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studioGK

20
Posts
A member registered 32 days ago

Recent community posts

(1 edit)

yea here
2 changes i did
light intensity default at 1.0 ( just my preference)
create animation controller if model has animations, bones, morph

HiveBoi fixed the lag by putting the transform in _tick2(). idk if it will impact performance later on but with frameskip on, 500+ models animated works good. without frameskip on, it lags at around 100 and kinda lags behind the position again. its good enough for now though, if frameskip is on. i asked ai, and it said dirty flag a better option probably.

https://www.mediafire.com/file/vd6nu2bs8x0wcz0/fixed.c3addon/file

i got the lag fixed and the models not appearing if no animations

i got this fixed, i cant figure out the set position lag

frame skip is such a good feature. got a high detailed mesh without any animations

mesh

without frameskip = 60% cpu, 35 fps

with frameskip 100 = 20% cpu, 144+ fps

and

3dmodel with this mesh = 98% cpu, 65 fps

(2 edits)

a test with set position lag and frameskip lag vs 3dmodel

even without frameskipping it still lags,

https://www.mediafire.com/file/ehsupy9sdj8rexk/POSITIONLAG.c3p/file

hi this is a test with 3 meshes.
1 = bones with no animation is invisible or doesnt work

2 = bones with animation works fine

3 = mesh with vertex group is invisible or doesnt work

https://www.mediafire.com/file/0lo7k8kpwvpmwyq/BonesAnimationBug.c3p/file

this model with shape keys and vertex groups isnt loading in mesh, and a model with an armature and no animations loads very tiny and does not scale up and completely wrong position

https://www.mediafire.com/file/ysumlgb9mx7q9t9/Cannon.glb/file

(1 edit)

setting mesh position to sprite and using animation frame skip makes it lag. also without frameskip it still lags a bit compared to 3d model

https://www.mediafire.com/file/rjreeykgxfhamjf/TESST.c3p/file

im trying to give my game that low framerate look for characters and frameskipping works good for it + the pros of performance. but setting their position to their hitbox does not work well with it.

(1 edit)

setting the mesh position to a sprite lags behind (doesnt with 3d model) and with frame skipping it lags behind a lot.

(3 edits)

ok bone xyz works okay for coordinates and rotation now the model head can look at things

(5 edits)

the mesh seems to get culled when looking down
and models dont match editor 
new test     
https://www.mediafire.com/file/4g1806o9csxasqg/TESTINGAGAIN.c3p/file

(2 edits)

how do we get the x y z coordinates of a 3d model? should i just use a bones xyz?
also how would you change the face of the model with these textures? should i load in a completely new head model? or is there a way to move the image so it matches the faces uv?

works perfect now!

The model itself is being flipped, 3d model added an option to flip when importing new models.

This is what they look like right now. The first one is wrong because the sword should be on the right hand. The 2nd one is scaled negative with flip v on, its correct but the flip v wasnt needed. The 3rd one with the scaled negative only is actually correct. 

I filed it and they added a option to import with option to flip xyz 

https://github.com/Scirra/Construct-bugs/issues/9028 Here is test with the model

https://www.mediafire.com/file/me7b1o8k0yhmu5w/TESTTESTTEST.zip/file

Nevermind on the head with the bone, it works with a new model. Idk what was up with the head and the 1 bone. Only the sampling and the flipped x axis are broken. 

https://www.mediafire.com/file/a6no197uf7jab2s/TESTTESTTEST.zip/file

The box on the very right is scaled negative to make it show correctly. Also there might be a bounding box or offset issue too? the model is in the ground when in the editor its above it.

Also the X axis is flipped so stuff like signs appear backwards other than that, this add on is the best for 3d.

Sample to nearest isn't work on mesh. Is there a way to turn it on?