj, the cube.mtl and the cubewrap.png for de diffuse texture but not seems to work. The OBJ is loaded but not the texture.

    I wonder if there is any way to add all the .OBJ info in the C2 layout object without import any file, since the textures can be added in the object as diffuse,bump,specular animations like we already do for NewMesh... and the .obj and .mtl are plain text and maybe copy and paste in to some field in the left tab property. So with that we can copy that object and paste in any project and will work.

    I don't know if there will be any other solution to do that more easy.

  • X3M But are 6 different textures to map the cube, i only want to edit an unique texture that covers all the faces of the mesh and allows me paint each face different. I found a blender tutorial and worked, this one:

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    .

    But i realized i can't do the thing i had in mind for my own library and i have to find another way. BTW, i can't set the texture to an .OBJ file, what's wrong? This is the .capx:

    https://dl.dropboxusercontent.com/u/659 ... files.capx

    The .OBJ files not have the animation window to set the Diffuse, Bump,etc... texture maps, also if i try to set the diffuse texture imported i get an error on the MeshOBJ plugin:

    How to import correctly an .OBJ file and their texture maps? I thought you import the .OBJ file and then in the edit image window you set the diffuse, bump,etc.. in the same way that the NewMesh objects. that is also how works in Q3D for .OBJ and .Js files.

  • X3M I want to paint all the mesh using one texture that allows me set different image for each face(full control), A better example:

    But i don't know how select all the faces to unwrap the uvmap and get like the above image. ¿?. This is what i though Babylon3D will do on create the NewMesh, but if not is possible my idea is create my own basic library.

    Also, the 0.6 will have animated textures using the frames as we have for sprite objects?

  • fuego96 Just saw a tutorial that how bake shadows (

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    ) on blender and seems is more complicated than i though, using nodes and lots of things by "BlenderGuru". I will wait to see if there is anyway to do in C2 or at least some way to add shadows in a good way.

    Also i want to do a .capx with various basic objects(.OBJ) like boxes, spheres, stairs, pyramid,etc... with their texture UVmap for all the faces, some kit for fast prototyping. I started with the Box, but i can't get the blender create me the UVmap like this:

    https://stinkyipod.files.wordpress.com/ ... /crate.jpg

    Why is all too complicated in 3D? XD

  • matriax Correct, actually the name will not be accounted for anymore, but I will leave it there just to distinguish between your meshes on the layout. But it will not be used anymore by the engine.

    No, since you won't need the mesh name anymore. From now on (This applies only for the NewXXX plugins) you will access things with Pick by UID just like Sprites.

    Oh! This are awesome news, thanks!

    ---

    fuego96 Hey great demo! The baked lights looks great.

    Is there anyway to bake all the shadows of the scene in a single texture, 2048x2048 or whatever, and add some filter blur in photoshop and apply this texture in the scene in some way?

    X3M Can Babylon3D do that itself? Actually uses a "shadow map" for the real time ones. Have any option to export or bake the shadows? I don't know how bake shadows works, i guess i'm asking something impossible but well i have to try, for people that only wants to use the C2 layout as editor.

  • X3M About using mesh as Sprites. When you say clone you mean duplicate? I know is confusing is simply to be clear (Duplicate= Same object name with diferent UID / Clone=Different object Name and UID)

    if in the C2 layout i create a NewMesh.Object and i duplicate that object(Not clone) creating various instances, that means all the objects will have the same name but different UID, if in the events i set: On Player collide with Coin=Destroy coin. Will affect to all the coins? Also, i guess will works for duplicate NewMesh.objects in realtime.

    And about the mesh name, we still will have to change the mesh name for each duplicate coin to get this works?.

    ---

    About the raycast/laser behaviour, if returns the first mesh that intersects with the laser/raycast in front the camera, being "front the camera" the center of the render, yes, i guess will work. If is possible set an "offset" will be great, because if we add an interface in the bottom/top, the center of the aim can change, i don't know if i'm explaining well, BTW, for the moment that have to works thanks!.

  • fuego96 I already reported this issues weeks ago, also happens with the light and other plugins, at least when was reported. I guess he is focusing in other plugins an get all works like have to be or i hope for the 0.6 after the last news.

  • matriax Send me your capx. Parenting the laser to the camera should do it. But I still don't know why my demo didn't work for you, maybe Its because I'm using the 0.6 which is still in developpement.

    fuego96 Unfortunately thats not on my to do list for this particular plugin. It will be done for a different product.

    X3M Oh well! if you are using a 0.6 version then i guess is fixed. This is my .capx:

    https://dl.dropboxusercontent.com/u/659 ... ycast.capx

    I guess this is not how have to be done but is the unique way comes to my mind.

    BTW, this have to be more easy. Some Raycast/AIM behaviour on we can add to the camera and options to pin to Position/Rotation and set the position of the screen where the aim center is on our game and forgot to do all this events. Or add the behaviour to the Mesh.Laser and a field to set the parent object you said as: "Camera".

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matriax

Member since 22 Jun, 2015

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