Rhindon's Recent Forum Activity

  • R0J0hound - THAT'S IT!!! IT WORKED! The Mouse controls the Reticule PROPERLY!!

    THANK YOU SO MUCH!!! (I'm 41 but the kid me feels like the best thing just got handed to me.) I'm very grateful.

    As always, I'm so appreciative of you both. GOD BLESS!

  • newt - Thank you! I did try using Lerp before but was still struggling...the results I was after I couldn't figure out.

    R0J0hound actually seems to have solved it for me - a non-parallax 2D layer. That's like 90% exactly what I'm after (if not EXACTLY). I'm going to plug it into my setup and see if that solves the deal.

    Thank you both!

  • newt R0J0hound dop2000

    Tagging the three of you because you've been the most helpful in the past and I value your input. (And because if one of you is unable to answer, maybe the others can.)

    Frederico C. from the Discord Ask-C3 channel offered me this solution - https://cdn.discordapp.com/attachments/253490735268102144/972991293246562354/3dRetical.c3p. And that's very close to what I'm trying to do but with the greater flair of the 3D camera viewing angles you can see in my own project.

    I tried to play around with the "Scroll layer" expression/action but I've never used it before so I'm guessing at what it actually does...

    I'm sure that my issue here is a lack of understanding of just how C3 is "thinking" when it interprets the event lines I've written. I'm obviously wanting it to do one thing but because I don't "get" how C3 handles certain details, such as 3D Camera in conjunction with the Mouse against a 3D layer, I don't know how to remedy this.

    I'll keep dinking around and hopefully I'll figure something out.

  • PROJECT FILE: https://drive.google.com/file/d/1rQl5A5qyTy9aqATJIThZrug-zGYu_uM4/view?usp=sharing

    ISSUE (SHORT VERSION): Using the Mouse to control the Aiming Reticule object is always "off-center" due to the way I have the 3D Camera set up to "lag" behind the position and while looking at the Aiming Retitule of the Player Character.

    ISSUE (LONG VERSION): The game I'm making is similar to Star Fox (SNES) or Space Harrier (arcade, etc). Unlike those games where the camera was generally stationary and always looking straight ahead, in my game, the 3D Camera is positioned behind the Player Character and adjusts position with a lag to move behind the Character again. The Camera always looks at the farthest Aiming Reticule object which is controlled by the Mouse.

    I'm using the difference between the present and previous Mouse position per tick to determine how much to move the Reticule. This much works. Sorta...

    The problem is that with the way things are now, the Reticule keeps moving to the bottom-right as the Mouse is moved around the screen and to dead-center when the Mouse moves to the top-left. I'm not sure what I'm missing.

    Could I get some help to resolve this, please?

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  • colonel Justice - Yeah, that's my conclusion, too. I reviewed both the manual and Ashley's tutorial entry on 3D and I'm of the mind that I just need to position my 3D camera above the layout as it originally starts. I'll have to test that out later...

    Thanks!

  • dazedangels - Thank you, but that issue I got resolved as I noted in the EDIT portion of my post.

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  • I'm trying to use the image from a 2D sprite as the facing of a side on a 3D object.

    However, when I apply this using the appropriate action line, that side is suddenly blank, as if it was unchecked to be invisible. But it's the only one checked to be visible. I also tried to use both an action line in the Event Sheet and also in the 3D object Properties Bar to assign a simple sprite image to the one face of the 3D object. It still will not show up, making that face appear invisible in the process.

    WHAT is causing this?

    I have the 3D camera set to parallel with the layout and other than that, nothing out of the ordinary is going on. It's still that ONE side that has the 2D sprite pasted onto it that's blank when it should be visible.

    I have triple-checked that the correct side is referenced.

    EDIT: I discovered that I needed to have at least a single instance in the layout (or any layout?) in order for the sprite image to appear on one of the faces of the 3D object. I solved my own problem. I'm leaving the post up for others in case they face the same issue.

    ...now, I have to figure out how to get the transparent space in the original sprite image to appear transparent on the 3D object facing...

  • Aaaah. That's the thing that was missing. Thank you, Newt!

  • That's everything... I didn't know what would or wouldn't be relevant.

  • I opened up chrome://flags and enabled WebGL Draft Extensions as well as Choose ANGLE Graphics Backend...thinking these two things most related to the issue I'm having. The preview is still running close.

    The following is what chrome://GPU says...

    Graphics Feature Status

    Canvas: Software only, hardware acceleration unavailable

    Compositing: Software only. Hardware acceleration disabled

    Multiple Raster Threads: Enabled

    Out-of-process Rasterization: Disabled

    OpenGL: Disabled

    Rasterization: Software only. Hardware acceleration disabled

    Skia Renderer: Enabled

    Video Decode: Software only. Hardware acceleration disabled

    Vulkan: Disabled

    WebGL: Software only, hardware acceleration unavailable

    WebGL2: Software only, hardware acceleration unavailable

    Problems Detected

    Gpu compositing has been disabled, either via blocklist, about:flags or the command line. The browser will fall back to software compositing and hardware acceleration will be unavailable.

    Disabled Features: gpu_compositing

    Version Information

    Data exported 2021-05-27T22:16:31.254Z

    Chrome version Chrome/90.0.4430.212

    Operating system Windows NT 10.0.19042

    Software rendering list URL https://chromium.googlesource.com/chromium/src/+/e3cd97fc771b893b7fd1879196d1215b622c2bed/gpu/config/software_rendering_list.json

    Driver bug list URL https://chromium.googlesource.com/chromium/src/+/e3cd97fc771b893b7fd1879196d1215b622c2bed/gpu/config/gpu_driver_bug_list.json

    ANGLE commit id ed5f62c36dc0

    2D graphics backend Skia/90 f1e4f21baf44e7c9cc0efbbba21c4ed6009686b3

    Command Line "C:\Program Files\Google\Chrome\Application\chrome.exe" --origin-trial-disabled-features=SecurePaymentConfirmation --flag-switches-begin --enable-webgl-draft-extensions --use-angle=gl --flag-switches-end

    Driver Information

    Initialization time 148

    In-process GPU false

    Passthrough Command Decoder false

    Sandboxed true

    GPU0 VENDOR= 0x1414, DEVICE=0x008c, LUID={0,65764}

    GPU1 VENDOR= 0x10de, DEVICE=0x1f14, SUBSYS=0x50d31558, REV=161, LUID={0,65917}

    GPU2 VENDOR= 0x1414, DEVICE=0x008c, LUID={0,65819}

    Optimus false

    AMD switchable false

    Desktop compositing Aero Glass

    Direct composition false

    Supports overlays false

    YUY2 overlay support NONE

    NV12 overlay support NONE

    BGRA8 overlay support NONE

    RGB10A2 overlay support NONE

    Diagonal Monitor Size of \\.\DISPLAY1 17.2"

    Driver D3D12 feature level D3D 12.1

    Driver Vulkan API version Vulkan API 1.2.0

    Driver vendor

    Driver version 10.0.19041.546

    GPU CUDA compute capability major version 0

    Pixel shader version 3.00

    Vertex shader version 3.00

    Max. MSAA samples 4

    Machine model name

    Machine model version

    GL_VENDOR Google Inc.

    GL_RENDERER Google SwiftShader

    GL_VERSION OpenGL ES 3.0 SwiftShader 4.1.0.7

    GL_EXTENSIONS GL_OES_compressed_ETC1_RGB8_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_image_external_essl3 GL_OES_EGL_sync GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_framebuffer_object GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_texture_3D GL_OES_vertex_array_object GL_OES_vertex_half_float GL_EXT_blend_minmax GL_EXT_color_buffer_float GL_EXT_color_buffer_half_float GL_EXT_draw_buffers GL_EXT_float_blend GL_EXT_instanced_arrays GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_texture_compression_dxt1 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_ARB_texture_rectangle GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_instanced_arrays GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_texture_filtering_hint GL_NV_depth_buffer_float2 GL_NV_fence GL_NV_read_depth GL_NV_read_stencil

    Disabled Extensions

    Disabled WebGL Extensions

    Window system binding vendor

    Window system binding version

    Window system binding extensions

    Direct rendering version unknown

    Reset notification strategy 0x0000

    GPU process crash count 0

    gfx::BufferFormats supported for allocation and texturing R_8: not supported, R_16: not supported, RG_88: not supported, BGR_565: not supported, RGBA_4444: not supported, RGBX_8888: not supported, RGBA_8888: not supported, BGRX_8888: not supported, BGRA_1010102: not supported, RGBA_1010102: not supported, BGRA_8888: not supported, RGBA_F16: not supported, YVU_420: not supported, YUV_420_BIPLANAR: not supported, P010: not supported

    Compositor Information

    Tile Update Mode One-copy

    Partial Raster Enabled

    GpuMemoryBuffers Status

    R_8 Software only

    R_16 Software only

    RG_88 Software only

    BGR_565 Software only

    RGBA_4444 Software only

    RGBX_8888 GPU_READ, SCANOUT

    RGBA_8888 GPU_READ, SCANOUT

    BGRX_8888 Software only

    BGRA_1010102 Software only

    RGBA_1010102 Software only

    BGRA_8888 Software only

    RGBA_F16 Software only

    YVU_420 Software only

    YUV_420_BIPLANAR Software only

    P010 Software only

    Display(s) Information

    Info Display[2528732444] bounds=[0,0 2195x1235], workarea=[0,0 2195x1195], scale=1.75, rotation=0, panel_rotation=0 external.

    Color space (sRGB/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}

    Buffer format (sRGB/no-alpha) BGRX_8888

    Color space (sRGB/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}

    Buffer format (sRGB/alpha) BGRA_8888

    Color space (WCG/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}

    Buffer format (WCG/no-alpha) BGRX_8888

    Color space (WCG/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}

    Buffer format (WCG/alpha) BGRA_8888

    Color space (HDR/no-alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}

    Buffer format (HDR/no-alpha) BGRX_8888

    Color space (HDR/alpha) {primaries:BT709, transfer:IEC61966_2_1, matrix:RGB, range:FULL}

    Buffer format (HDR/alpha) BGRA_8888

    SDR white level in nits 80

    Bits per color component 8

    Bits per pixel 24

    Refresh Rate in Hz 64

    Video Acceleration Information

    Encode h264 baseline 0x0 to 1920x1088 pixels, and/or 30.000 fps

    Encode h264 main 0x0 to 1920x1088 pixels, and/or 30.000 fps

    Encode h264 high 0x0 to 1920x1088 pixels, and/or 30.000 fps

    Vulkan Information

    Device Performance Information

    Total Physical Memory (Gb) 31

    Total Disk Space (Gb) 1862

    Hardware Concurrency 16

    System Commit Limit (Gb) 36

    D3D11 Feature Level 12_1

    Has Discrete GPU yes

    Software Rendering Yes

    Diagnostics

    0

    b3DAccelerationEnabled true

    b3DAccelerationExists true

    bAGPEnabled true

    bAGPExistenceValid true

    bAGPExists true

    bCanRenderWindow true

    bDDAccelerationEnabled true

    bDriverBeta false

    bDriverDebug false

    bDriverSigned false

    bDriverSignedValid false

    bNoHardware false

    dwBpp 32

    dwDDIVersion 12

    dwHeight 2160

    dwRefreshRate 64

    dwWHQLLevel 0

    dwWidth 3840

    iAdapter 0

    lDriverSize 1473112

    lMiniVddSize 0

    szAGPStatusEnglish Enabled

    szAGPStatusLocalized Enabled

    szChipType Intel(R) UHD Graphics Family

    szD3DStatusEnglish Enabled

    szD3DStatusLocalized Enabled

    szDACType Internal

    szDDIVersionEnglish 12

    szDDIVersionLocalized 12

    szDDStatusEnglish Enabled

    szDDStatusLocalized Enabled

    szDXVAHDEnglish Not Supported

    szDXVAModes

    szDescription Microsoft Basic Display Driver

    szDeviceId 0x008C

    szDeviceIdentifier {D7B71AF4-43CC-11CF-9261-616AAFC2C735}

    szDeviceName \\.\DISPLAY1

    szDisplayMemoryEnglish 16276 MB

    szDisplayMemoryLocalized 16276 MB

    szDisplayModeEnglish 3840 x 2160 (32 bit) (64Hz)

    szDisplayModeLocalized 3840 x 2160 (32 bit) (64Hz)

    szDriverAssemblyVersion 27.20.100.9126

    szDriverAttributes Final Retail

    szDriverDateEnglish 12/22/2020 5:00:00 PM

    szDriverDateLocalized 12/22/2020 17:00:00

    szDriverLanguageEnglish English

    szDriverLanguageLocalized English

    szDriverModelEnglish WDDM 1.3

    szDriverModelLocalized WDDM 1.3

    szDriverName C:\Windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_fa9fc511f66405d8\igdumdim64.dll,C:\Windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_fa9fc511f66405d8\igd10iumd64.dll,C:\Windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_fa9fc511f66405d8\igd10iumd64.dll,C:\Windows\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_fa9fc511f66405d8\igd12umd64.dll

    szDriverNodeStrongName oem99.inf:5f63e534c17b7cb3:iCML_w10_DS:27.20.100.9126:PCI\VEN_8086&DEV_9BC4&SUBSYS_50D31558

    szDriverSignDate Unknown

    szDriverVersion 27.20.0100.9126

    szKeyDeviceID Enum\PCI\VEN_8086&DEV_9BC4&SUBSYS_50D31558&REV_05

    szKeyDeviceKey \REGISTRY\MACHINE\SYSTEM\ControlSet001\Services\BasicDisplay

    szManufacturer Intel Corporation

    szMiniVdd unknown

    szMiniVddDateEnglish Unknown

    szMiniVddDateLocalized unknown

    szMonitorMaxRes Unknown

    szMonitorName Generic PnP Monitor

    szNotesEnglish There is a problem with Intel(R) UHD Graphics device. For more information, search for 'graphics device driver error code 22'

    szNotesLocalized There is a problem with Intel(R) UHD Graphics device. For more information, search for 'graphics device driver error code 22'

    szOverlayEnglish Not Supported

    szRankOfInstalledDriver 00CF0001

    szRegHelpText Unknown

    szRevision Unknown

    szRevisionId 0x0000

    szSubSysId 0x00000000

    szTestResultD3D7English Not run

    szTestResultD3D7Localized Not run

    szTestResultD3D8English Not run

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    szTestResultD3D9Localized Not run

    szTestResultDDEnglish Not run

    szTestResultDDLocalized Not run

    szVdd unknown

    szVendorId 0x1414

    1

    b3DAccelerationEnabled true

    b3DAccelerationExists true

    bAGPEnabled true

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    bDDAccelerationEnabled true

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    bDriverSignedValid false

    bNoHardware false

    dwBpp 0

    dwDDIVersion 12

    dwHeight 0

    dwRefreshRate 0

    dwWHQLLevel 0

    dwWidth 0

    iAdapter 0

    lDriverSize 1050064

    lMiniVddSize 0

    szAGPStatusEnglish Enabled

    szAGPStatusLocalized Enabled

    szChipType NVIDIA GeForce RTX 2070 with Max-Q Design

    szD3DStatusEnglish Enabled

    szD3DStatusLocalized Enabled

    szDACType Integrated RAMDAC

    szDDIVersionEnglish 12

    szDDIVersionLocalized 12

    szDDStatusEnglish Enabled

    szDDStatusLocalized Enabled

    szDXVAHDEnglish Unknown

    szDXVAModes Unknown

    szDescription NVIDIA GeForce RTX 2070 with Max-Q Design

    szDeviceId 0x1F14

    szDeviceIdentifier Unknown

    szDeviceName Unknown

    szDisplayMemoryEnglish 24307 MB

    szDisplayMemoryLocalized 24307 MB

    szDisplayModeEnglish Unknown

    szDisplayModeLocalized unknown

    szDriverAssemblyVersion 27.21.14.6611

    szDriverAttributes Final Retail

    szDriverDateEnglish 4/11/2021 5:00:00 PM

    szDriverDateLocalized 4/11/2021 17:00:00

    szDriverLanguageEnglish English

    szDriverLanguageLocalized English

    szDriverModelEnglish WDDM 2.7

    szDriverModelLocalized WDDM 2.7

    szDriverName C:\Windows\System32\DriverStore\FileRepository\nvcvi.inf_amd64_cf5190ef2b396b37\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nvcvi.inf_amd64_cf5190ef2b396b37\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nvcvi.inf_amd64_cf5190ef2b396b37\nvldumdx.dll,C:\Windows\System32\DriverStore\FileRepository\nvcvi.inf_amd64_cf5190ef2b396b37\nvldumdx.dll

    szDriverNodeStrongName oem116.inf:0f066de3d2785c58:Section087:27.21.14.6611:pci\ven_10de&dev_1f14&subsys_50d31558

    szDriverSignDate Unknown

    szDriverVersion 27.21.0014.6611

    szKeyDeviceID Enum\PCI\VEN_10DE&DEV_1F14&SUBSYS_50D31558&REV_A1

    szKeyDeviceKey Unknown

    szManufacturer NVIDIA

    szMiniVdd unknown

    szMiniVddDateEnglish Unknown

    szMiniVddDateLocalized unknown

    szMonitorMaxRes Unknown

    szMonitorName Unknown

    szNotesEnglish No problems found.

    szNotesLocalized No problems found.

    szOverlayEnglish Unknown

    szRankOfInstalledDriver 00CF0001

    szRegHelpText Unknown

    szRevision Unknown

    szRevisionId 0x00A1

    szSubSysId 0x50D31558

    szTestResultD3D7English Not run

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    szTestResultD3D9Localized Not run

    szTestResultDDEnglish Not run

    szTestResultDDLocalized Not run

    szVdd unknown

    szVendorId 0x10DE

    Log Messages

    [15100:17960:0527/151622.410:ERROR:gpu_init.cc(426)] : Passthrough is not supported, GL is swiftshader

    GpuProcessHost: The info collection GPU process exited normally. Everything is okay.

  • First, I understand that 3D Shapes are still new to C3 and there's a lot to work out. This may just be one of those situations where the 3D object needs to be further optimized. I don't know...

    I have a small number of layers on a very, very basic demo I'm trying to put together. All layers have their Rendering Mode set to 2D except for the layer that has all the 3D objects which is, of course, set to 3D.

    There are only three objects - my character, the instances of the 3D object, and blocks with the Solid behavior (to serve as platforms under the 3D object).

    At first, things seemed to run fine. But when I started to add an extra layer I noticed that successive Preview plays resulted in very slow playback, I came up with a loss of how to resolve this problem.

    I've closed the Preview window, I've restarted C3, I've also restarted my computer. I've checked Task Manager and the Preview window was definitely causing the most CPU demand but it never got above 50% total.

    Can anyone help me figure this out, please?

    C3 project file: drive.google.com/file/d/1bEjzueFLJ5FHme9x1VZsnlXhplKrrqAM/view

    The stick figure is the main character and the arrow keys are using the basic Platformer behavior for movement.

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Rhindon

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