purplemonkey's Recent Forum Activity

  • atomoso That tabletop arcade machine looks sooooo good! Good luck on your tour and keep up the great work!

  • Feel free to follow my twitter (drestuff) and our company twitter (venturousgames).

    Oh and follow Kyatric's protip as well!

  • QuaziGNRLnose It seems that there's some kind of issue with Q3DOimoPhysics and the "Physics body". If I have "Debug body" enabled and add/remove change shape/size everything seems to work fine but as soon as I disable "Debug body" the "Physics body" reverts to its default form.

    Has anyone else come across this issue?

  • Okay! I got layout-switching and all that working without any graphical issues. I guess the only weird bug I am experiencing now is that the gravity keeps changing every time I try to restart a layout in-game. Here's a prototype I've been working on if anyone wants to check it out (use a gamepad or arrows+z/x/c).

  • * The expression in "Q3D Master: set background color" flips the R and the B values. So if you assign the RGB value to be rgb(255,0,0), the result will be pure blue.

    Heh, I noticed this too.. I must admit it took a few bewildered head scratches before I realized it!

  • QuaziGNRLnose Are .Rx , .Ry, .Rz expressions working correctly? I remember you saying something about them returning radian instead of degrees a while ago, is this still happening? Because I seem to be having trouble with them at the moment..

    Tried rendering the 3d behind C2 canvas, still no luck with a 2d HUD. Any ideas ? Would it take a "3d sprite" being placed on the camera every tick ?

    Try setting "render mode" to "inside", add a layer for UI, make it transparent and that should work fine.

  • wan der-q3d.do.am/games/q3d41/index.html

    Oh shoot, how'd you make that skybox?!

  • purplemonkey , I have managed to get two viewports working, but the biggest issue I had was that the second camera that you make for it has to have its settings set specifically, since the default camera's settings aren't set the same for new cameras you make.

    Quazi, It would be good if new cameras had the same default settings as the default camera..

    I have fixed various things on my own, like flipping/mirroring sprites, adding alphatest, and making shaders work.. so if those get fixed in the official plugin, I won't have to reapply my fixes if there's an update.

    There's also the bug where if the q3d master is a global object, model's offset parameter get added whenever layout changes, so their offsets become messed up.

    Thanks for the input. After a lot of ifs and buts I finally managed to get it to work! Phew, I'm going to have a drink!

  • Although parenting to the camera seems like it should be a good solution for a UI, it allows objects to "penetrate" the UI which will look weird. Optimally you can use 2 Q3D Viewports, and create an extra scene with a fixed camera and your UI objects with a 0 alpha background, and layer that above a view-port for the main games scene. If you really need to parent objects to the camera just make an dummy object which sets angle/positon to the cameras x/y/z position and rotation, but again for a UI this isn't the best option.

    If you use a Q3D Viewport, You can make the view-port small to make it render a smaller area if the UI is only something like a bar at the top, it doesn't have to encompass the entire area. For 2D ui's it's best to just use the construct 2 canvas as a "layer" itself with behind mode set on Q3D Master.

    Using extra scenes is a bit weird but the main things you have to know is:

    1. By default, everything is created in the scene named "Default", and this scene is picked.

    2. To use another scene, you need to first create a scene with a unique name like "MyScene", similar to how multiple cameras work.

    3. To add objects / change properties / do anything really with a specific scene, you need to pick it with the "Pick scene" action in Q3D Master, similar to how multiple cameras work.

    4. Once the scene is picked, any actions that have anything to do with a scene will affect the "picked" scene. e.g. change background, parent an object to a scene, create an object, change fog, etc. the only exception are cameras which exist independently of any scene (they're global to all scenes, so they don't exist in any one scene).

    5. To move objects between scenes you need to use the action that parents them to the scene in the hierarchy section. so you need to pick the scene you want to move them to first.

    6. To affect the default scene again, just re-pick it with the "pick scene" action, the name it uses is "Default".

    7. To rendering multiple scenes is as easy as writing the scene name / camera name in the viewport properties and layering them as you please. Semi-transparency won't render properly between viewports though due to renderer design.

    I cannot for the life of me get this to work. Has anyone here stacked 2 viewports on top of each other like in the above quote? If so, I sure would love it if you'd share a capx to keel my frustration..

    I'm going to be working on the plugin soon so if anyone has bugs to report that'd be great!

    Really cool news!

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  • Sadly, the exporter doesn't support exporting multiple animations yet. (And I have a feeling that it never will. For some reason nobody is willing to work in the code anymore. I would if I was a coder.)

    You have to export a separate json file for each of the animations your character has, and then combine them manually in a text editor like notepad++. It's pretty self-explanatory if you just take a look at the model files from some of the Q3D example files, like the Quake-style mercenary guy.

    That's what I thought. I tried doing just that and thought I was doing everything right until I hit a javascript error when trying to run it. I guess I'll keep trying, thanks for the help!

  • Anyone know how to export multiple animation (to one .json file) through blender? I did get a single animation to work however I cannot for the life of me get multiple animations to export correctly..

  • I can confirm this.

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purplemonkey

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