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Pixel Rebirth

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A member registered Nov 21, 2016 · View creator page →

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Are you sure you are using the correct current version? Because there was a faulty release briefly available that would throw alerts.

Please (re)download the latest version, update and try again. 

If it fails please provide more details (screenshot of the alert/error, possibly example file).

So you are saying the fog color is grey and only appears on that model? Since boxes or any behavior meshes cannot be excluded from fog I am surprised by this outcome.

What's the light setup of the scene? Probably best to share the capx if you can so I can properly see for myself.

Screenshot at least or it didn't happen... 

In other words: please provide more details.

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You can set the sampling mode to NEAREST, BILINEAR and TRILINEAR via property for the Plane behavior. I just noticed you can't yet for Box/Cylinder (defaults to NEAREST atm) so it will be added in the next update.

If you want a really blurry look for some reason (N64 chique?) you can also try using FXAA.

There actually is one since the last update. 

"Set mesh rotation" is part of the main plugin.

Here is your edited capx: https://www.dropbox.com/scl/fi/lwujjl1kgp83pk6nucwet/horrorEdit.capx?rlkey=45rt5...

I basically just removed the camera behavior, added a camera via the main plugin and set its position and angle every tick like the behavior would've done automatically. Comments are at the two relevant spots in the event sheet. 

Can't open your capx because I'm missing an older plugin I can't seem to easily find: HTML | iFrame by PlayLive. 

Please share the plugin or point me to the proper place to download. Or if possible at all remove it from your project.

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Hey, I haven't looked at the capx yet but the issue last time was the use of camera behaviors instead of cameras created by the main plugin.

The behavior camera is bound to a layout object and therefore destroyed on layout change/restart which can lead to unintended glitches and errors. Therefore I have to strongly recommend for most cases adding cameras via the main plugin.

Hey there!

Babylon.js is definitely able to generate noise textures.

Are you looking to actually use it as opacity texture (since you were talking about transparency)?

And yes I do think this could be a welcome feature. Strongly considering right now...

Hello there!

For the model plugin to work you have to first import the model file (glb/gltf or obj) you want to use into your project's files folder. 

Then in the model object's properties you set 'File name' to the name of the file you just imported. Now the model should actually show up in your scene when you run it.

Let me know if you need further assistance. There probably should be an example file for this in the future.

Just to be clear: you want to get the yaw, pitch and roll of a hit face? What's the use case if I may ask?

Afaik you could use a bit of math and get yaw and pitch of the face from the normalized normal. However the normal from the ray hit is being used internally, it's not exposed via expressions or anything currently. 

Maybe such expressions could be useful.

If you want create a ray at a certain angle all you need to be familiar with is cos and sin and apply it.

So speaking from a topdown view having the ray at an angle of 45 degrees would be simply X vector set to cos(45) and Y vector to sin(45).

That's sounds to me like the basic operation of frustum culling (which is true by default). So it's an engine feature.

You cannot instead you should try to create different model objects for each LOD level and switch between. Probably avoid destroying/(re-)creating and go instead for making things invisible and visible again.

I haven't actually tried this but this seems like the first logical approach.

Yes I do. It's gonna be most likely the last major addition before hitting 1.0.

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Thanks for bringing this up.

There was some bad oversight on my part. I uploaded version 0.97 anew with that error fixed. 

So please download again and replace the main plugin.

Hey!

Since the latest update your imported model can be completely excluded from picking by setting the property "Pickable" to false;

But you're right to assume that an imported model with different meshes can currently not be altered separately. 

I just noticed a related issue with picking against imported models. For submeshes it will actually return NaN and therefore won't be really useable. It's clearly something to think about for the next little maintenance update.

With the addition of a general mesh visibility action your suggestion would become fully feasible. 

May I refer you to the following topic: https://itch.io/t/5595165/how-does-the-skybox-work

By the way I simply resaved your model in Blender (exported again as glb) and now it behaves correctly with the latest version (0.97). So I think there was something odd about it before that caused the weird behavior.

You will have to edit the texture itself for any change in color. Skyboxes are a special case and you cannot simply set a diffuse color to tint them.

Although I've recently learned that using PBR material (the plugin uses standard materials everywhere) with the skybox gives you the option to tint via albedo color. So that might come into play at some point.

The action "Forward ray from active camera" does exactly what you're looking for. 

The corresponding condition is "On hit".

Hi there! 

Always cool to see actual games being made using the plugin. I'll be sure to check it out!

Number of lights that can be used with Babylon.js actually depends a bit on your hardware, but usually is realistically around 9-10 lights at the same time. You can check this forum post for more info on that: https://forum.babylonjs.com/t/light-material-limit/17391/7

Are you already using raypicking in your project? Cause that seems to me what you're asking for when referring to "laser". Let me know if I'm misunderstanding, but picking by ray is already very much available.

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.

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.

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.

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.

MSAA could be added easily. But currently there indeed is only FXAA. Can go on the todo list.

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?

You're saying it works fine on a different device with better specs?

Are you maybe trying to run it on an older device that doesn't properly support WebGL?

No worries. Well, yes. It is the plan to have full documentation for this after it matures (post 1.0).

Currently however there still is none.

Text will be an upcoming plugin or behavior. Stay tuned.

Well if you simply want to disable it for now you can search every occurance of "anim.enableBlending = true;" in runtime.js and replace it with "anim.enableBlending = false;".

That link didn't work for me but I'm pretty sure now we are talking about animation blending.

Currently you have no control over this and it's on by default. In the future you will be able to turn it on/off and set a blending speed.

I'm not sure what you mean by "smooth animation". Please go into more detail about what you're trying to do.

Please reply in english only.

Need clarification on what's happening.  Please share more info on your problem.

Manipulating individual bones belonging to an imported model is currently outside of the scope of the plugin I'm afraid.