exc_html5

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  1. Ah nevermind, looks like upon doing google search, Canvas is a fallback whenever WebGL isn't available. I would assume that almost all modern phone and desktop browsers support webGL, so that shouldn't be any issue right? Only thing that worries me is I saw a comment that says " If you want to use the debug features, you need to use CANVAS mode. " That seems a little foreboding.
  2. For the uninitiated to phaser, what is "canvas" mode? Is that some high performance mode? Where if you animation isn't exported in the "canvas" mode format it runs slow?
  3. Thanks Tom! You have a preference over these? I've heard of the first two, but never heard of creature. It looks pretty impressive though.
  4. Howdy Everyone! We are looking at creating a game in phaser for the first time and were leaning towards creating something in vein of "Limbo" (yes, I know that game was all 3D made to look 2D). What are good tools for exporting bone based animations to phaser for development/programming? We would be using bones on flat geo with sprites. We are BabylonJS veterans and we've used a combo of Maya and Unity3D to export animations to that platform, but Phaser I'm not sure what programs export to a Phaser friendly format. Trying to figure out the workflow for our artists. Thanks for any input! -Chad
  5. Hi Gryff! A few questions: Is the playground example loading in the water material library tho? I'd love to test this with the water material active? If this issue is fixed in the playground, that's great, but how do I get these updated files down to the version that were hosting on our servers? thanks!
  6. @Luaacro and @Deltakosh, is the latest version of the water material supposed to be here: https://github.com/BabylonJS/Babylon.js/tree/master/materialsLibrary/dist? If, so, that was says it's 4 months old? Is there somewhere else I need to pull it from?
  7. *bump* Hi @Luaacro! Did you have a chance to take a look at this glitch? thanks!
  8. Here you go: http://client.elementxcreative.com/bjs/water/20160808.000.zip - Size: 1.19 MB If you look in the index.html file, you can see where i'm calling the water material script. If you just comment that off/on and reload, you can see the diff.
  9. Should be easy enough to test too, as you can just copy my entire BJS scene above and load it in. We are freezing materials in the BJS scene via the main.js file, but other than that, it's pretty much what you see in the actual BJS scene file.
  10. Haha, that was my second theory But you are correct, I haven't modified my scene at all, I've only just added the watermaterial script to the Index.html to load the script library. My BJS scene is not calling anything in that script library yet.
  11. Yeah, I def want the light to affect the plane I've got in my scene (diffuse and specular), so no problem there. Just the inconsistency between why it changes when I load the water script is the mystery.
  12. Here is actually the contents of the entire BJS scene file that were using, it's pretty simple: "producer" : null, "autoClear" : true, "clearColor" : [0, 0, 0, 1], "ambientColor" : [0, 0, 0], "fogMode" : 2, "fogColor" : [0.5, 0.5, 0.5], "fogStart" : 0, "fogEnd" : 300, "fogDensity" : 0.01, "gravity" : [0, 0, -0.9], "physicsEnabled" : false, "physicsGravity" : null, "cameras" : [{ "name" : "MainCamera", "id" : "d3cabb38-1a1b-4c1b-89b3-039301c0075e", "parentId" : null, "lockedTargetId" : null, "type" : null, "position" : [8.4, 0.48, -8.58], "rotation" : [0, 0, 0], "target" : [8.4, 0.277867824, -9.559359], "fov" : 1.04719758, "minZ" : 0.6, "maxZ" : 1000, "speed" : 1, "inertia" : 0.9, "checkCollisions" : false, "applyGravity" : false, "ellipsoid" : null, "autoAnimate" : false, "autoAnimateFrom" : 0, "autoAnimateTo" : 0, "autoAnimateLoop" : false, "animations" : null } ], "activeCameraID" : "d3cabb38-1a1b-4c1b-89b3-039301c0075e", "lights" : [{ "name" : "sun_light no_shadows", "id" : "1ac2fefd-4c1a-4bc8-bd29-671e3565833c", "parentId" : null, "position" : [2.626, 2.769, -0.376], "direction" : [-0.508843, -0.352303237, 0.7854688], "type" : 1, "diffuse" : [1, 0.9863083, 0.8014706, 1], "specular" : [1, 0.9863083, 0.8014706, 1], "intensity" : 1, "range" : 3.40282347E+38, "exponent" : 1, "angle" : 0.5235988, "groundColor" : null, "excludedMeshesIds" : null, "includedOnlyMeshesIds" : null, "autoAnimate" : false, "autoAnimateFrom" : 0, "autoAnimateTo" : 0, "autoAnimateLoop" : false, "animations" : null } ], "meshes" : [{ "id" : "88c77df4-1f1a-45c2-ac62-7cc88269e571", "parentId" : null, "materialId" : "1beb6d36-bb80-4777-a33c-2c241d302a80", "isEnabled" : true, "isVisible" : true, "pickable" : true, "pivotMatrix" : null, "positions" : [35.720787, 2.618581E-06, 19.3714447, 35.720787, 2.618581E-06, -35.01919, -18.6698513, 2.618581E-06, -35.01919, -18.6698513, 2.618581E-06, 19.3714447], "normals" : [0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0], "uvs" : [0, 0, 0, 1, 1, 1, 1, 0], "uvs2" : [0, 0, 0, 0, 0, 0, 0, 0], "colors" : null, "hasVertexAlpha" : false, "matricesIndices" : null, "matricesWeights" : null, "matricesIndicesExtra" : null, "matricesWeightsExtra" : null, "indices" : [2, 1, 0, 3, 2, 0], "checkCollisions" : false, "receiveShadows" : true, "infiniteDistance" : false, "billboardMode" : 0, "visibility" : 1, "subMeshes" : null, "instances" : [], "skeletonId" : -1, "numBoneInfluencers" : 0, "showBoundingBox" : false, "showSubMeshesBoundingBox" : false, "applyFog" : false, "alphaIndex" : 0, "physicsImpostor" : 0, "physicsMass" : 0, "physicsFriction" : 0, "physicsRestitution" : 0, "name" : "waterQuad", "position" : [0, 0, 0], "rotation" : [0, 0, 0], "scaling" : [1, 1, 1], "rotationQuaternion" : null, "actions" : null, "animations" : null, "autoAnimate" : false, "autoAnimateFrom" : 0, "autoAnimateTo" : 0, "autoAnimateLoop" : false } ], "sounds" : [], "materials" : [{ "alpha" : 1, "alphaMode" : 0, "ambient" : null, "ambientTexture" : null, "backFaceCulling" : true, "bumpTexture" : null, "diffuse" : [0.08888889, 0.08888889, 0.08888889, 1], "diffuseFresnelParameters" : null, "diffuseTexture" : null, "emissive" : [0, 0, 0, 1], "emissiveFresnelParameters" : null, "emissiveTexture" : null, "id" : "1beb6d36-bb80-4777-a33c-2c241d302a80", "name" : "dark", "opacityFresnelParameters" : null, "opacityTexture" : null, "reflectionFresnelParameters" : null, "reflectionTexture" : null, "specular" : [1, 1, 1, 1], "specularPower" : 72.1964645, "specularTexture" : null, "wireframe" : false, "uSpeed" : 0, "vSpeed" : 0 } ], "multiMaterials" : [], "particleSystems" : null, "lensFlareSystems" : [], "shadowGenerators" : [], "skeletons" : [], "actions" : null } The light does have a specular color (which we want), but it doesn't make sense why it changes by simply loading the water script. That help any?
  13. We are currently exploring the possibilities of using the babylon water shader (found here:https://doc.babylonjs.com/extensions/Water ) in one of our projects. However were running into weird issues with the lighting and/or specular properties of the babylon standard shader in our scenes when we activate it. Was kind of frustrating because we spent all day thinking we messed up the rest of our scene, and then we found out it was something in the water shader script itself. To demonstrate the issue, we created a super pared down version of the babylon scene to test with. We created a brand new babylon scene that has a ground plane with a BJS standard shader assigned to it. Then we also created a directional light, not casting any shadows. Also, in our index.html file, we are loading the following scripts: <!-- build:js js/vendor.js --> <script type="text/javascript" src="scripts/jquery-2.2.3.min.js"></script> <script type="text/javascript" src="scripts/mobilecheck.js"></script> <script type="text/javascript" src="scripts/state-machine.min.js"></script> <script type="text/javascript" src="scripts/babylon.max.js"></script> <script type="text/javascript" src="scripts/math.min.js"></script> <script type="text/javascript" src="scripts/hand.js"></script> <script type="text/javascript" src="scripts/HelperFunctions.js"></script> <script type="text/javascript" src="scripts/Player.js"></script> <script type="text/javascript" src="scripts/main.js"></script> <!-- endbuild --> The result looks like this: Which is what I would expect. However, when I add this line to the HTML to enable the water shader: <script type="text/javascript" src="scripts/babylon.waterMaterial.js"></script> Then I get this result: You can see the material and/or light is now blown out. (And i haven't even called anything in the new JS script yet). So my thinking is maybe there is something in waterMaterial.js that is changing how the light and/or standard shader behaves? Any BJS folk that can shed some light on this? thanks!