Q3D V-2.4 [3D Physics + Skeletal Animation UPDATE]

  • purplemonkey, this looks quite good and a great start in the right direction. Thanks for putting it together.

  • Yup the updated version works better just have to figure out as how to stack more cubes on one base cube ..... like in example we can one cube on top ......

    still trying to figure it out ..... dammn its not that easy ....

  • QuaziGNRLnose Is there any way that the fog can affect and the Q3d sprites too ?

  • So, I have a question:

    The morph animation example shows a room with various Quake characters and so on. It has a floor and 4 walls. Is it possible to create objects that are above the characters but that also allow the characters to walk under them? Like a floating platform for example.

    I toyed around with this for some time now but it doesn't really seem to work, not sure if that's me, the plugin or C2 restrictions. One of the things I tried was to compare the player's Z with the floating platform's Z and if that Z is smaller than the player's, then it should allow the player to walk under it by disabling collisions etc..

    Example: Player Z = -50. Floating platform Z = -200. Is platformZ smaller than playerZ? Yes. Disable collisions + remove solid. Doesn't work.

    This is programming related, has nothing to do with C2 or Q3D limiting you.

    If you want an easy solution, use the Q3D oimo physics behavior, Otherwise it's up to you on how to code layered platforms.

  • stefanos

    I forget if theres an action where you can set fog enabled, if there isn't I'll add one.

  • QuaziGNRLnose There isn't one afaik. I'm on hold with my prototype waiting for your update. Till then here is my art piece which kickstarted my project using Q3D & C2 http://bit.ly/1IW7gAc

    PS. If someone can provide a solid-good physics based fps demo would be awesome!

    (My approach is based on the camera template and I have difficulties with my custom coded jump, uphill, etc movement. And sometimes it glitches causing the forward and backwards movement to reverse. Poor coding I know, trying to figure out 3d logic.)

  • > So, I have a question:

    >

    > The morph animation example shows a room with various Quake characters and so on. It has a floor and 4 walls. Is it possible to create objects that are above the characters but that also allow the characters to walk under them? Like a floating platform for example.

    >

    > I toyed around with this for some time now but it doesn't really seem to work, not sure if that's me, the plugin or C2 restrictions. One of the things I tried was to compare the player's Z with the floating platform's Z and if that Z is smaller than the player's, then it should allow the player to walk under it by disabling collisions etc..

    >

    > Example: Player Z = -50. Floating platform Z = -200. Is platformZ smaller than playerZ? Yes. Disable collisions + remove solid. Doesn't work.

    >

    This is programming related, has nothing to do with C2 or Q3D limiting you.

    If you want an easy solution, use the Q3D oimo physics behavior, Otherwise it's up to you on how to code layered platforms.

    Yeah, you're right; I found a solution and while that one works and isn't overly complicated it seems way too bloated. Well, I just bought the addon! Do you send everything manually per mail or did I miss a step after payment? Cheers!

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  • Hi i am thinking about getting the plugin , but i want to know how it performs on mobiles, anyone tried it? I Dont want pure 3d game, only few 3d models with normal mapped textures and light for background.

  • ex32

    Performance depends on the device.a good modern phone (nexus for example) can run a simple scene at low resolution with good fps (see the mobile morph demo). You need to be careful and limit what you do, adding graphics options is important too.

    Q3D is optimized for desktop use though, mobiles still have pretty shoddy webgl.

  • 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

  • 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.

  • > 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?

  • Not sure if you can, the developer might know whats happening if he sees it.

    Sometimes these errors can indicate something is not addressed correct.

  • 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.

  • 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">

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