Mikal's Forum Posts

  • Have not started on 4.0 yet, but will be looking into it after the holidays. Glad it's working for you at the 3.8 level.

    Originally, I was going to wait for C3 webGPU support to do 4.0, but after discussing with Ashley, at least the first version of C3 webGPU support will limit how we can do Spine tint color, tint dark color. So, now I will focus on 4.0 after the holidays with the current WebGL support.

  • Hmm, I don't see that error (even when I launch an incognito browser and start from scratch with installing the addon.)

    Can you also check the chrome dev console for the error? Does it happen at runtime or in the editor?

    Can you share your project, so I can see the error? I am also on the Construct Community discord if you want to DM it to me there instead.

  • 1mrpaul1 Can you try using the latest beta of C3 (r275)? If that doesn't work, you can send me the project, so I can take a look.

  • Mattertainment

    Ah, I mean change the layer that the NPCs are on to change Draw Order based on 3D distance to the camera, set in the layer properties as is done in the FPS demo project.

    In terms of using an animated sprite as a texture for the 3D model, interesting idea, I will have to look at that in more detail to see how it could be done.

    The game sounds fun!

  • If you use tilemap, you may also consider using EasyStar which is Tilemap based pathfinding behavior.

    construct.net/en/forum/construct-2/addons-29/behavior-easystar-js-96215

  • I have not used it myself, but there are services like this:

    macincloud.com

    It does use xcode/mac, but you don't need to own them yourself, you can rent them.

  • Some experimenting with a layer effect shader that creates normals based on depth values and does diffuse/specular lighting for 3D Object / 3D Shape.

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  • Mattertainment

    Looks cool, what kind of gameplay will you have?

    For the 3D Shapes are you doing sort by camera distance already?

    If you have and it's still not working, I created an effect to play with if you change out your 3D Shapes billboards for 3D Object billboards (a gltf plane model with an associated texture.) It's available below:

    kindeyegames.itch.io/c3-3dobject-alpha/devlog/322574/experimental-effect-alphadiscard-for-3dobject-billboard-objects

    If you have z-fighting issues, you might need to do something a little different, you'll need to displace objects that are right on top of each other by a small amount (check if another object's x,y,z is very close and displace by a small amount.)

  • A great video from FozzleCC describing details of how to use 3D models with the plug-in.

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    If this video is useful for you, please consider supporting FozzleCC on his Patreon: bit.ly/PatreonFoozleCC

  • Some experimenting with a layer effect shader that creates normals based on depth values and does diffuse/specular lighting for 3D Object / 3D Shape.

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  • It may be an issue with your local server and C3 editor caching behavior.

    I use C3IDE on windows to develop and to serve developer versions of addon files and it works well (addon changes are reflected after C3 restart.)

    On Mac I use nodemon and a server.js script which reloads the local server on addon file changes, which also works well (after C3 restart.)

  • Did a performance update for the Draw() calls.

    Reduced CPU load during Draw() calls. Animation and rotation still require CPU performance, but Draw() call load has been reduced by about 50%. This is especially true for static 3D Objects (e.g. objects that do not have varying rotation, animation or scaling). It will benefit static objects that have changing translation (e.g. changing x, y, zElevation.)

    Also reduced the 3D render load in the C3 editor, which can sometimes impact preview performance. Sometimes your 3D Object may not be rendered in the editor, but if you resize the window or switch tabs, the object should render.

    Please let me know your experience if you see any improvement in performance.

    kindeyegames.itch.io/c3-3dobject-alpha/devlog/320426/improved-draw-performance

  • Do not use 3.8.75 it has some compatibility problems with the spine-ts runtime (from esoteric software), use a later version of Spine. Also on property leave 'skeleton' blank, if there is only 1 skeleton in your file.

    Also for debug, always check the dev console for errors at runtime, there is an error there that says to use a later version of Spine.

    Good luck!

  • Mattertainment

    Ok, it looks like the Cinema4D exporter doesn't include a base 'scene', which our importer does not recognize as a valid format.

    As a quick fix, do this:

    import gltf to Blender, then export gltf from Blender with these settings, and then it should work (it worked for me.)

    Here's the result:

    sendgb.com/hUYJdwTpo2e

    Meanwhile, I will see if there is a way to have the importer recognize this type of gltf format.