brent_hamel's Recent Forum Activity

  • Sorry, one last bump... I need this resolved ASAP and even if I could just get pointed in the right direction of how to go about it... do I file a bug report? do I just keep bumping hoping for answers? anything, please.

  • Sorry, but I need to bump this... this is a significant issue and completely breaks gamepad support for my project (as well as many others I imagine), so apologies...

  • I'm having an issue in that the Gamepad Object doesn't seem to be returning the OnButtonPressed event, ButtonIsDown works fine, but OnPressed seems to result in nothing... has anyone else encountered this? I've had it happen with 2 different gamepads tested in all 4 of my USB ports...

    EDIT: also, I can only seem to get the Gamepad to be detected about 50% of the time and only when using NW.js for preview...

  • >

    >

    > That definitely solved it!!! Awesome job, and thanks so much!! That should be a quick fix for Quazi! The C2 community is kinda the best imo

    >

    no problem!

    btw, your game is looking really cool.

    Well thanks it's using 2D top down logic atm, I'm playing with some concepts that I'd been working on in 2D top down already, to see if they'll translate to a first person perspective

    All thanks to Q3D! Pretty sick stuff QuaziGNRLnose !

  • brent_hamel , QuaziGNRLnose

    Okay I found a fix.

    In the runtime.js of the Q3D Model, on line 3796 there is a typo;

    this.mat.alphatest = alphatest;

    It should be a capital T, like so;

    this.mat.alphaTest = alphatest;

    I also re-enabled the action in edittime.js on line 244;

    changed

    af_deprecated

    to

    af_none

    Then I used the action to set the alphatest value to 0.5 on the model

    I also set the transparency OFF as well on the model.

    This should fix your issue brent_hamel

    Apparently judging by this comment in the edittime on line 241;

    // these two weren't really having any effect in webgl renderer, so they're deprecated

    You must have overlooked a typo, QuaziGNRLnose , which is why it appeared not to be having any effect.

    So if you fix the typo it will work again.

    That definitely solved it!!! Awesome job, and thanks so much!! That should be a quick fix for Quazi! The C2 community is kinda the best imo

  • Agreed, the effect as seen in my link has transparencies enabled for the material

  • brent_hamel ,

    Are there sprites behind the model? Sprites won't show up behind models with transparent bits.

    If they are models behind the models, are their position further away from the camera? If they are the same position as the model with transparent bits, the model without transparent bits might not show(because the camera may not know which one to render first based on distance from camera)..

    Probably just easier to show you what I mean...

    http://tinyurl.com/nftbsk3

    There's a starfield sprite on a 2D layer underneath the Q3D viewport layer in C2, and regardless of models in the viewport, if the materials have transparency (as these do) they show through the entire viewport.

    (also if no "slimes" appear in the game world, just refresh until they do, they're the transparency culprits, but have a very low chance of not spawning)

  • brent_hamel

    You need to use a plane on a Q3D model for that, sprites are optimized to be fast so they don't have support for features like lighting.

    I'm noticing that when I try to use transparency in the model textures (to replace the billboard sprites), I end up seeing through the entire 3D viewport, as opposed to just the model's texture itself... any ideas?

  • What do u mean by phong/lambert not working, they work fine for me but maybe what your doing is causing issues.

    Those functions should be defined for all intents and purposes so im not sure whats going on (no one else reported this issue). A step by step explanation of what youre doing would help aswell as a capx.

    EDIT: Looking at where the error originates, looks like you're using the old functionality for materials/objects, which is pretty much useless and deprecated in 2.4. You should be using Q3D Model for everything now.

    Updating everything to the Q3D Model plugin seems to solve it, thanks so much

    EDIT: also, any plans, or is it even possible for the sprite object to react to lighting situations? or am I better to use a Plane with transparency enabled and manually make it face the camera at all times?

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  • brent_hamel

    > in regards to the phong/lambert stuff:

    Did you delete ALL of the old plugins and replace them with all of the new ones? (you can't mix and match old and new, they work as a set, and assume they're all updated to the same version)

    >in regards to export issues (this is a common mistake)

    For exports, you need to ensure minify is off (theres no good way to make constructs minify feature work across multiple plugins the way the Q3D suite needs it to). Minify breaks the necessary cross referencing the runtimes need to work, and C2's plugin SDK offers no easy solution.

    Sadly when updating some breaking changes might also occur if you're using an older version for a current project. Q3D underwent major revisions that require architectural changes sometimes.

    I removed what I believe is everything from the previous version of Q3D, 3 behaviours, 8 plugins, and a second behaviour folder with a capital B that had "Q3D Morph Controller" in it. I redownloaded the 2.4 zip, extracted and put everything where its supposed to go, but still get errors on both Lambert and Phong materials with code untouched that worked previously.

    The error I get for Lambert reads:

    "Javascript error!

    Uncaught TypeError: Cannot read property 'setHexR' of undefined

    http://localhost:5000/Quazi3D_plugin.js, line 2592 (col 42)"

    The error I get for Phong reads:

    "Javascript error!

    Uncaught TypeError: Cannot read property 'setHexR' of undefined

    http://localhost:5000/Quazi3D_plugin.js, line 2656 (col 42)"

    Don't know if that helps at all...

    As for disabling minify, that worked like a charm, no issues exporting to any platforms now <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • > I sure hope this is a Q3D noob question, but my test app works fine in preview, both Chrome and NW.js, but when I export to either HTML5 or Node Webkit, I get a black screen when I run it...

    >

    > https://dl.dropboxusercontent.com/u/407 ... index.html

    >

    > any ideas? Am I doing something wrong/missing something? Or should I see about reporting this as a bug?

    >

    Testing your app I see this in the error console:

    Uncaught ReferenceError: populateCommonACE is not defined

    c2runtime.js:1415 Uncaught TypeError: Cannot read property 'kP' of undefined

    index.html:1 Uncaught (in promise) DOMException: Failed to register a ServiceWorker: A bad HTTP response code (403) was received when fetching the script.

    Hmm, I'm afraid I don't know what this all means in terms of what I can do about it, or is it something I can't control through C2 and Q3D?

  • I sure hope this is a Q3D noob question, but my test app works fine in preview, both Chrome and NW.js, but when I export to either HTML5 or Node Webkit, I get a black screen when I run it...

    https://dl.dropboxusercontent.com/u/407 ... index.html

    any ideas? Am I doing something wrong/missing something? Or should I see about reporting this as a bug?

    EDIT: also, I seem to get thrown errors when trying to use Lambert or Phong materials since updated to 2.4... again, likely my own fault, but I can't seem to figure out the cause

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brent_hamel

Member since 31 Dec, 2009

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