kmsravindra's Recent Forum Activity

  • Here is the video of the app that I developed using C2 -

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    (Please view it in HD mode)

    Let me know your comments / feedback.

    Some of the apps are available on iTunes in case you are interested to take a look -

    https://itunes.apple.com/us/artist/ravi ... d693234511

  • Actually I had an image 4096 by 2048 for starfield that was taking quite some time to get processed...Didnt knew images take that long to process for export.

    Anyway, here is the video of the app that I just finished using Q3D plugin -

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    Thanks QuaziGNRLnose, for your plugin and all the support you extended. I am planning to host this app soon on iTunes as well! Hope Q3D plugin should have no issues running on latest iOS 8.0, as that supports WebGL.

  • QuaziGNRLnose, When I use Q3DModel component and try to export it as a HTML5 website from C2, then it gets stuck forever when its trying to process Q3DModel sheets - The footnote says - Processing q3dmodel-sheet0.png and the exporting project status keeps on running...I have to force End task through Task manager to stop this never ending export...Could you please check this?

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  • ok, then I understand that UV's are mandatory when the image has to be loaded using Q3DModel. I was thinking we could probably do that directly for standard models like sphere/cube by just having the DiffuseMap image in the animation frame...

    Probably it will be beneficial to have a simple model.js templates for standard Models that we can use w/o having to create and export the .js files from blender...Does that make sense?

    I couldn't thank you enough...The simulation that I have attempted is coming great and hopefully I will be able to share it when I complete it.

    Edit - UV unwrap and export through blender was pretty easy and is working great with Q3DModel component! Thanks.

  • This was perfect!! Thanks a lot...I was not aware of Q3D.loadingstatus=1 ...That made the things work!

    I didnt understand how to do the same thing from Q3DModel without manual loading. I did create a Q3DModel and created a animation frame named DiffuseMap in which I pasted the image in frame 0 . I have set Q3DModel emissive settings and Color settings to what you have mentioned...But I couldnt get that working...

    Although you are doing a great job of responding to the queries, I feel a manual OR FAQ on such basic stuff might greatly reduce your burden.

    Thanks a lot!

  • QuaziGNRLnose - I am trying to create a background image something similar to the below threejs code -

    new THREE.Mesh(

    new THREE.SphereGeometry(90, 64, 64),

    new THREE.MeshBasicMaterial({

    map: THREE.ImageUtils.loadTexture('images/galaxy_starfield.png'),

    side: THREE.BackSide

    })

    );

    I have loaded the png file,

    Created BGSphere with radius of 90 as above

    used the Load image -->galaxy_starfield.png,

    created a new Basic material called Basic1

    created Texture1 using the galaxy_startfield.png

    And finally trying to create the object using Basic1, BGSphere and Texture1.

    However I am unable to get this working. Could you please let me know how to do this in a correct fashion?

  • Thanks for the clarification...

  • QuaziGNRLnose, I downloaded the realistic earth blend model from this link - http://www.blenderguru.com/tutorials/cr ... IabFzGUeSo . Then I exported the .js file using the threejs exporter.

    As you can see in the link above it had the following maps-

    ColorMap

    Bump Map

    Specualarity Mask

    Clouds

    So I followed your version info.txt instructions and the Textured Model.capx. Since it didnt had Colormap, I took it same as DiffuseMap while naming it in the Animations. I renamed the Specularity Mask to SpecularMap. There is no normal map and environmental map used in this realistic earth link...

    I turned the Model Materials to Yes in the properties...When I use this .js file inside Construct2 with Q3D model, I get a blue colored sphere but with no textures etc... I even tried with Model Materials to No in the properties...Then I do not get anything...

    Could you tell me what am I missing here?

  • Hi TimK, Sent you a Private message. Please let me know.

  • QuaziGNRLnose, Thanks for the response. I will try those.

    Reg Ortho stuff, .When I translate the camera's position on either the x - axis slider or z-axis slider - both are doing the same thing...I thought changing z should work like a zoom in...My experience on 3D comes mainly from Blender 3D tool and thats how the ortho and perspective cameras work there...If threejs works this way then sorry my understanding was not correct in threejs world.

  • Thanks ! I was able to accomplish what I wanted.

    A question about shadows - Lets say the light falls on a "Phong" material object1. Now if another "Phong" material object2 comes in between the light source and object1, then does the shadow of Object2 fall on Object1 and vice-versa? When I created this scenario in a static mode that had all the 3 objects in line, then I don't see this happening... Do I need to do anything extra to make this happen? I am trying to create a Lunar/Solar eclipse scenario. Thanks for your help!

    Edit - I have tried all the Q3D plugin system - shadows/auto update shadows; I even tried Light [Shadows] conditions as well...But nothing seems to be working.

    Probable bug - When I set the Camera to Orthogonal for Q3D in C2 properties panel, then changing the the x-position and z-position of the camera seems to have the same effect. Not sure if this is a bug or intended functionality....

  • QuaziGNRLnose, One more noob question - Is there a way to position a Q3D object always relatively fixed to another Q3D object? should I use q3d.objX or something? If you could please let me know how to achieve this?

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kmsravindra

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