MasterK

Members
  • Content count

    256
  • Joined

  • Last visited

  • Days Won

    1

MasterK last won the day on November 30 2015

MasterK had the most liked content!

1 Follower

About MasterK

  • Rank
    Advanced Member

Profile Information

  • Gender
    Male
  • Location
    China, Beijing

Recent Profile Visitors

1,022 profile views
  1. Line's zOffset problem

    you changed head icon. Yeah, i use it now. And i tried modify shader's position.z. it's ok too. That won't display part of covered. webgl's zOffset dont effect line. need to set other polygon z > 0 to display line front.
  2. Line's zOffset problem

    http://www.babylonjs-playground.com/#EJAIQ3#1 ground mesh's zOffset seems good. but line's zOffset doesn't work. I want to add line box to model. and line always display. like this: But at some view point, the line will dissapear, like this: And the zOffset can't fix this. Help me.
  3. Group2D trackNode error

    I think he's fine. Dont need translation... even he said chinese to me. I cant write english much better than him...
  4. i upload a zip file.C_Meimo.rar dir 3dmax is the 3dmax file and textures. the whip animation is right. then use export to babylon, dir babylon: .babylon file and textures drag babylon files and textures to sand box http://www.babylonjs.com/sandbox/ the whip animation is broken... Help me.... C_Meimo.rar
  5. if i have 100 trees. i manually delete 99 trees only left node in U3D. and load in BJS and create 99 instance by code. and the 100 trees use same one material. so the lightmap can't fit for 100 trees.
  6. @MackeyK24 Yeah still. And even if light map problem be solved, the prefab/instance light can't. can the exporter make one prefab as a mesh and others instances ??
  7. Cannot read property 'isDisposed' of undefined

    Good news.
  8. Yes, you did. Even a simple doc. just a few words about the toolkit usage. otherwise we dont know use toolkit to do what. And i think the exporter is the most important thing. to use whole toolkit function? left it to insane boys. Thanks MrVR but i won't try it now... Because the prefab---instance issue i think can't be solved.
  9. I think there's no way to solve the "prefab instance's(i created later) light problem". So i give up use this bake light.
  10. This is use realtime light. and this is use baked lightMap. And i see no any effect of lightmap. And about prefab. i remove all except one prefab. and create instance in code. so these instances are whole black. I wonder if the toolkit can handle prefab to create instance?? And the bake light can effect instance???
  11. Light Mapper Mode choose "Shadow Baking" can generate lightmap texture. But the effect almost none...
  12. OK. I should try u3d toolkit. and i tried. there is baked light texture. but in my scene. all black...
  13. i used the old exporter. the exported materials mostly only have diffuseTexture. And i should add lots of lights to scene. and it really down the performance. How to export the baked light texture and make matreial has lightMapTexture or something else? I see the u3d-toolkits may have this function. But it seems too big to me. Is that a simple way to modify exportor code? @MackeyK24 I can't explain i ping you almost everytime except you're nice@Deltakosh
  14. https://github.com/BabylonJS/Babylon.js/blob/master/src/babylon.scene.ts#L1367 Can this place check isEnabled? so that the effect needn't be create. when mesh changes and set enabled true, there will be new effect. the old one created by isReady is never used. @Deltakosh
  15. Then why dont you just use .babylon exporter and throw objLoader.