fedca's Recent Forum Activity

  • I encounter this from time to time too, I think it's connected to having an open instance bar with some old/boken state, but I haven't investigated this properly to confirm.

  • And here a close up of the foliage cards in Elden Ring Nightreign, you can clearly see both the alpha discard (smooth but hard pixel steps) and you can also see the dithered fading of the foliage close to the camera.

  • Duskbloods upcoming Switch 2 game, the player transforms into a dinosaur, the model gets faded in using dithered opacity.

  • if you have linear filtering it will always introduce some semi transparency at the edges even if the texture only has absolute transparency, this is what the cutout solves, this is a technique used in basically every 3D engine to allow (absolute) transparency in the (cheaper) opaque pass, for example for foliage.

    Dithered transparency is also still used in todays console generation, if you look at switch 2 games, for example Duskbloods. Common case for dithered opacity is also switching LODs, so models in the opaque pass can have a less harsh transition to their lower LOD.

  • btw Ashley I think it should be considered to add something like that alpha cutout to the 3D material, with option for real transparency, cutout/scissor, and dithered opacity.

  • I also made this shader that discards semi-transparent pixels: construct.net/en/make-games/addons/1561/alpha-cutout

  • Currently there are some issues with the official 3D model that keep me and other users from updating to it from the sdk v1 addon to it. I'm writing this here in hopes it can be prioritized.

    SCALING: most of the times developers author their 3d models to scale in their software. Meaning different models all have the correct relative scale, correct texel size etc. This is generally important but critical for modular kits (e.g. wall pieces that snap together). Currently Construct uses scale base on the bounding box, which doesn't work with this common workflow, the expected behavior is that a model at scale 1,1,1 it will match all other models at scale 1,1,1 the way they match in the 3d software they were made in.

    ANIMATION BLENDING: blending between animations is very important to make animations look good, animation transitions look janky without it.

  • brainjulius Construct 3 has the LTS branch for this! https://www.construct.net/en/make-games/releases/lts

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • It moved to the position property, instead of x and y it now has x,y and z.

  • I mean if we could plan perfectly and never make mistakes we wouldn't need most things.

  • yea it can get complex, though a layer can not be a template/replica and global layer at the same time imo.

  • yea, that wasn't the best suggestion. The template layer should be the layer you set "semi-global" on, similar to global layer, with a context menu option "open original template layer layout"

fedca's avatar

fedca

Online Now

Member since 6 Jul, 2017
Last online 7 Oct, 2026

Twitter
fedca has 89 followers

Connect with fedca