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

Post your completed addons to share with the community

Post » Sat Jun 07, 2014 4:29 pm

NECROKRIEG wrote:
@QuaziGNRLnose It uses WebGL, so it is hardware accelerated (it's using the GPU)

Thank you for the kind words everyone, i'll keep working hard on the plugin to add features and examples/documentation as quickly as i can!


It's pretty impressive, keep it up! I just purchased it. Imagine developing a 3D editor plugin for C2. I wonder if that's possible or if Ashley has to implement it.


Even it proves impossible it would be easy to build a simple level editor that anyone can use. Thank you for the purchase, with every one you guys make it possible for me to devote more time to improving the plugin and making it something really great!
B
75
S
13
G
8
Posts: 1,973
Reputation: 9,841

Post » Sat Jun 07, 2014 4:46 pm

@QuaziGNRLnose

Amazing work! keep it up.


Bought your plugin. Thank you for making 3D dream come true for us C2 users. :)
B
17
S
6
Posts: 348
Reputation: 2,608

Post » Sat Jun 07, 2014 6:45 pm

Is it possible to make a third person perspective yet?
B
17
S
6
Posts: 348
Reputation: 2,608

Post » Sat Jun 07, 2014 6:57 pm

GameThirsty wrote:Is it possible to make a third person perspective yet?


The tiny tank demo is already in third person!
B
75
S
13
G
8
Posts: 1,973
Reputation: 9,841

Post » Sat Jun 07, 2014 7:15 pm

Can you share some CAPX on how do you use the plugin together with Construct 2 on making the Tiny Tank ? Bullet collision together with your plugin and etc ?
B
75
S
22
G
14
Posts: 388
Reputation: 12,222

Post » Sat Jun 07, 2014 7:27 pm

QuaziGNRLnose wrote:
GameThirsty wrote:Is it possible to make a third person perspective yet?


The tiny tank demo is already in third person!



I meant to say first, I got the camera looking up and down, I just cant seem to grasp it side to side.

I also have the camera moving forward, backward and side to side or strife



Also, how can I use multiple textures on an object? For example, most buildings and people have textures for certain aspects of the model


Thank you
B
17
S
6
Posts: 348
Reputation: 2,608

Post » Sat Jun 07, 2014 9:38 pm

GameThirsty wrote:Also, how can I use multiple textures on an object? For example, most buildings and people have textures for certain aspects of the model


Texturing should be done at the mesh level, with UV's exported as part of the .obj file. That's the way I did it in the tiny tank demo, and the way it should be done for any game. A single .obj mesh can be comprised of many geometric primitives, all sharing the same texture.

You need to UV unwrap your mesh, then create a texture which contains any graphics you want (all in the same image), then map the individual polygons to the respective areas on the texture map. This can be done in most 3D programs. (I recommend blender, it's free) Alternatively, you can create multi-part objects on the Q3D level (instead of the mesh level), which each have their own materials. This isn't optimal though (and should not be done in any real game): it's highly recommended to bake as much geometry as you can into single meshes, to have minimal separate objects on the Q3D level, to minimize cpu bottlenecking.
B
44
S
9
G
9
Posts: 1,222
Reputation: 8,245

Post » Sat Jun 07, 2014 10:06 pm

@QuaziGNRLnose i bought the plugin but i feel lost...maybe before you sell the plugin you've got to upload video tutorials from importing models to c2 to i dont know maybe how to make a simple side scroller with q3d like lets say flappy bird clone or a mario clone. or anyone else please upload a tut. i export my obj from blender i import it in c2 project's folder and the only think i see is a grey grid in black backround...im sure its working but i dont know how...thats the reason i said above that documentation is vital before releasing
B
18
S
3
G
1
Posts: 248
Reputation: 2,348

Post » Sat Jun 07, 2014 10:20 pm

Davioware wrote:
GameThirsty wrote:Also, how can I use multiple textures on an object? For example, most buildings and people have textures for certain aspects of the model


Texturing should be done at the mesh level, with UV's exported as part of the .obj file. That's the way I did it in the tiny tank demo, and the way it should be done for any game. A single .obj mesh can be comprised of many geometric primitives, all sharing the same texture.

You need to UV unwrap your mesh, then create a texture which contains any graphics you want (all in the same image), then map the individual polygons to the respective areas on the texture map. This can be done in most 3D programs. (I recommend blender, it's free) Alternatively, you can create multi-part objects on the Q3D level (instead of the mesh level), which each have their own materials. This isn't optimal though (and should not be done in any real game): it's highly recommended to bake as much geometry as you can into single meshes, to have minimal separate objects on the Q3D level, to minimize cpu bottlenecking.



Thank you! Ill take that advice.

What should I do for first person view? I am confused on how I can make the camera look left or right with the mouse, I have up and down working



Sorry for all of the questions, but how is events trigger in 3d space? Like how Unity has a "trigger" where you can have a hidden or fake object that detects collision and can trigger events.
B
17
S
6
Posts: 348
Reputation: 2,608

Post » Sat Jun 07, 2014 11:07 pm

Just played tiny tank. :shock: As peter griffin would say, freakin' sweet. :D

This will be so useful on so many different levels, especially for 2.5d games and the like, and for true 3d stuff like tiny tank too.

Wow...I think I'm still in shock...

Really impressive QuaziGNRLnose. 8-)
Don't lose your work. Backup your game with Dropbox.
B
44
S
10
G
10
Posts: 1,106
Reputation: 9,187

PreviousNext

Return to Completed Addons

Who is online

Users browsing this forum: No registered users and 3 guests

cron