istavang's Recent Forum Activity

  • got the json texture working now

    and here is just a little how to make animation

    https://gameportalen.com/three.js_Skele ... ion22.html

  • I put the grid on the xy plane, because the xy plane is more pertinent in construct than the zy plane, since construct is a 2D editor. It's not wrong, it's a helper used to define the ground plane. If you find it confusing disable it and create a new helper oriented however you like using events, it's not a forced standard or anything like that, you're able to create helpers like you are able to create any other object.

    I am not saying anything is wrong with your grid , I just want to learn what we should use as the horisontal plane in here, its better with a standard in here at least , so then the neg y green will be up ? and the z blue will be the horisontal depth plane ? i dont care to ask maybe a little silly , thats the fastes way to learn

  • A Plugin which generates a dungeon of custom size and populates an array object with the generated information.

    Download V0.1 (Early Alpha with an infinite loop bug. Use at your own risk.)

    Download V0.2

    Changelog:

    - added expression "LoadStatus". 0 = not run or not finished generating; 1 = completed generation

    3D Live-Demo

    - You can walk around with WASD (just a visual demo, you can also walk through the black).

    - Unfortunately, the infinite loop bug triggers from time to time. You will notice on the right textbox that there is no map created with the dimensions 100x100. In this case, you need to close that browser window/tab and call the URL again in another window/tab.)

    2D Demo CapX

    - Simple Demo which shows how a Dungeon can be generated and shown on screen

    2D Live Demo

    - More advances than the downloadable .capx

    Character movement with "WASD"

    Usage:

    "Random Dungeon Generator" is a single action Plugin which requires an array object available in the project.

    [attachment=0:3oefw2vf][/attachment:3oefw2vf]

    Variables:

    MinRoom = the minimum amount of rooms to be created

    MaxRoom = the maximum amount of rooms to be created

    MinSize = the minimum size the whole Map needs to have

    MaxSize = the maximum size the whole Map needs to have

    MapSize = This is the width and height of the Map, this should always be bigger than MapSize in order to avoid errors

    Squash = If set to yes, an algorithm is triggerd which moves the created rooms closer to each other

    Array = You need to select an array object (the content of that array will be overwritten when the event is called

    Arraylayout:

    The Array will be filled with the following information at each x/y coordinate:

    1=Floor

    2=Wall

    3=Empty

    This Plugin is not completed yet (some additional functions will follow as soon I have some time to work on it).

    ehhh.. was loocking for the 3D version capx

  • the grid is diffrent and confusing , in blender the car is standing on the grid horizontal plane (looks like) but it is actually the vertical plane .(Red Green grid)

    in three editor the car is standing horizontal on the (Red Blue grid) correct horizontal plane

    there is somthing not correct here , then u actually design on the wrong plane when the z y get mixed up like that? if i am understanding this correctly.

    the grid is horizontal loocking in three editor , but in c2 the grid is vertical loocking

  • how do u set the z-index on an id object ? anyone ?

  • istavang

    current version is r67.

    The update is migrated to r68.

    I haven't fully tested if this has broken some things.

    1. its 66 in my plugin ?

    2. howcome the z axis is diffrent colors in three.js compare to blender where the z axis is blue and three.js the helper z axis is green ? isnt there a standard RGB red green blue xyz

    3. If u cant use 2 q3d plugins on same game , how do u eg pin one object in scene to get moving , can u pin by id ?

    4 . allso i saw tiny tank using 68 ?

    5. If u could take out just the tank and make a simple capx of it , it would be a big help for us all I beleave.

    I understand the guys is kind of missleading when u advertised with it on sale.

    I need my car wheels rolling !

    Thanks in advance

  • QuaziGNRLnose

    I am a little confused , is it using three.js r66 , r67 or r68

  • QuaziGNRLnose

    heads up tip!

    Did u know that member stemkoski is three.js expert ? http://stemkoski.github.io/Three.js/

    he may help u out if problems ?

  • I got the camera to work! Sort of, though you have to use arrow keys to look around. I would prefer mouse movement look around, but here you all go! First person view look around. I'll see what I can do for mouse look around also.

    https://googledrive.com/host/0B8m5DDRra ... 1fUWtfSW8/

    any capx one this ? <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    nice if u could share your capx for all members to learn by example

    Thanks in advance <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • istavang

    You need to export the UVs for .obj files to texture properly, other than that nothing special should be needed. Sometime you can load .js format objects with their material properties but it doesn't always work since i didn't fully support all the features for the .js exports yet. Make sure textures are square and power of two, as anything else might cause problems.

    what are you doing that isn't working?

    https://gameportalen.com/menu-three-js.html

    there is stil some image to objects isues

    is it possible for you to add MTLLoader.js and OBJMTLLoader.js to your plugin ?

    seems necessary to get this to work properly

  • There's no demo version of the plugin (As this would necessitate freely distributing the plugin), only demos that show what can be done with it.

    there is an objectMTLloader in three.js , is this embeded inside Q3D ,

    tips best practice to asign the mtl file ?

    strugeling getting my image texture right on the object, must it be maped as a texture atlas or ?

  • yes i know, but images are also the basic element for websites, but i thought it would be easier

    to use 2 images, and change them onhover, then write a whole styling for a button (borders, inner border, shadows, and more..), seems like a lot more work. though i believe it should be faster

    its just copy and paste the code , not all css is needed its just an example of use

istavang's avatar

istavang

Member since 25 May, 2013

None one is following istavang yet!

Connect with istavang

Trophy Case

  • 11-Year Club
  • Coach One of your tutorials has over 1,000 readers
  • Email Verified

Progress

13/44
How to earn trophies