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Pixel Rebirth

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

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Please create a new topic for this inquiry.

Yes, you may use .obj model files (and .gltf/.glb).

This particular scene has not been released as an example I'm afraid.

Do you use FXAA?

I'd like to properly look into this. Could you please share the .capx file?

Are you sure this is an issue specific to nwjs?

A blacked out canvas makes me believe there might simply be layers that aren't invisible and block the 3D canvas.

Please confirm this doesn't happen when simply previewing in your browser directly.

I'm not sure what you are referring to by "losing quality". Do you have comparison screenshots or did you mean the performance (fps) degrades?

Please provide more detailed information.

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I edited the file and believe it works fine now: https://drive.google.com/file/d/1Wlr-H9Q9f2rBOOvCEtvYl8E-G2X624OE/view?usp=shari...

Please tell me here when you requested.

I did request access...

Hey, I need more context to see what's happening here.

Are you using the latest version of the plugin?

How is it supposed to look versus how it looks in that screenshot?  What are all these objects, what's happening eventwise etc...

Any details really would help for me to constructively comment on this. If all fails you could also share a capx file so I can see for myself. 

Thank you!

Here's part of what's happening in the Hardliner Demo to limit mouselook up/down:


In this case "playerHead" is a sprite with camera behavior and an instance variable "zLook". Now I'm lerping the value of this variable to "rawY" (vertical movement) of the mouselock. It's divided by "unitRes" to translate from pixels to units since Z position (or often referred to as Z elevation in context of the plugin) is measured as such. 

This is being clamped between the negative and positive constant global variable which defines how far up and down you can look. 

Then "zLook" is being applied when using the "Set camera target" action or could be used in a rotation action like you're apparently doing.

Let me know if you have further questions.

If you want to know whether a ray does NOT hit you could simply use a control variable that is set to something different in an event with "On any hit" condition. 
So if it remained at its original value that would mean there was no hit detected.

Let me know if I'm misunderstanding your question.

There are currently no other actions or conditions related to the skybox.

Do you want to change the texture? It would probably be most feasible to destroy the skybox and create a different one in its place. So a "Destroy skybox" action could be in the next update.

Skyboxes are a bit specific. 

It is expected that you have 6 square skybox textures imported for each side of the cube.

They need to match the naming convention "skyboxname_suffix.jpg".


So if you created a skybox via action and named it "cloudy" you would need to import the following files into your project:

cloudy_px.jpg, cloudy_nx.jpg, cloudy_py.jpg...

And yes currently it does have to be a jpg file. With the next update skyboxes will work with png files.

In case you're interested further here's the relevant Babylon.js documentation: https://doc.babylonjs.com/features/featuresDeepDive/environment/skybox

Hehe, glad it worked out for you. Keep going!

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There was a breaking change in 0.93 that indeed affects the heightmap example which I already fixed but neglected to include in the release zip. Oops.

However I did just now upload the fixed version as an additional file dowload. Please try and see if this fixes your issue.

If you're using projects of yours that have been created before 0.93 you might have a similar issue with those unfortunately. Please let me know and I can probably fix it for you by editing the project event xml file(s) or explaining to you more in depth how to do so yourself.

To give you a start you can check out the ghost shooter example coming with the plugin. It shows a very simple implementation of first person mechanics.

To properly install Baby 3D with all its parts you should unzip the archive you downloaded. Then open Construct 2 and drag each file with a c2addon extension into the C2 window. This will prompt you to install the addons.

Every behavior and plugin you use depends on the main plugin ("baby3d") which needs to be present in your project.

Do you mean the general movement and collision when you say physics? You probably want to look into raypicking (Any ray action). The heightmap example makes simple use of this functionality.

Well, originally I wanted to be able to use tilemaps too, but my initial attempts to implented this properly failed. It's been a while and I haven't really looked at it anymore. Maybe I should have another go, but do not expect this feature anytime soon.

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I totally dropped that the ball in looking at your project. 

Checking it out now I realize I cannot open it due to many third party plugins being used. Have you tried removing those for testing, saving it separately as such and see if it works? 

Also I've asked before and I do take it that the included examples do indeed work for you.

Tilemaps are not supported. Behaviors are meant for Tiled Background and Sprite objects.

If you do not require animation you should use Tiled Background. For Sprites you do have to add a spritesheet png with its filename matching the object's tag. Download baby3dEightDirExample.capx to see an example of this in action.

So it's not even loading anything apparently?! Do the example capx files that come with the plugin have the same issue for you? 

You can always send me the project file and I will have a look at it.

Make sure all layers are invisible and check again please.

The plugin has its own canvas which is behind the C2 one, therefore the 3D content may be completely covered up.

If you're using the plane behavior on sprite objects you need to add a spritesheet also (import into project files) and make the "Tag" property match the file name.

In case you do not need animations on this object you can use the tiled background object instead which doesn't require this step.

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Please make sure the model can actually be seen in the view of the camera. Also there should be a light present. 

Maybe double-check the filename in the object properties too. You can use the expression modelProgress to see if it returns 100 at any point.

Another thing could be the scale of the model, which depending on how you created/exported it might be very small or gigantic. 

If everything fails feel free to contact me directly and I will take a look at it.

Oh and again: make sure that it's not simply a case of Construct 2 layers being visible and covering everything up. The 3D canvas is behind the C2 canvas, therefore C2 layers need to be invisible (if not transparent).

Glad it worked out!

The plugin works fine with NWjs as evidenced by two projects of mine which are exported as such (Sirinite and Hardliner Demo).

Please share the error message you are getting. There could be other factors responsible such as additional third party plugins.

Also you may want to attempt to simply reinstall NWjs for Construct 2.

With all these upgraded and new addons you've basically crafted Construct 2.5. This one here is also a very good idea. Well done!

What will very likely happen before 1.0 is the addition of depth of field also as lens effect.

I've been looking at some examples of crt shaders so it's definitely also in the cards.

Regarding the level editor thing. I've been slowly building a tool on the side that might act as a universal level editor for Baby 3D projects with the possibility of evolving into its own standalone (but rather basic in terms of features) thing.

Don't expect to see anything tangible of this project soon though.

Thank you!

Sadly C2 effects will not work on the 3D output of Baby 3D.

There are some effects you may already use in form of the lens effects introduced back in 0.82 (edge blur, distortion and chromatic aberration).

Also do not neglect the glow layer.

In terms of formats for the B3D Model plugin: .gltf/glb files are recommended. .obj files are also confirmed working. Generally I would suggest sticking to those.

If everything goes according to plan support for normal maps should be part of the next update. 

Most other more advanced stuff regarding materials is out of the scope of what this plugin is supposed to be and will most likely not be considering at all before reaching 1.0.

Oh I see... I was wondering. Simple mistake :) Take care!

Hi there! I've been a customer of your 3DObject plugin a few years back hehe... great stuff!

I'm being a bit stubborn with this thing here, but a handful of people still using C2 seem to appreciate it.

Maybe we should chat a bit via discord or email.

Currently there is no such action. Will be added to the next update.

The plugin uses a different canvas which is behind the Construct 2 canvas. So Construct 2 layers need to be invisible or elements may show up on top (which you might want for hud) or even entirely cover everything up in case of non-transparent layers.

It is the plan to include the B3D Model Plugin in the next release and depending on feedback and my own experience with handling models there will be further improvements to this.

The scope of B3D is geared towards generating a retro look so in general it's not really a priority to go heavy on materials. However emissive color and texture for example are already being used since the introduction of the glow layer.

And normal map support is definitely planned. 

Also by the way if you take a look at the runtime.js of the main plugin you might come across a commented out line referring to "PBRMaterial". Meaning I have been toying with these things and thankfully Babylon.js is fairly capable.

Regarding things like first/third person camera behaviors: in my view these should come in the form of examples. Similar to some that are already provided but more in depth.

Feel free to drop me a few lines: pixelrebirth@gmail.com

Will actually use this for a little editor side project. Very useful, thank you!

This fixes the only big annoyances I could really think of using Sprite Font. Good job!

Your issue doesn't appear to be related to the Model plugin preview after all.

To properly install Baby 3D with all its parts you should unzip the archive you downloaded. Then open Construct 2 and drag each file with a c2addon extension into the C2 window. This will prompt you to install the addons.

Also remove any plugin or behavior folders you may have created manually first.

If the issue persists please create a new topic or contact me directly.

Did you install by dragging the c2addon files into the Construct 2 window and that's where the error occured?

You mentioned plugin and behavior but the two addons in the preview are both plugins. So if you by chance placed one in the behavior folder that will cause an issue for sure.