MPPlantOfficial's Recent Forum Activity

  • The masking sounds like it should work, and does in the simple mirrored floor case, but I'm curious if we may run into issues with wall mirrors or something.

    Anyways here's a semi-simple floor mirroring test by duplicating things.

    https://www.dropbox.com/scl/fi/tg6b00a8oeaiuwaaw7i5u/floor_mirror.c3p?rlkey=h70lqijh99j88m5i92unydzta

    Yeah something like this was my theoretical solution as well but if I had to theoretically duplicate the entire level for a mirror effect I imagine that wouldn't be a very efficient use of memory.

    I'll consider doing it with a smaller draw distance. Thank you.

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  • Hi guys as you can probably tell this is just a 2D overlay UI on top of a 3D environment. I was wondering if Canvas could project a second camera to give off this effect.

    This is from a game called Carmaggedon released in 97.

  • Mesh points are positioned relative to the object’s quad. 0,0 for one corner and 1,1 for the other opposite one. It’s a bit different but setting the pos to 0,0 and the size to 1,1 is one way to let you use layout coordinates and mesh point positions. Another way is to take and xy position and convert it with:

    (X-self.x)/self.width

    (Y-self.y)/self.height

    Oh I see. Will definitely try that. Thanks again!

  • Set the Sprite size to 1x1 and the position to 0,0

    Well that worked! Thank you.

    But I don't understand why I needed to set it like that before it would appear

  • As you can see the sprite I want to stretch becomes invisible what attempting to display it.

    I'm guessing they're occupying the exact same spot but I cannot see anything wrong with my code for it to end up that way

    dropbox.com/scl/fi/zvrimutedfl95rzzjw1wb/MyMeshTest.c3p

  • hi. the variable you want to play with is dt.

    So an example like:

    global number : TIME_MAX = 10

    every tick | subtract dt from TIME_MAX

    would be a countdown starting at 10 minus time passed.

    You can modify it by including a multiplier for dt like 0.5*dt is slower by a factor of 2. You get the idea

  • Hi I've managed to implement your suggestion and aside from the fairly jumpy Z component, I'm quite happy with the result.

    To anyone following here's the link:

    dropbox.com/s/p5eacrlgjkapccb/FPS_look.c3p

  • Summoning R0J0hound

    Any workarounds with how 3DCamera rotate works?

  • Hi guys since I haven't been able to change the 3D Camera rotate camera values I've resorted to using variables instead but I'm not quite getting the desired effect.

    link: dropbox.com/s/exorhi93zglhid5/FPS_mouseTest.c3p

    Tagged:

  • Bump.

  • This is the exact same problem I have found from this thread:

    construct.net/en/forum/construct-3/general-discussion-7/3d-camera-plugin-rotation-173217

    I'm having this problem too. Setting an intial rotation "on start of layout" may show it right when the layout restarts, but when I move the mouse (camera is set to rotate by mouse movement) the camera jumps back to the previous rotation value and continues from there, not the initial position.

    My game on the Scirra arcade exhibits this issue. Die on any level and it will restart facing the level sign, but moving the mouse will snap back to the previous rotation before death. (It's something I keep trying to fix. I worked around it by not having any enemies appear until you are actually in full control of your rotation direction so having to adjust the camera rotation isn't fatal.)

    https://www.construct.net/en/free-online-games/vault-peril-32857/play

    Maybe someone's come up with a solution in the last few months?

  • I'm attempting to make a game that views multiple camera angles like a FNAF type but once it restores to previous camera it seems to store/remember the value of 3DCamera.CameraXRotation

    I would like to make it so it resets to Zero each time I switch to a different camera angle

    Tagged:

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MPPlantOfficial

Member since 17 Feb, 2016

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