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

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Post » Wed Mar 09, 2016 6:55 am

Prominent wrote:I'd need an illustration of it to understand the desired effect you're going for.
You can give sprites a z position, which would position it closer or farther from the camera, for example.


Can you design a level in top down mode using just the layout editor using sprites and assigning heights to them then converting their x and y positions into distances, mode7 style?
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Post » Wed Mar 09, 2016 5:28 pm

Yeah, If I understand you correctly, Zebbi, that shouldn't be that difficult.
You'd basically position them in the editor, assign a Z position in the properties window, and using a camera that looks along the x/y axis so that z becomes down/up.
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Post » Wed Mar 09, 2016 9:06 pm

Prominent wrote:Yeah, If I understand you correctly, Zebbi, that shouldn't be that difficult.
You'd basically position them in the editor, assign a Z position in the properties window, and using a camera that looks along the x/y axis so that z becomes down/up.

That sounds great that it's do-able, but I'm uncertain where to even begin with this plugin! :/
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Post » Thu Mar 10, 2016 3:33 am

There's a document Quazi linked to somewhere in this thread that outlines basic stuff to get started.
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Post » Thu Mar 10, 2016 4:11 pm

Prominent wrote:There's a document Quazi linked to somewhere in this thread that outlines basic stuff to get started.

Found it, the manual is very focused on objects and shading, etc, should I use the Q3D raycaster plugin or something to display sprites/tiles in 3D? That's another point, can you render tilemaps in 3D space? That would be very useful for creating levels using just the editor. Here's an example of making levels for Rise of the Triad:
Image

Very very simple tiles given heights, this is the kind of thing I'm trying to do.
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Post » Thu Mar 10, 2016 5:37 pm

Oh okay, Zebbi.
Q3d doesn't have a specific feature for doing that. You'd have to use a q3dmodel to get those types of results, where you import an .obj file for example and texture it.
My crocotile3d program uses a tile-based approach to modeling, so that might be more in-line with your way of thinking in regards to the construction of the model.
Maybe I could create an example capx when I get some time.
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Post » Thu Mar 10, 2016 7:34 pm

Zebbi,
Here's something simple. I barely spent any time on it, so there is a lot that could be improved or taken further depending on what exactly you want to do with it.
capx file here: http://1drv.ms/1SDlYoY
Image
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Post » Fri Mar 11, 2016 12:31 pm

Prominent wrote:Zebbi,
Here's something simple. I barely spent any time on it, so there is a lot that could be improved or taken further depending on what exactly you want to do with it.
capx file here: http://1drv.ms/1SDlYoY
Image


Thanks for that example, so have you use trial and error to place the collision tiles or was it exported from croc3d?
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Post » Fri Mar 11, 2016 6:32 pm

@Zebbi , I used trial and error since it was a simple scene. I basically previewed the scene and counted the tiles, and then went into the editor and adjusted the tilemap.
I also could've used a raytracer to scan the scene and adjust the tilemap based on the scan.
Maybe I'll work on adding that sort of procedure if I have time.
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Post » Sat Mar 12, 2016 6:35 pm

What is the current state of this plugin? I saw that the op wasn't edited almost a year ago. Is it still under development? And is it stable and reliable enough to make 3D games in Construct 2?

@QuaziGNRLnose , are you planning on bringing this to Construct 3 in the future?
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