Funky Koval's Recent Forum Activity

  • Ashley

    Is there a way to use the Z Scale property with mesh distorted Sprites, besides re-distorting their individual points at res change? In my particular case, re-distorting causes a noticeable delay due to the number of unique distortions and Sprites that I'm using.

    3D Shapes have the Z Height parameter - Sprites do not.

    If not, would it be possible to either have a per-Sprite Z-Scale parameter to scale the whole Sprite in Z by a user defined amount, or alternatively, scale the Sprites automatically as the global Z Scale changes?

  • Panoramic, meaning 360 degrees spherical panoramas?

    Bare Construct 3, I can think of two ways:

    -mesh distort a Sprite to create a sphere (look for R0J0Hound's experiments thread - he has an example file there) - then set up a 3d Camera and rotation controls so you can pan around the panorama - this does not require any conversion to your panoramic image.

    -convert your panorama into a box map ("skybox"-type) - map it into a Box 3d Shape and again, set up actions in the 3d Camera for panning of the view.

  • That's to be expected. They are literally in the same space and 3D mode sorts by distance, which for both is identical. Switching from 3D mode will solve the issue.

  • R0J0hound

    Another feature I would love to have would be an animation system like I suggested in the Triangle3d thread:

    Extend Set object mesh with a parameter called Blend Time, defaulting to 0.0. Then, if the new mesh has the same number of vertices as the currently assigned one, the vertex positions will interpolate from the old mesh to the new mesh over Blend Time. It would be up to the user to make sure the vertex order in the two meshes is correct. If the vertex number is different, the blend would not happen and the new mesh would be loaded immediately (current behavior).

    What do you think?

  • R0J0hound

    1. Yes - that's exactly it. I completely missed it...
    2. Sorry, wrong terminology - I mean having an Additive or Multiply Blend Mode for individual objects.
    3. Yes please. I don't know at what level of fidelity performance will suffer, but I would suggest Diffuse and Emmisive as a minimum.
    4. Yup. Omni, even without shadows would open a lot of possibilities. For any distance-bound lights, I would just have max light distance and an option to specify a decay curve (linear/square/inv square etc.)
    5. Yes - absolutely - it can't get any more optimized that using that condition. I withdraw my request - this makes the live link unnecessary.
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  • After using the plugin for some time, I have a bunch of feature requests, if feasible:

    • Can we have a per-object opacity parameter which is multiplicative with the texture alpha (like object color-object texture)
    • Is it possible to have different transition modes for objects? ATM, I can only think of Additive and Multiplicative...
    • Can we have the ability to add an emissive texture to the object? Besides artistic possibilities, it would allow faking localized light sources...
    • More light types please. An Omnidirectional light even without shadow casting to complement the existing Directional one would be great
    • Right now, loading texture from Sprite is not a live link - it will only load the texture at the time of issuing the command - is it possible to make an option to make it a live link? That way, one could set timing/looping of animated sequences in the Sprite and just link those. Currently, I'm working around this by setting object texture once, and updating the texture under that tag every tick.
  • Thank you again - shadowing and lighting work now, but... is Shadow Color alpha inverted? When I give it a value of 1 (should be fully opaque), I get no shadow/shading. When I give it a value of 0, I get shadow/shading at full strength.

  • Thank you. Downloaded from the link in the first post - but I'm getting an error message at startup:

    ---------------------------

    HTML5 exporter

    ---------------------------

    Unable to load plugin in 'C:\Construct 2\exporters\html5\plugins\rojo3d\': Javascript exception in file 'edittime.js' line 71: SyntaxError: Unexpected token ;

    Code line:

    AddNumberParam("up z", "vector z", "0";

    Stack trace:

    SyntaxError: Unexpected token ;

    This plugin will not be available in the editor.

    ---------------------------

    OK

    ---------------------------

  • Hand time to do further testing: ran through Google Chrome, Palemoon (Firefox), Edge and nw.js - all latest versions and all show the issue. My Gfx card is an RTX 2080 running the latest drivers on Win10...

  • Thank you for this. Something I noticed:

    -no matter how I rotate the light (using Euler orientation command), I can not get any shading. My .obj file has normals defined, its color is white, I set object shading to yes, light color is white, shadow color is black, but the object is always pure white without any visible gradation from light to dark (I'd expect white to black). Changing light color to red, makes the object solid red, so light color is working... Euler angles for "light" are 90,0,0 so I would expect light from the side...

    Even in your "camera and light" example, I see no directional shading...

    Do you have any idea what might be causing this?

  • This is very specific and I'm wondering if it's a bug or an issue with my shader:

    I have written a very simple Effect that modifies sampled pixel coordinates based on a predefined number of frames and displays them in a sequence - As an example, you set a single Sprite Animation Frame to a filmstrip with 4 frames, set the frame number in the Effect to 4 and speed to whatever, it will cycle the 4 "filmstrip frames" from the Sprite at the given speed.

    The problem is when there is more than one frame in the Sprite Animation - the pixel sampling is completely wrong even if the Animation Frames have the same size - it seems to sample areas of the final Sprite Sheet instead of the Sprite's Animation Frame boundary (changing the Sprite Sheet size under Project Settings changes the sampled pixels - still wrong, but there is a distinct change).

    I'd rather not share the Effect publicly until I have this ironed out but will gladly send it to someone with more knowledge to take a look if they are willing.

    Does anyone have an idea what's happening based on what I wrote? Thanks in advance.

  • The closest I can think of is replacing the Layout effect with an overlay object with a correct transition mode and the Noise FX applied to keep the look.

    Now, here's the fun part: Effects use the global time parameter and are not affected by individual object timescale settings, so to make this work, you would have to keep your global timescale at 1.0 (so Noise still animates) and set all the other relevant objects' timescale to 0.0 (for pause)

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Funky Koval

Member since 28 Mar, 2010

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