Babylon3D: Standard Edition

  • As for the camera.rotate issue, the lastest version of the library has made some changes, they basically dropped some functions including .rotate( , so I'll need to rewrite those functions.

    X3M Don't mind me, i'm here to post issues in a more "hey X3M, i found this..." manner Not really expecting an immediate fix. I have ways to work around (or sacrifice game features).

    But you might be interested to know that BJS'es .rotate method still works for meshes. Just not for cameras. And since .cameraRotation already implies BABYLON.Space.LOCAL, the only part you'd need to figure out is WORLD.

    Already did this as a workaround for LOCAL an hour ago (for bablylonCamera\runtime.js).

    And it works just fine. Here I'm restricting the Camera's pitch as i only want yaw (left and right).

    http://crxmedia.com:9180/test/baked2k

    BTW, the above is just a baked texture test. The ceiling, floor and all the walls are each 2K textures (2048x2048). Will try 4K just for the heck of it to see if it breaks. Yes, I'm aware that it's not good for mobile (but my target deployment is for a single high-end desktop PC and projected to a very large outdoor display).

    Anyway, the usual WASD movement keys apply.

  • fuego96 You are actually rotating the camera on the WORLD axis,

    LOCAL axis is only used when you set a parent for your object, since the child inherits the parent rotation, you can rotate it around its LOCAL axis. Example : A door and its hinge.

    P.S: that room looks real, I have never used baked lights before, but after seeing this I'm considering doing it because lights look surreal in vray.

    I'm a actually hitting the roof with my head or are you locking the vertical tilt ?

  • X3M About using mesh as Sprites. When you say clone you mean duplicate? I know is confusing is simply to be clear (Duplicate= Same object name with diferent UID / Clone=Different object Name and UID)

    if in the C2 layout i create a NewMesh.Object and i duplicate that object(Not clone) creating various instances, that means all the objects will have the same name but different UID, if in the events i set: On Player collide with Coin=Destroy coin. Will affect to all the coins? Also, i guess will works for duplicate NewMesh.objects in realtime.

    And about the mesh name, we still will have to change the mesh name for each duplicate coin to get this works?.

    ---

    About the raycast/laser behaviour, if returns the first mesh that intersects with the laser/raycast in front the camera, being "front the camera" the center of the render, yes, i guess will work. If is possible set an "offset" will be great, because if we add an interface in the bottom/top, the center of the aim can change, i don't know if i'm explaining well, BTW, for the moment that have to works thanks!.

  • fuego96 You are actually rotating the camera on the WORLD axis,

    LOCAL axis is only used when you set a parent for your object, since the child inherits the parent rotation, you can rotate it around its LOCAL axis. Example : A door and its hinge.

    I see. Well, at least it didn't explode...

    I'm a actually hitting the roof with my head or are you locking the vertical tilt ?

    Yes, i'm locking the "vertical tilt" (what is commonly referred to as the "pitch", from the pitch, roll and yaw standard). But wait, you're hitting the ceiling? You mean it's not behaving like this (short video capture)? Are you sure the Spacebar isn't stuck? (it still allows strafe up).

  • matriax Correct, actually the name will not be accounted for anymore, but I will leave it there just to distinguish between your meshes on the layout. But it will not be used anymore by the engine.

    No, since you won't need the mesh name anymore. From now on (This applies only for the NewXXX plugins) you will access things with Pick by UID just like Sprites.

    fuego96 If you leave the tab and return, the locking will slightly go loose

  • fuego96 If you leave the tab and return, the locking will slightly go loose

    Oh, okay. Refresh browser until you see extra green text.

  • matriax Correct, actually the name will not be accounted for anymore, but I will leave it there just to distinguish between your meshes on the layout. But it will not be used anymore by the engine.

    No, since you won't need the mesh name anymore. From now on (This applies only for the NewXXX plugins) you will access things with Pick by UID just like Sprites.

    Oh! This are awesome news, thanks!

    ---

    fuego96 Hey great demo! The baked lights looks great.

    Is there anyway to bake all the shadows of the scene in a single texture, 2048x2048 or whatever, and add some filter blur in photoshop and apply this texture in the scene in some way?

    X3M Can Babylon3D do that itself? Actually uses a "shadow map" for the real time ones. Have any option to export or bake the shadows? I don't know how bake shadows works, i guess i'm asking something impossible but well i have to try, for people that only wants to use the C2 layout as editor.

  • fuego96 Hey great demo! The baked lights looks great.

    Thx!

    Is there anyway to bake all the shadows of the scene in a single texture, 2048x2048 or whatever, and add some filter blur in photoshop and apply this texture in the scene in some way?

    Yes there is. But it would mean having all meshes share the same 2048x2048 texture space, effectively reducing texture (or in this case, shadow) resolution for each mesh. In the baked2k room case, I decided not to share and so each mesh (ceiling, floor, walls x 4) gets its own 2K texture (that includes the shadow).

    Most 3D software would be able to render just the shadow map which in turn can be used as an "on/off" dynamic shadow (non moving). A transparency map would be one way to apply the shadow. Ideally, you would want the 3D software to render even the shadows as they are of higher fidelity (if photo-realism is your thing).

  • Anyone done any performance tests with this for mobile, either in browser or wrapped as native?

  • fuego96 Just saw a tutorial that how bake shadows (

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    ) on blender and seems is more complicated than i though, using nodes and lots of things by "BlenderGuru". I will wait to see if there is anyway to do in C2 or at least some way to add shadows in a good way.

    Also i want to do a .capx with various basic objects(.OBJ) like boxes, spheres, stairs, pyramid,etc... with their texture UVmap for all the faces, some kit for fast prototyping. I started with the Box, but i can't get the blender create me the UVmap like this:

    https://stinkyipod.files.wordpress.com/ ... /crate.jpg

    Why is all too complicated in 3D? XD

  • twg

    Android

    Samsung Galaxy Edge 6:

    Fog example : FPS 53-56

    HTC One m8:

    Fog example : FPS 59-60

    matriax Texturing a box does not require a boxmap composed of the same face texture, you only need one square texture. If you want to make a box which has different faces then you should do it using 3DS Max (Multimaterial).

  • X3M I want to paint all the mesh using one texture that allows me set different image for each face(full control), A better example:

    But i don't know how select all the faces to unwrap the uvmap and get like the above image. ¿?. This is what i though Babylon3D will do on create the NewMesh, but if not is possible my idea is create my own basic library.

    Also, the 0.6 will have animated textures using the frames as we have for sprite objects?

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  • ...with their texture UVmap for all the faces, some kit for fast prototyping. I started with the Box, but i can't get the blender create me the UVmap like this:

    https://stinkyipod.files.wordpress.com/ ... /crate.jpg

    Why is all too complicated in 3D? XD

    The crate is easy, it's just a matter of knowing how to get around the software (any software for that matter) <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile">

    I agree that it's not everyone's cup of tea.

  • matriax 3DS Max is the easiest 3D software to get accustomed to , here is what you're looking for :

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    Then after you just have to export as .Obj or .JS and load it in C2. Thats it.

  • X3M But are 6 different textures to map the cube, i only want to edit an unique texture that covers all the faces of the mesh and allows me paint each face different. I found a blender tutorial and worked, this one:

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    .

    But i realized i can't do the thing i had in mind for my own library and i have to find another way. BTW, i can't set the texture to an .OBJ file, what's wrong? This is the .capx:

    https://dl.dropboxusercontent.com/u/659 ... files.capx

    The .OBJ files not have the animation window to set the Diffuse, Bump,etc... texture maps, also if i try to set the diffuse texture imported i get an error on the MeshOBJ plugin:

    How to import correctly an .OBJ file and their texture maps? I thought you import the .OBJ file and then in the edit image window you set the diffuse, bump,etc.. in the same way that the NewMesh objects. that is also how works in Q3D for .OBJ and .Js files.

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