Mikal's Recent Forum Activity

  • Ashley - can you please add the Quad3D2() API to the editor iwebGLInterface, similar to how Quad(), etc. are available? I am working on the 3DObject plugin and currently I can render it in the runtime, but I think it would make it more user friendly, if I could also render it in the editor w/ control via drag and drop and properties, similar to how is done today with 3DShape.

    My goal is to make 3DObject have similar behavior to 3DShape, but allow for loading of a little more complex models and textures using obj/mtl with some controls for scaling and rotation initially.

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  • Thanks for all the replies and encouragement, when I move to a stable release, I will add more details on usage and models. (I am learning some myself as I look at all the different variations of obj/mtl/png formats that I see available.)

    Right now it's still more of an Alpha test targeted to people already a little familiar with 3D and 3D models and their formats, to see if it is worthwhile to continue work with.

    Also for better user interface, I have requested for the ability to render the 3DObject in the editor also. The thread is here if you care to support it: construct.net/en/forum/construct-3/plugin-sdk-10/request-add-access-quad3d2-161210

  • Another example 3DObject moving using scene graph as child to a parent sprite tweening Z elevation and orbit behavior.

  • I am developing a 3DObject plugin to complement the great new 3DShape recently released into C3 stable. 3DObject can import 3D models in the obj/mtl/png gltf embedded format. I intend for the final version to be simple and well-integrated into C3 (for instance, behaviors like 8 dir, drag and drop work, for controlling X,Y location of the 3DObject work now.) Low poly models work better in terms of performance.

    The current version is in Alpha and still has lots of rough edges (e.g. the 3DObject shows up in the editor as a placeholder sprite, only at runtime is the 3D model rendered.) The 3D model is rendered in editor.

    If you know a bit about 3D models and can work with Alpha (early release) SW, please try it out and give feedback or show what you have done with it. The itch page describes some of the process and limitations, it also describes possible features to add in the future. Below are some examples (example project included.) 3D Animations are not supported, but may come later after release of a stable version w/o animations. 3D animations in gltf are supported.

    Try it here: kindeyegames.itch.io/c3-3dobject-alpha

    X,Y,Z rotations, integrate w/ other C3 objects (e.g. rotating sprite)

    Using 8 dir on sprite to control 3DObject

    Compatible w/ obj/mtl/png files generated by KenShape

  • It is not currently possible to update them at runtime/events. Do you know why the files cannot be loaded on instant games? What type of issues are reported on console?

  • For a plugin I am working on, which does not allow effects, it would be very useful to have the 'color' property and associated ACEs which is used in the default C3 fragment shader. (I think it changes vertice color now?). Is it possible to add access to 'AddCommonColorAces()' or equivalent? Is it possible to have this exposed, I have not seen it yet (e.g. like this._info.AddCommonPositionACEs(); this._info.AddCommonAngleACEs(); etc.)

    Thanks for considering it. If you want me to add this to aha, I can do that also.

  • danielkim3d for Firebase w/ C3, I recommend: constructfirebase.com/home

    Actively maintained by a great dev w/ dedicated Discord server for support.

  • Sad to say, I have never seen that work w/ Greenworks and electron or nwjs. There are threads about it not working on the Greenworks github. Other Mac applications (not Construct/nwjs/electron based) can get overlay, so it is possible.

    I would be happy to hear a solution, but I search for a while a year ago and did testing and came up empty.

    Good luck! If you find something please let us know.

  • In this case you may need to update the firebase js file to declare the base object as globalThis.Firebase, for example at the end of the file you may be able to add:

    gloabalThis.Firebase = Firebase;

  • Nice work!

    What do you mean by stall, can you share a video and point it out? There is the animation mix property (and ACE) which will control mix time between animations, the larger this is the longer it will take to switch animations (but it will be done smoothly.)

  • Hi, nice to hear that you are still using it, it would be great if you could show some of your work at some point!

    This looks like either the *.json file or the *.png file is unable to be read for some reason. Are the files located on the same server? Are they on another server? Check the 'network' tab (perhaps after a reload so you capture the requests.) This may show you the request that failed and a little more information about what is going on.

    Check the atlas file first line is there anything interesting about the path to the *.png file?

    Did the export include more than _one_ png file?

    Recently I got cdn style loading of png, atlas, json working (using a different server for these files vs the the server where the game loads from.) The one change I had to do was update the first line of the atlas file to use the same cdn path. Though if you are not doing cdn, this will not be the issue.

    If you can't fix it, you can find me on the Construct Discord server and send me the project via DM and I can take a look.

  • Congrats on the release!

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Mikal

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Member since 22 Apr, 2016

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