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

Post your completed addons to share with the community

Post » Sun Aug 03, 2014 6:01 pm

@briggybros

Yea you could make two separate cameras spaced apart eye distance, and render the view of each to half the screen.
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Post » Sun Aug 03, 2014 8:51 pm

They resent the email and I have the plugin now. I can't wait to give it a try! Thanks!
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Post » Sun Aug 03, 2014 11:47 pm

I'm having problems loading an image to texture an object.. It's the same method used in the example, However, when I preview the object is invisible..

Where this is the event-sheet:
Image

and this is the phong properties:
Image
(Wireframe is only 'yes' because I was seeing if I could see that.. which I can't)

When I do not set the diffuse map to be the texture the untextured model appears, but as soon as I let the diffuse map be the texture, then the model becomes invisible.

I have also tried texturing with the UV_Grid_Sm.jpg file which accompanies the example and this too has the same effect.
Nothing goes unanswered!
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Post » Mon Aug 04, 2014 2:37 am

@briggybros

Does the example itself work before you modified it (with the man object)? What browser are you using, did you try multiple browsers? Perhaps the model your using is the problem because it has improper UV's or whatever it may be. You seem to be loading things properly so the model is likely at fault.

When exporting the model out of blender you'll have to play with the export settings somewhat to see the effects. If you got the model straight off the net it might have weird UV's or something, so loading it into blender or some package and trying to re-export it or whatever may fix the problem.
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Post » Mon Aug 04, 2014 1:42 pm

QuaziGNRLnose wrote:@istavang

You need to export the UVs for .obj files to texture properly, other than that nothing special should be needed. Sometime you can load .js format objects with their material properties but it doesn't always work since i didn't fully support all the features for the .js exports yet. Make sure textures are square and power of two, as anything else might cause problems.

what are you doing that isn't working?


https://gameportalen.com/menu-three-js.html
Image

there is stil some image to objects isues

is it possible for you to add MTLLoader.js and OBJMTLLoader.js to your plugin ?
seems necessary to get this to work properly
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Post » Mon Aug 04, 2014 5:30 pm

GameThirsty wrote:I got the camera to work! Sort of, though you have to use arrow keys to look around. I would prefer mouse movement look around, but here you all go! First person view look around. I'll see what I can do for mouse look around also.


https://googledrive.com/host/0B8m5DDRra ... 1fUWtfSW8/


any capx one this ? :)

nice if u could share your capx for all members to learn by example

Thanks in advance :)
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Post » Mon Aug 04, 2014 5:52 pm

@istavang

I'll try to work the MTL loader in later.
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Post » Tue Aug 05, 2014 3:08 am

Can you send your tiny tank demo capx for me please?
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Post » Tue Aug 05, 2014 4:07 am

any idea i can
"Impact Detection"?
like [email protected]'s collision with object?
i saw tiny tank can!
but i not found any way to do it
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Post » Tue Aug 05, 2014 5:40 am

fongka2 wrote:any idea i can
"Impact Detection"?
like [email protected]'s collision with object?
i saw tiny tank can!
but i not found any way to do it


The update which i'm working on has collision detection

Tiny Tank uses collision detection coded with events that is very complicated, but is very slow compared to what will be used in the update. I'm not releasing the tiny tank capx, for various reasons. Your best option would be to wait for the update which should be available in 1 or 2 weeks.
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