BlackShadauw

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About BlackShadauw

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  1. Nice gameplay, easy to understand how to play, simple, love-ti ! nice job
  2. Hi everyone, it was a long time i did'nt post here. For my scence i would like to have a mix of both things but i can't handle that and i need your help. I use DeviceOrientationCamera and it works well on my smartphone. With this behabior i would like that the camera "walk" forward in the same direction of the view, when i touch the screen (canva). Like we can do with hand.js, the left part of the screen (blue circle). Did you have some idea how to do so ?
  3. Super tuto merci beaucoup pour superbe boulot, bravo j'ai appris pas mal de truc, c'est op
  4. Hi @inteja That's exactyl what i looking for and it works fine, thanks a lot four your help Cheers
  5. Hi all, I am looking to have the same behavior as FPS game so with a UniversalCamera and colision. For that part, moves and colisions it is functional and very well, but... ...I am still to close from objects (walls) and I can see through. (like superman you know !? ) If i change my camera elipsoid's dimensions it works a little better, but i can't moove in a small scene bwtween 2 walls. cause my character is to large and with some walls I can still see through. I tried with camera.useFramingBehavior = true; and cam.collisionRadius = new BABYLON.Vector3(2, 2, 2); but without succes Do someone have an idea ?
  6. Hi, sorry for my late reply. Thanks @hansnolte for your files that's great. But i tried with an UniversalCamera but it dosen't work. With my camera i still can see trough the mesh Any other idea how to make it work with that type of camera, maybe @Wingnut ?
  7. Hi all, I am looking to have the same behavior but for a FPS game so with a UniversalCamera. But even with your informations @Wingnut, (I learn things that's great, ty btw) I can't to make it functionnal. My camera have an elipsoid form, and the colision system is fine, but I am still to close from objects (walls) and I can see through. (like superman you know ) If i change my camera elipsoid's dimensions it work a little, but i can not even moove between a small scene. cause my character is to large and wth some walls I can still see through. Itried with camera.useFramingBehavior = true; and cam.collisionRadius = new BABYLON.Vector3(2, 2, 2); but without succes Do you already have an exemple with an UniversalCamera ?
  8. Hi thanks a lot !! Finaly i have some transparency yea awesome, i have less hairs but it works BaseColorFactor was the good thing
  9. Hi, Here is all files the white piece should be about 50% transparent. In my (small) experience with glTF file and blender it appear to be very difficult to have a good setting when exporting for webGL. So many parameters to understand which one should be or should not to be activated to have the desire effect. It is really nice to count on you guys. But with only the documentation it is realy hard to understand how things works. Something that would be great is a repository with some workable exemples .blend files and other that people could download, study the content, make tests. I will make a try with .babylon test.zip
  10. Hi all, for me it dosent work properly, i need to cheat a little. After using your settings BghGary, i must to force with javascript the alpha mode to "0.X" and to force transparencyMode to "2" to have some transparent effect. Nothing happend with only the GlTF file.
  11. @dbawel Thanks for your opinion, Yea i maybe will pass under babylon format... I avoided it until now to have an easy setting texture in glTF format that i could not have with .byblon as i saw. I avoided .babylon too, to have cycle for a more realistic texture render.
  12. Hi @V!nc3r, Thanks yea finaly the transparencyMode did the trick. But this is sad to pass by BJS when using glTF for that kind of stuff. My glTF alpha, alphamode etc values are not applied on the Material object in Babylon In chrome inspector i have these (as you can see before that's not what I made.. well never mind) albedoTexture:undefined alpha:1 alphaCutOff:0.4 alphaMode:2
  13. Hi guys, I am stuck an don't find any workable solution on the web. I would like to apply transparency on a simple box (with / or without UV mapp), but if in my Blender it seems to be OK, in my BSJ scene it dosent work, the transparency dosen't apply . Any idea what could be missing ?