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Which one of those c3p examples are good to learn how to use this plugin?

What type of project do you want to do?

I just want to load simple low poly 3D model into C3. Nothing fancy. What I have is basically 2D game with tileset that generates world and I would like to spawn some 3D objects on top of that tilemap in order to make it look cooler. For example, in my game characters will always exit the level with van, so I would like to spawn Van model on exit location.

To get started and mapping a 3DObject to a C3 2D object, take a look at: 3DObjectWalking.c3p

If you have any issues, post  or DM your test project and I can take a look.

hi, how can i use ssao addon? I'm making a 3D game, I have a voxel map generation system and I would like to add some depth through ambient occlusion, but I don't know how to use this addon

I managed to run it, but it doesn't work very well on voxels :/

Works! I just don't know why all flat surfaces are dark, because only the corners should be dark

It an artifact of the style of the SSAO shader implementation based on the OG version from Crytek: https://learnopengl.com/Advanced-Lighting/SSAO

Hi, I've currently got an issue with 3D models being completely white when using replacesolidcolor as an effect. This seems to be related to the recent stable update of Construct 3 - R388.2 is this something that I should report to Scirra or something that can be fixed within the plugin?

Can you try it on 3DShape and see if you see a similar issue between different C3 versions? If you do then yes file a bug. If not, send/post a test project and I'll take a look (you DM me on Discord or post a link to a test project here.)

I have an issue in the construct 3, When I put the 3D model the editor simply crashes, I have to avoid looking at the object if not the editor crashes. 

Perhaps a bad model or bad format? Can you send the project and/or the model?

Also please make sure you are using the latest version of the addon and C3.

Deleted 18 days ago

hi, i tried a new 3d model but didn't work again, the 3d model that's i use is:https://sketchfab.com/3d-models/formula-1-car-animated-low-poly-free-866b7c6ddb3...

i got it from sketchfab and downloaded as .blend archive, after that i joined the parts and exported as gltf, when i imported to Construct 3 the editor crashed again, the mensage was:

Error report information

Type: unhandled rejection Reason: Error: attempting to construct out-of-bounds Float32Array on ArrayBuffer @ loadGLTF@blob:https://editor.construct.net/cdf7acda-4e1c-43ad-9551-19b72b124471:206:26 Stack: loadGLTF@blob:https://editor.construct.net/cdf7acda-4e1c-43ad-9551-19b72b124471:206:26 Construct version: r379 URL: https://editor.construct.net/?startTour Date: Mon Apr 15 2024 20:10:00 GMT-0300 (Horário Padrão de Brasília) Uptime: 35.7 s

Platform information

Product: Construct 3 r379 (stable) Browser: Firefox 124.0 Browser engine: Gecko Context: browser Operating system: Windows 10 Device type: desktop Device pixel ratio: 1 Logical CPU cores: 4 Approx. device memory: (unavailable) User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64; rv:124.0) Gecko/20100101 Firefox/124.0 Language setting: pt-BR

WebGL information

Version string: WebGL 2.0 Numeric version: 2 Supports NPOT textures: yes Supports GPU profiling: no Supports highp precision: yes Vendor: Google Inc. (Intel) Renderer: ANGLE (Intel, Intel(R) HD Graphics 400 Direct3D11 vs_5_0 ps_5_0), or similar Major performance caveat: no Maximum texture size: 16384 Point size range: 1 to 1024 Extensions: EXT_color_buffer_float, EXT_float_blend, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, OES_draw_buffers_indexed, OES_texture_float_linear, OVR_multiview2, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_provoking_vertex

i have this issue on mobile c3d and in another computer.

Can you send me the test project or send me the gltf/glb model you are testing?

The Mega Nz link is here: F1Model

This is an incomplete gltf. It does not contain embedded textures. I suggest using the glb format instead, this includes all necessary data in one file.

For the gltf version you would need to make sure it embeds all textures and buffers in the gltf file itself.

This is mentioned in the text on the itch page as is the suggestion to test your files on https://sandbox.babylonjs.com/ before use.

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Hi, the addon seems to work great in preview but having trouble exporting, NW.js just shows a black screen and WebView2 says "failed to register window class". Never seen this, any ideas?

For some reason disabling minification fixed this for anyone also stuck

Hello, i ran into a problem, the 3d objects don't' show in the editor, but in the preview it appears just fine, any ideia how to fix it

Just try reloading the project. Currently it does not update if the path is changed between different models.

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hi, after 3d plugin update i have problems with editing my game, i think it was problem with something in my project. i open one of your examples and also i have problem. When i edit events in Evens Sheet nothing happen, when i switch tab to layout with 3D objects this screen appear

did you add a new model? I have not run into this particular error before, but the comment non power of 2 tiled textures not supported is interesting and might be due to a specific model, texture, texture type being used, hmm. can you please let me know which  of the sample projects also causes the issue? in the meantime do you need help getting a previous version of the addon?

hi! i prepare two videos, first is from my project:  take look when red screen appears, when 3d object is visible on screen

second video is  downloaded from your examples, only few cause error (set time scale of video to 2x

I hope this help you, maybe older versions maybe help solve problem, can you add to download few previous versions? i will check them and let you know. Kind regards!

Thanks for all of this I made of a few of the older versions available.

This provided some great hints about where to go look. Thanks for all that testing, very much appreciated. Unfortunately I am like Scirra, I am a small group (1 person :) ) and need my users to help me test :)

Ok, I took a look at this. These examples work on my set up and after tracing some stuff down, it looks like you are running the editor using webgl1 and not webgl2 or webGPU. The image textures trigger the issue, because they are non-power of 2. and tiled/repeat. WebGL1 does not support non power of 2 textures with all modes (e.g. tiled / repeat mode).

My suggestion is to work using webGL2 in editor and runtime. If that is not possible, you need to make all your textures power of two, where ever these issues show up.

Do you think 3d object and 3d effects together are stable enough to release games with? Do you recommend not using 3d effects yet?

I think it's ok, but if you have some different platforms to try a slice of your game on, that's always good to do.

That is very good work ! I've a 3D model that is a part of mountainous landscape and I'd like to make an interactive manipulation of that landscape. ow can I use touch/pan/swipe to move, zoom and rotate this model ?

Sure, I would look more at controlling the C3 3d camera around a static model.

Thank you ! Actually, I was also interested in having the object move in front of a static camera.

for static camera you can use set rotation and set scale ACEs

Would you have any demo file showing how to do this ?

No, but just try out the ACEs for set rotation and scale, they rotate and scale the object, which seems to be what you are looking for.

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Here is test, I think it looks cool. 

Looks great!

I'm making an advance wars style strategy game, started 2d but will started to add 3d for the battle sequences.

Nice!

Hi! I have a rather complicated case, but I would like to get help with it. I have 2 (or more) instances of one 3dObject, both use a texture with an alpha channel (in screenshot No. 3), but only one of all instances correctly displays the inner part (reverse side) of 3dObject (in screenshot No. 1), the other does not display it, it happens only on some faces the object (in screenshot #2). Is there any way to fix this or is it a mistake? Thanks!

Ah, this is tough one. I presently don't do anything special with sorting faces based on average depth before rendering, so objects with transparency / alpha are hard to deal with, because they may render out of the order needed by transparency (canonical 3d / transparency issue.)

If you are just rendering a cube though, depending on the orientation, you may just want to try 3DShape w/ the textures you want, if I remember correctly, for the simple cube case, C3 does sort as best as it can.

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Unfortunately, in my case it will not be possible to use 3D Shape, at this stage of development the models are very different (in screenshot 1 and 2 with triangulation).


In addition, I want to use bone animation to get the result as in my other projects on PlayCanvas.

video 1:

video 2:

I think solving this problem will really help in developing interesting and beautiful games on C3.

May I ask if this area of 3d Object development is a priority? 

I am ready to help with the work on the plugin, but unfortunately I do not have sufficient programming skills.

Thanks!

I might be able to work on this in a couple weeks, the sort would only be for one mesh, not between meshes and it would happen on the CPU. It would also require all rotate, scale, transform operations be done on the CPU too (normally they are done on the GPU). This can put a heavy load on CPU. It is a difficult problem with how we can render using C3.

If we could get at the pre-draw shade we could do screen door.

I am open to other ideas on it, also since it is open source other PRs (other people submitting code/changes).

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This is great news! I will be looking forward to new updates of 3d objects and continue working on the project. Thanks!

It works fine for me? I dont get this problem. 

The problem is displaying the back face of an object when there is an alpha channel in the texture. I added a few screenshots, the difference should be better visible there

yikes, i'm already optimizing as much as I can to keep cpu low. this scares me lol. i wish we could use gpu more

The possible fix I am talking about above would be optional to help with the transparency case. It would be enabled per node/mesh.

Try putting it on the topmost layer, and 3D distance for the Draw Order.

I have tried this, in this case only one instance of the object will be displayed correctly

Check out the new screendoor dither in the frag light effect. it definitely has its own artifacts, but might be interesting for this case.


Frag light is a separate itch project.

Hi! Trying to add ssao-1-6-0.c3addon on the latest version and somehow it doesn't work? Or maybe i'm not able to find it on the effects tab?

Or maybe an example that uses it?

Nevermind, Touched somethings on the settings and managed to make it work!

Perhaps you were using webgpu, right now the effect only supports webgl

Is there a way to when I change the model on the properties bar to instantly update on the editor? From one model to the other? I find that i need to keep exiting and reentering construct.

Not right now, but on my list to update, it's just a tricky/old part of the code, doing the initial load and initialization), I might take a hammer to it though and just blow away the whole object and try initialization again. Will try an experiment tomorrow.

Hi. Will there be an option to control the bones separately?

Probably not unless someone has an example and commissions the work from myself or another dev.

out of curiosity how much would a commission like this cost?

If it is beyond curiosity and discussing for an actual commission, we would need to discuss details. You can find me on the Construct Community Discord. Estimates for simpler bounded work is easier. This feature not so much.

Is there a way to make vertex colors work?

https://www.mediafire.com/file/wl6fij2evb5sn3f/123.glb/file

Using this model for test. Do I have to bake?

Sorry, I wish there was, it is a C3 SDK limitation right now, I and others have requested for the feature to be added to the C3 SDK.

Yes, need to bake for now.

Ok thanks.

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