ok so as you see in my first capx. i failed to wrap the diffuse map the right way, if you wold change the colors to lets say something else white background and dot in middle will just create a spot that its stretching across the ball, but as i was looking in some examples of the q3d examples i noticed that they where warping good and couldn't notice why, here it is how you wrap a texture on a sphere. first i used the frame from the balls animation with this sizes not sure if matters or not (width 512, height 256).
Wrap Texture Example Picture
[attachment=1:2secuxms]wraptexture.png[/attachment:2secuxms]
ok even if the thread is about tips and tricks, il try updating this second post i did, so it can turn into a easy quick pool ball tutorial in Q3D .
next step il add some normal sprites , the official physics plugin, and a stick to let us hit the cueball and interact with others.
ok so i already added the sprites in the scene, but wait if you start the scene you will see the sprites are not shown that is because the q3dmaster is has the render mode set to in front, if we wold change it to inside, you will see any sprites you placed above in your scene editor. the end result should look like this.
Sprites over Q3dMaster
[attachment=0:2secuxms]adding sprites over.png[/attachment:2secuxms]
ok so here it is the simple pool Q3D game you can easy make it.
first i added 15 more balls, created the texture maps for them, (duplicated the cueball, using same .obj but just changed the frame sprite color.), made the settings to match the size and collision size of the cueball so all are same and interact ok, with each other without having a invisible space between them.
i placed all the balls in 1 big family so it become more easy to set the physics property's and the wrap of the texture in 1 line instead of doing it for each ball. now since we have all that ready, i added an extra sprite called "stick " , *i made its angle follow everytick the mouse axes (mouse.x,mouse.y), then set his position to the cueball.origin point 0 also on everytick (i made the sticks origin point a bit further then the tip of the graphic, so it has a bit of a visual effect, looks better when moves and not overlapping the cueball) . now its all setup. if you download the capx attached you can test the game, it will not work if you don't have the latest Q3D plugin that you can purchase/download it by following this link https://www.scirra.com/forum/updated-q3d-v-2-3-plugins_t106677 . i kinda faked the rotation of the balls in the game for some reason it is not perfect , it only rotates because of the physics engine, i also added when collides to rotate towards his current angle as a 3dmodel but for some reason doesn't work...also for some reason the physics engine kinda fails if u shoot to hard the balls are passing through each other...not sure why maybe its the stepping iteration to low, or not sure... need to check that maybe its a geometry problem. i'l try working further on that and update this post, however it is in 3d and has a better visual feeling to the game, hope you got helpful stuff from this post <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">
.CAPX Download (11 events )
http://goo.gl/pVDbp3
AND here is how it should look if you tried to do it yourself.
http://goo.gl/48mBwn
QuaziGNRLnose thanks for the info, that made me understand better , but in the second post i fixed the issue having a simpler approach by using the events in the physics for the texture wrapping since its a sphere. i tried using the normal map texturing tutorial but its not working for spheres very good.
wanted to use the physics tutorial for this post to create the rolling natural, but when i move the camera above the view its doing some weird actions, as if i want to shoot towards 270 degrees the ball jumps, if i want to shoot towards 90 degrees the ball goes through the floor. maybe is the viewport the fault.. not sure