X3M's Recent Forum Activity

  • matriax I am going to add the Change mesh name function, but be aware that the things you two wanna do are just not going to work.

    I'm talking from the point of view of a coder.

    Does C2 have a Sprite array plugin like the MeshArray ? I guess not ...

  • Do you mean a Function or an Expression :

    • Expression means : Alert(Mesh.Name)
    • Function means : Set mesh name to ("Box")

    Yes whatever that is I will add it.

  • How are you going to the change the name of something that is not returned ? System->Create Object does not give any clue about the new instance.

    I understand what you're trying to do, that can be easily done with the Mesh->Clone Mesh , you just have to pass the name, like in your example :

    var count = 0

    Repeat 100 Times

    {

    /////////////////////////New name, X , Y , Z

    Mesh->Clone mesh(count,count*100,0,0) // Put clones at X interval of 100

    System->Add to(count,1)

    }

    You get me ? Your clones are named 0 , 1 , 2 etc...

    How is System->Create object is going to give you a reference to the created mesh ? Since you want to change its name

    But of course I will add that possiblity in next version

  • The library does not allow having several meshes with the same name, the names should be different.

    Even in C2 you don't get any control over clones sprites for example, so I would be more than happy if there was a simple way to clone instances and at the same time get a reference of them , at least it is doable with the method I've sent you. But does C2 have a better way ?

    P.S: If by name you mean the mesh name , there is the expression : Mesh.Name

    Waiting for your suggestion

  • Bumping this thread.

    Is C2 supposed to lowercase the names of the imported files?

  • You should follow a certain method in order to clone objects, well I forgot to mention that all the plugins can be used together in a single project , let me explain :

    To clone a mesh, you need two things , your mesh (Can be New Mesh , Obj-Js Mesh or a loaded scene Mesh ) and a loaded scene Mesh.

    1- The loaded scene Mesh will serve as a container for our clone, so you should give it the name of your clone .

    2 - Then you add the function Clone Mesh and you set the name parameter as the same of your loaded scene Mesh.

    3 - Every behavior that the loaded scene Mesh has will apply to the clone.

    In other words your clone will be the loaded scene Mesh which was emply first.

    You can also use the Mesh Array plugin instead of the loaded scene Mesh one when you wanna make dozens of clones, but the C2 behaviors will not work , only the Babylon ones will be applied. You will need to set :

    global var boxcount = 0
    For from 0 to 50 with index = boxcount
    Clone mesh [Box] clone name "Box"&boxcount 
    End For
    [/code:1nkpan3q]
    The MeshArray should be Box[0-50]
    
    As for picking, the clones Pickable state are set to false by default, you should enable their Picking state.
  • matriax Mouse lock is in the section Babylon General of the camera plugin, you need to set a blank sprite as a texture for the cursor because there is no other way to make the browser hide the cursor (Security reasons).

    The vertex morphing can only be used with the new created meshes because the meshes that are loaded inside a scene have their matrices locked by the 3D editor, I will add examples later , I just need to figure out why the wall in the last example renders maps weirdly while it works perfectly in c2 localhost.

    And remember guys this plugin is still far from finished, as I said before version 1.0 will be the only complete bug free distribution.

    Take care.

    P.S: According to fuego96, the plugin seems to perform well on Android with apks generated using Intel XDK, which I didn't assume before. I will post some benchmark results later.

  • There is no option to modify the item title, or I'm I missing something ?

  • The website seems to ignore the uploaded images and just leaves the old ones instead, for example if you decide to replace the splash image of your item, and you upload a new one, the uploading process shows as successful but the image does not display, instead the website sets the waiting for approval for the old one.

  • Very impressive, my question is: unlike on Q3d, with Babylon3d, can we export the proyect with cordova and eventually use cocoon io or XDK? I mean, it works on mobile?

    Well I can't tell how the plugin is going to perform on mobile, It was mean't to be run only on the web, but still you can test and see how much FPS you get. I'm not optimistic regarding performance since many 2D games suffer. If 2D game can barely reach 30 fps, then I can say that 3D games will not be playable at all in mobile.

    Nonetheless its still a predicament and not a fact, who knows, maybe with the rights settings you could pull out a performing game for mobile devices.

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  • this.type.name[/code:2jezldai]
    If you're looking for other functions or methods, pay a visit to the scrapyard :
  • Thanks matriax for your support , I have some announcement to make, I will no longer work on a seperate edition for Babylon3D, instead I will give you the possiblity to either load 3d scene and edit them in C2, or create scene from scratch entirely in Construct 2. Therefore this plugin will at the same time be a Scene loader and an Editor.

    So this plugin will no longer be called Babylon3D-SLE, just Babylon3D. Here are some of the features that will be added in 0.5:

    [0.5]

    Added plugins:

    • New scene

    A scene that is created and no loaded from an external file.

    • New mesh

    Create a new mesh in the C2 layout (Box-Sphere-Plane-Cylinder-Torus) and manipulate it from there,apply a texture using the C2 drawing tool. (Sprite animation is compatible)

    • New light

    Create a new light (Spotlight-Directionnal-Pointlight-Hemispheric) ,assign its properties from the C2 tab and manipulate it from there

    • New camera

    Create a new camera (Free,Arcrotate,Follow) in the C2 layout and manipulate it from there.

    • Import .obj files

    Add .obj files and their respective .mtl to the scene and manipulate them in the C2 layout.

    Added behaviours:

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X3M

Member since 8 Jul, 2016

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