Ralph's Recent Forum Activity

  • Any News about next release ? What can we expect ?

    I am also asking Quazi,,,,,,,,, how could I make fog of war for 3d strategy/moba,,,, what would be the best solutions ? Is there possibility to somehow combine native fog in q3d master to do that ? Or we have to do something with special shaders. I can imagine do something like that with something like canvas (render to texture ) and dynamicaly change texture on plane or solution with lights ?

  • I'm probably missing something simple, but I am trying to get my character to play an animation, and it's just sitting there. The problem is that I'm not sure what it wants for the animation name. I just put in what I labeled it as in Modo (i.e. "bow idle"). I don't know if that's what it wants or not. I'm exporting as an obj since I don't see js as an option.

    You can't embed animations in OBJ files. It just isn't possible. The file format doesn't support it. ,,,,you need to find out how to export to .js .json

    i am not sure if there is exporter for MODO to three.js,,, but there is for Blender, 3DS MAX, Maya, Collada.......

    also there are two types,,:

    • MORPH animations using -->Morph controller behavior,
    • SKELETAL animations using --> skeletal anim controller behavior,,

    U need to add bone object if u use Skeletal animations,,

    If U will get propper .json file then ,,, open it with wordpad and check if file contains name of your animation you have exported...

    if yes,, simply play animation with "animationname"

    go to this page --- > http://github.com/mrdoob/three.js/zipball/master --> download it , unzip,, and find file in

    examples/models/skinned/marine/marine_anims.js -- correct file should be like this one as skeletal animations example

    or for morph animations u have example in https://dl.dropboxusercontent.com/u/829 ... amples.zip & open Morph animation demo,,,, in project /files there is ramathama.js & ogro-light.js

  • > Ralph

    >

    > You dont need to do anything with shaders for this to work. Also you fuse the geometry in your modeling software. Itd be pretty slow to do it at runtime for a large number of objects. I could try to implement something for static objects but the issue is then that materials and things would cease to be modifiable.

    >

    >

    >

    > Its still extra overhead, and the string manipulation would be even slower than an if. Whats the issue with separate actions? Its essentially the same.

    >

    Ok ,, i did some research,, and found that ,,,, when I created 100*100 planes with standard SYSTEM "create object "---> q3d model with modelname plane.geom drawcalls was insane 99 percent & abut 10-15fps,,,,, when I did same with your Q3d master,,, 100*100 planes ,, drawcalls dropped to 38 percent & fps raised to 60,,, with 15 animated characters on map,,,,,, so there is maybe things i didnt known before... but,, why that difference ? Should I always create object with Q3d master plugin ? but,, we cant use behaviors then.. or detect collisions with theese objects

    I am looking also for possibility to make fog of war...... with something simmilar to canvas plugin i can imagine how to do that.. but for now,,,,, "thinking"

    ..... maybe problem solved,,,

    I have changed plane.geom size from 100 to 1, or loaded another plane modeled with MAX ,,,,now draw calls shows 70 percent,,, cpu usage 90-95 percent,,, but windows task manager shows 20 percent of cpu usage,,& fps is 60 always ,,, so ,, finaly debuger is showing wrong values ,, no hardcore processor actions.. running smooth & nice.....

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  • Ralph

    You dont need to do anything with shaders for this to work. Also you fuse the geometry in your modeling software. Itd be pretty slow to do it at runtime for a large number of objects. I could try to implement something for static objects but the issue is then that materials and things would cease to be modifiable.

    Its still extra overhead, and the string manipulation would be even slower than an if. Whats the issue with separate actions? Its essentially the same.

    Ok ,, i did some research,, and found that ,,,, when I created 100*100 planes with standard SYSTEM "create object "---> q3d model with modelname plane.geom drawcalls was insane 99 percent & abut 10-15fps,,,,, when I did same with your Q3d master,,, 100*100 planes ,, drawcalls dropped to 38 percent & fps raised to 60,,, with 15 animated characters on map,,,,,, so there is maybe things i didnt known before... but,, why that difference ? Should I always create object with Q3d master plugin ? but,, we cant use behaviors then.. or detect collisions with theese objects

    I am looking also for possibility to make fog of war...... with something simmilar to canvas plugin i can imagine how to do that.. but for now,,,,, "thinking"

  • > learningthreejs.com/blog/2011/10/05/performance-merging-geometry

    >

    > does this above works same if we add object as child ? will this save some performance if it is positioned as child "for example "3d healthbar" instead of using using set positions every tick ?

    >

    No its not the same, children actually have worse performance than seperate objects in some cases. That article is referring to the practice of lets say making blades of grass all part of the same model instead of seperate objects to make the cpu do less work in calculating only a single transform vs 1000s. This is good practice to delegate work to the gpu.

    thx,,,, for your answer,,

    what should i do if I would like to have for example 300-500 trees ,50 rocks, plants...etc..

    is there any trick to avoid performance kill ? If I create simple 1000 cubes on map "simple geometry" it will increase cpu /drawcalls usage by 35 percent. I have quadcore i7 with 12gb ram , gtx570 .. "lights,, shadows disabled,,, basic shader used."

    thats why i am asking if there is possible to do something like that ----> http://learningthreejs.com/blog/2011/10 ... -geometry/ ,, ,, i dont need to move or interact with theese objects.........just save performance................. or three.js is limmited to count of objects . or... maybe i am doing something wrong,,,, or maybe debugger is showing wrong

    <img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes">

    also ,, I would need some .qfx example to get into it.

  • http://learningthreejs.com/blog/2011/10 ... -geometry/

    does this above works same if we add object as child ? will this save some performance if it is positioned as child "for example "3d healthbar" instead of using using set positions every tick ?

  • Ralph

    Collisions with a terrain/triangle mesh are pretty expensive/slow, especially for physics where accurate collision manifolds are needed. It'll be really slow in javascript so there isn't any support for them right now. In the future I might try adding it but it's very difficult. for now if you really want terrain support it's possible to fake it for a small number of objects with ray-casters to check penetration depth since they collide with geometry, but they are very slow. this would be good for something like a character controller. You could also do it other ways if you had heightmap data in an array.

    I did it with raycasters,,, it's pretty fast if U lerp possitionZ & use every 0.2s to find RAY intersections

  • I've been trying to use the q3d plugin as a background for a mostly 2d game(i mean just the background, the tiles, player, etc... are all 2d), but when i do, i get this:

    I have no idea what is causing this, so help would be appreciated greatly.

    maybe try to turn on "clear background" in project settings" i am not sure...

  • Could U please show some .qfx example ?

  • kmsravindra

    sorry i've been busy, ill take a look tomorrow.

    UberLou

    You need to turn off "debug" on the bones, making them invisible will still trigger the creation of the debug object which is extra slowdown you can avoid. The boxes are for viewing the collision shape associated with the bone and are unnecessary unless you want to view/debug the collision shapes on the skeleton.

    As for the 3DS exporter, i haven't used it (i dont have a copy of 3DS) so i'm not sure of the workflow. this SO post makes me believe right now it can't directly be done from 3DS (http://stackoverflow.com.80bola.com/que ... -js-from-3) the suggested solution is the same as what you're doing (manually merge).

    I know the blender exporter can export multiple animations. It's possible you'll have to transfer things to blender first.

    Merging Animations from 3DS MAX to .js file is super easy, i did it same way,,,,,, I' am also trying to combine SEA3D exporter with three.js exporter,,,, it has rollout to define,,,, Start - End of animation with Name of sequences for 3DS MAX model,,, ... but it's really nothing easy to do , anyway i ll try to finish it in my spare time.

    Also I have question,,: how will work physics collision for ex:" terrain" in future with q3d ?

    check this,,, nice <img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes"> http://mrdoob.github.io/three.js/exampl ... namic.html

  • Any idea how to make fog of war ?

  • Ralph

    In the three.js zip file you downloaded from http://threejs.org/, there is a model with multiple animations that you'll find at:

    examples/models/skinned/marine/marine_anims.js

    you can try the "Alert anim. info" action with the skeletal controller/morph controller to see if Q3D recognized your animations in the model file. If the animation isn't playing it probably isn't properly exporting, so it's something wrong with the file.

    to play an animation you simply have to play it by using it's name with the action.

    thx alot for help,,,, its working now,, it was bad formatting <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

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Ralph

Member since 14 Oct, 2013

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