Venerated1

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  1. Venerated1

    Shadows slightly too small

    I guess that it didn't really let me edit because I "don’t have write access to." So, if you can give me access then I would gladly make that edit.
  2. Venerated1

    Shadows slightly too small

    Change suggestion submitted, thanks.
  3. Venerated1

    Shadows slightly too small

    http://playground.babylonjs.com/#1NE321#4 So, I held back my frustration with the fact that distance didn't make any noticeable difference and dug through the troubleshooting guide. SUCCESS!!!! But, I would strongly recommend an edit to the troubleshooting guide. Possibly add this: I don't know why everything I'm writing is bold now... but you get the point. I'm just happy that I have a fix.
  4. Venerated1

    Shadows slightly too small

    http://playground.babylonjs.com/#1NE321#1 Maybe this isn't even a bug but a setting that I'm too newb to figure out... but the shadow distorts pretty bad on smaller spheres. When you make the sphere bigger, it look beautiful. Like this: http://playground.babylonjs.com/#1NE321#2 Is this indeed a bug? Or, is this a setting that I can dynamically change? Or, is it just a limitation that I should just be patient on?
  5. Venerated1

    Firefox 58.0.2 incorrect emissive mesh (both stable and preview)

    http://playground.babylonjs.com/#6INWWD#1 Now that I have it here, it appears to be a problem with ringsBackside.setEnabled(0); I just changed it to ringsBackside.setEnabled(false); and that seems to have fixed it. http://playground.babylonjs.com/#6INWWD#2 Yep... just needed to use true/false rather than 1/0. I'm excited that I can update now. All fixed.
  6. Venerated1

    Firefox 58.0.2 incorrect emissive mesh (both stable and preview)

    Lol at "work arounded" This is what happens with 3.2: http://skypodstudios.com/solar/index32.html hmmmm... 3.2 was doing the emissive thing too... But, now it just hates Saturn's rings... on every browser. I did just download a new babylon.custom about 30 minutes ago. all 3 of the posted examples are the same .js and .html files.... Whatever, I'll just attach all of the files. I'm just doing this to teach myself how to make games anyway. RobsDynamicSolarSystem.zip
  7. Hey guys, I was trying to finally update to the newest stable version but it makes my spheres glow (wrongly emissive from a distance and also from the dark side of the spheres. But, I'm pretty sure it's not due to lack of light). Anyhow, the bug only happens in Firefox 58.0.2 (that I know of) . But, the preview version and stable version both have it. I figure it's related to something you were already aware of... but just in case this is a new version of the bug... Mostly working old version of babylon.custom.js: www.skypodstudios.com/solar Buggy version on stable 3.1: http://skypodstudios.com/solar/index31.html (you probably won't see the problem if you're not on Firefox) You guys are nothing but amazing, I have no complaints. Just trying to help/learn.
  8. Venerated1

    Tablet touch camera

    Just for quick reference, http://handjs.codeplex.com/releases/view/119684 ...is what I found on the babylon instructions to download a copy of hand.js Although, it is giving a message that it will be closing down... so if anyone just wants to copy/paste from the version I downloaded, this is my server: http://skypodstudios.com/solar/hand.js I have also been seeing things recently suggesting that we should be moving over to jquery/PEP? I haven't bothered looking into it yet since hand.js is working fine for now.
  9. Venerated1

    Instances vs. merging and merging instances

    This thread is the only way I figured out how to use instances. DK's playground there: http://www.babylonjs-playground.com/#2EGQ6C#1 ...is useful for us newbies that don't know how to use an instance properly. var matForStars = new BABYLON.StandardMaterial("starMat", scene); matForStars.emissiveColor = new BABYLON.Color3(1, 1, 1); matForStars.specularColor = new BABYLON.Color3(0, 0, 0); matForStars.diffuseColor = new BABYLON.Color3(0, 0, 0); var star = BABYLON.Mesh.CreateSphere("star", 1, 0.5, scene); star.material = matForStars; star.position.z = 150; // Create some instances, make a bunch of stars var stars = new Array(); for (var i = 0; i < 1000; i++) { var random1 = (Math.random() - 0.5) * 300; var random2 = (Math.random() - 0.5) * 300; var random3 = (Math.random() - 0.5) * 300; var magnitudeStar = Math.sqrt(random1 * random1 + random2 * random2 + random3 * random3); if (magnitudeStar < 100 || magnitudeStar > 150 ) { i--; } else { stars[i] = star.createInstance('Instance' + i); stars[i].position.x = random1; stars[i].position.y = random2; stars[i].position.z = random3; } } This is a simplified version of what I ended up with.
  10. Venerated1

    Camera minZ and maxZ

    Save doesn't seem to be working for some reason, but you can copy and paste this into playground. This is a fun demo of a my random stars rather than a skybox. They require a pretty crazy maxZ. This was also my playing around with creating instances. With some random scaling and the for loop set to 10,000 it's even more beautiful var createScene = function () { // This creates a basic Babylon Scene object (non-mesh) var scene = new BABYLON.Scene(engine); scene.clearColor = true; // This creates and positions a free camera (non-mesh) var camera = new BABYLON.FreeCamera("camera1", new BABYLON.Vector3(0, 5, -10), scene); camera.setTarget(BABYLON.Vector3.Zero()); camera.maxZ = 32000; // This attaches the camera to the canvas camera.attachControl(canvas, true); // This creates a light, aiming 0,1,0 - to the sky (non-mesh) var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene); // Our built-in 'ground' shape. Params: name, width, depth, subdivs, scene var ground = BABYLON.Mesh.CreateGround("ground1", 6, 6, 2, scene); var matForStars = new BABYLON.StandardMaterial("starMat", scene); matForStars.emissiveColor = new BABYLON.Color3(1, 1, 1); matForStars.specularColor = new BABYLON.Color3(0, 0, 0); matForStars.diffuseColor = new BABYLON.Color3(0, 0, 0); var star = BABYLON.Mesh.CreateSphere("star", 1, 20, scene); star.material = matForStars; star.position.z = 14000; // Create some instances, make a bunch of stars var stars = new Array(); for (var i = 0; i < 1000; i++) { var random1 = (Math.random() - 0.5) * 32000; var random2 = (Math.random() - 0.5) * 32000; var random3 = (Math.random() - 0.5) * 32000; var magnitudeStar = Math.sqrt(random1 * random1 + random2 * random2 + random3 * random3); if (magnitudeStar < 14000 || magnitudeStar > 16000 ) { i--; } else { stars[i] = star.createInstance('Instance' + i); stars[i].position.x = random1; stars[i].position.y = random2; stars[i].position.z = random3; } } return scene; };
  11. Venerated1

    Lights, excluding and including meshes

    Oh, I just realized that light.includedOnlyMeshes.push(mesh3); probably doesn't work because you probably have to clear the array first. EDIT: Clearing the array doesn't seem to change anything. However disabling the light and then enabling it again after seems to work fine! Like this: lightSaturn.setEnabled(false); lightSaturn.includedOnlyMeshes.push(saturn); lightSaturn.includedOnlyMeshes.push(rings); lightSaturn.setEnabled(true); So, hopefully that's useful.
  12. Venerated1

    Lights, excluding and including meshes

    Okay, so... assuming that I'm not the only one who didn't see an answer on this thread, here is what I found: light.excludedMeshes.push(mesh0); light.excludedMeshes.push(mesh1); effectively removes meshes from the light source. http://www.babylonjs-playground.com/#1DLERH#1 I just made it so "sphere" only has the blue light with light0.excludedMeshes.push(sphere); light1.excludedMeshes.push(sphere); ALSO, to use light.includedOnlyMeshes.push(sphere); you first need to disable the light then enable it after... see the edit on my next comment. But this is what it looks like from the other direction: http://www.babylonjs-playground.com/#1DLERH#2
  13. Venerated1

    Hide objects by max view range

    This was good to know, but it turns out that my skybox was the only reason I couldn't see things far away... so I made it bigger.
  14. Venerated1

    FireProceduralTexture removed in 2.3?

    Once again Jerome saves me. My <head> now also includes: <script src="https://babylonjs.azurewebsites.net/lib/babylon.fireMaterial.min.js"></script> <script src="https://babylonjs.azurewebsites.net/lib/babylon.fireProceduralTexture.min.js"></script> http://playground.babylonjs.com/#HYFQJ#13 if anyone is interested in what wouldn't work before I figured this out.
  15. Venerated1

    FreeCamera direction vector

    camera.getTarget().subtract(camera.position) does give the perfect unit vector that I was looking for... HUGE thanks jerome. my movement looks like this. http://www.babylonjs-playground.com/#1WFOOA#8