inteja

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  1. Blender 5.5 Exporter

    It's worth noting that the installation instructions in the BJS documentation seem incorrect. http://doc.babylonjs.com/resources/installing__the_babylon_exporter They suggest unzipping the archive and finding io_export_babylon.py - a file which isn't in the 5.5 archive. It's only when I read the readme in the git repo I realised that I should simply install the zip and Blender does the extracting and building itself.
  2. Transparent png border

    I think this is due to mipmappoing/filtering - the blurring bleeds through to the opposite edge - like a wrap-around effect. If you ensure there's always adequate gap between the opaque part of the texture and the edge then you won't see this bleed through.
  3. Babylon.js 3.1 is available!!!

    Awesome work on the 3.1 release! Great promo video and I must say that the new Flight Helmet demo by Patrick Ryan is stunning - I keep going back to it just to admire the attention to detail in the 3D model and the variety of realistic materials. Superb! I would love to see a "making of" blog post or tutorial for that.
  4. Thanks @Wingnut and @SvenFrankson That's what I was looking for. Will try adding in normal to approximate dents and scratches. For more major damage I'm planning on using exploded geometry.
  5. Creating a Threaded Screw

    Modelling screw and bolt threads could max out the poly count pretty quickly. Fair enough if you need a closeup of each screw but if you have many screws as part of a larger assembly and they're never intended to be seen closeup then I'd be tempted to use a simple low poly cylinder, with a repeating normal map to approximate the thread. At distance you'd hardly notice the difference.
  6. I've seen the decal demo and also 1 or 2 threads related to dynamic textures. I am wanting more realistic damage than I think a simple decal can provide so am wanting to use (I think) dynamic textures to alter the diffuse, normal and specular maps to achieve a scratched and dented look. Just wondering if there's any examples of this?
  7. Parametric cabinet

    Impressive work!
  8. Please welcome the TransformNode

    OK no worries All good.
  9. Please welcome the TransformNode

    @Deltakosh why not more simply "Transform" instead of "TransformNode"? At least according to the Class documentation, "Transform" isn't currently in use and there doesn't seem to be much precedent for appending "Node" to other class names. Plus "Transform" has some nostalgia for me as it exists with almost identical functionality in VRML, X3D & Inventor. No big deal, just a suggestion.
  10. Interesting problem. If the input must be the roof/gutter outline, then the first question would be how to (automatically) determine which edges are to be gabled and which are not. Similarly, if we look at your example outline, how would we determine that the "large rectangle" is indeed to be treated as one roof section. It might be better (if possible) to use separate overlapping rectangles to specify roof sections, rather than an arbitrary compound outline shape, although that might be just moving the problems elsewhere. I'd be tempted to look at some of those 3D home design software packages (e.g. the source code for the open-source Sweet Home 3D http://www.sweethome3d.com/) to see how they handle it (if they even can).
  11. @Entian I was using Chrome when it crashed. Attached is a screenshot of console output as Chrome didn't save chrome_debug.log even with preserve enabled.
  12. @Entian this looks really great and I'm looking forward to playing it but I've tried twice now and it's completely crashed my MacBook Pro, forcing a hard reboot each time. MacBook Pro 13" 2.3GHz Core i5, 8Gb RAM, Intel Iris 640 graphics. Tried basic training mission, all assets load and game starts. Looks like it registers keyboard input for about a second then everything freezes up. I think it might be overheating. Haven't had any issues with any other WebGL content as yet.
  13. Authorative server and multiplayer options

    @RelativeNull take a look at Colyseus as well http://gamestd.io/colyseus/ developed by @endel
  14. Shell Shockers

    This is awesome. Great work!