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

Post your completed addons to share with the community

Post » Sat Jun 07, 2014 11:09 pm

Anybody done a fps demo yet? Maybe something based on quake? Or just original...really, anything would be neat to see.
Don't lose your work. Backup your game with Dropbox.
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Post » Sun Jun 08, 2014 12:33 am

@TiAm

i am trying to do a fps demo, just cant grasp the first-person-view camera motion yet, I have the up/down motion I just cant find out how to do left/right
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Post » Sun Jun 08, 2014 1:08 am

spy84 wrote:@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


there are 3 simple capx examples on the first post, look at those, i'll add more for more advanced functionality with time don't fret, but those should be enough to get you started.
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Post » Sun Jun 08, 2014 3:11 am

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.


doese it handle .bvh files animations

is there a special way to export this obj whit UV in blender , any quick how to do so
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Post » Sun Jun 08, 2014 3:37 am

The only thing you have to do is check the "export UVs" option and it should all work out when exporting to .obj

if you want to know how to UV map things within blender, you should try looking up some blender tutorials
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Post » Sun Jun 08, 2014 5:01 am

First steps into a fps inside Q3D, still need lots of stuff added, its VERY limited right now ill mess around and see what I can get done with the little info we got now.

Still needs:
Freely move camera
Fire bullets
Freely move walking/ running
Enemies spawn
Shoot at and kill enemies
Possibly some form of enemy AI?

https://googledrive.com/host/0B8m5DDRra ... lpdy1qcDg/
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Post » Sun Jun 08, 2014 5:56 am

@GameThirsty

How long did it take you to make that?

I am planning on buying the 3D plugin looks amazing! Will buy it after my exams.

Does the plugin work on iOS or Android as a native app? or just on HTML5?
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Post » Sun Jun 08, 2014 6:53 am

GameThirsty wrote:First steps into a fps inside Q3D, still need lots of stuff added, its VERY limited right now ill mess around and see what I can get done with the little info we got now.

Still needs:
Freely move camera
Fire bullets
Freely move walking/ running
Enemies spawn
Shoot at and kill enemies
Possibly some form of enemy AI?

https://googledrive.com/host/0B8m5DDRra ... lpdy1qcDg/


can modfy some code and the use drag and drop plugin

combinding plugins with like pin to imagepoint to pinhandler and sprite to arrowkey move drag up down right left , pinning to 8 directions and pathfinding the posibleties are endless ,
gun pin to q3D or pinhandler or set position to invisible imagepoint pinhandler
using creative try and fail ..
Last edited by istavang on Sun Jun 08, 2014 7:08 am, edited 1 time in total.
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Post » Sun Jun 08, 2014 6:59 am

@QuaziGNRLnose i managed to import a model and looks great. the position of the camera and objects is a littel hedache but as i saw in your previous posts (some screenshots of the editor) i think that you're working on it.
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Post » Sun Jun 08, 2014 7:04 am

QuaziGNRLnose wrote:The only thing you have to do is check the "export UVs" option and it should all work out when exporting to .obj

if you want to know how to UV map things within blender, you should try looking up some blender tutorials


ok ... is there an converter from blender file.blend to json tree .js file u know of ?
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