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Baby 3D Plugin for Construct 2

Make 3D games in Construct 2 powered by Babylon.js · By Pixel Rebirth

Get b3dmodel vertex

A topic by Construct2notbadnow created 45 days ago Views: 114 Replies: 9
Viewing posts 1 to 2

can I get map vertex position  for walking like in red dead redemption? 

Developer

You can use raypicking to get the position of the ground beneath a character's feet for example which I believe you're getting at.

Did you check out the heightmap example which does something like this already?

Yeah, I was checked the heightmap example, but how can I find z at a specific position in the  heightmap

Developer

Exactly like shown in the example. You use the "Any ray" action followed by an event with the "On any hit" condition in which you can use the "hitZ" expression to get the height at that collision.

I have a problem with rays, ray fall to player model and he fly to sky. How I can off rays collision for player model?

Developer

Imported models are always pickable. There probably should be a property for this.

When you cast the ray the last paramter can exclude any model by UID. So put the UID of the player model there and it should work.

im find an eror, exclude didnt work to b3d models object, how i can fix it?

Developer

Without seeing the capx file of what you're currently doing it's hard for me to tell I'm afraid. 

Since there's a major improvement concerning the handling of models in general with the upcoming update I would implore you to wait a bit for that and see if it solves your issues.

I have a map with many vertex for open world, how can I do distance loader? Like in Minecraft mod "distance horizon" but zipping vertex and textures. 

Developer

I get a feeling you missed the part where it says "Please DO NOT attempt to use this plugin as a substitute for an actual dedicated 3D engine." as you appear to be quite ambitious with your project.

There is no LOD support in Baby 3D and if you're aiming to make a bigger open world style game you definitely shouldn't use this plugin.

Surely there are things you can do like instancing and implement a system that hides (makes invisible) parts of the world that currently cannot be seen. I'm talking event work here not direct plugin features.

In any case please do not be overambitious right out of the gate when the plugin hasn't even reached 1.0 yet.