Temechon

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Everything posted by Temechon

  1. Can you remove the import to Font Awesome and Google font and try again ? Facebook doesn't like external imports... Edit : Is it possible for you to send me a zip containing your Instant Game project ? It will be easier for me to test it. Thanks !
  2. Ok I'll test it tonight. Thanks !
  3. Hello, Are you able to run and render your scene in a web project ? (I mean without Instant Game framework ?)
  4. Hello all, As some of you already knew it, I've been working on the a Babylon.js ebook for several months. Today, this book is finished, and I named it Learning Babylon.js. What is included in the book: - Getting started with Babylon.js (Hello world in 3D!) - Learn how to use primitives (box, spheres, torus,...), default cameras and lights - Detailed guide on materials and textures - Particles - Shadows - Collisions - Intersections - Physics engine (Oimo.js) - User inputs (keyboard/gamepad) - Animations - How to use exporters (3DSMax, Blender, Unity) - Shaders - Skeletons/bones - And more! The main goal of this book is to CREATE a whole game, chapter by chapter: start with the basics (cubes, spheres and torus), add materials, replace with custom 3D models exported from 3DSMax/Blender,... The game you will create is greatly inspired from the Super Monkey Ball serie. By the end of the book, you will have a complete game to play with, and (I hope!) enough knowledge to create your own. Sadly, I was not able to handle all Babylon.js features in this book alone (I would have spent a whole year on it, and DK is adding new features every day!), but I tried to cover as much as I can with one game. You can find some more information here : http://learningbabylonjs.com/, as well as some screenshots of the book. I hope it will help you in your next Babylon.js projects. If you have any questions, remarks, I'm not far from this forum (as you know it:) )
  5. Temechon

    Empty screenshot

    It's fixed... The documentation class parser is really outdated and should be updated. It's currently deploying, give it few minutes and it will be ok. Thank you !
  6. Temechon

    Clamp Player movement

    It's hard to understant your code without any live example, but I'll take a shot Can you try something like this ? if (player.moveRight && player.position.x <= 42) { player.position.x += 1; } if (player.moveLeft && player.position.x >= -42) { player.position.x -= 1; } if (player.position.x >= 42) { player.position.x = 42; } if (player.position.x <= -42) { player.position.x = -42; }
  7. Temechon

    Playground editor cursor mis-aligned in Chrome

    Hi @gzlock, this PR adds a toggle to display/hide the minimap : https://github.com/BabylonJS/Babylon.js/pull/3185
  8. I don't think keyframes easing are supported in the current version of exporter :/
  9. Temechon

    Babylon exporter for Maya ?

    It will have PBR material support. And gltf format
  10. Temechon

    DebugLayer warnings freeze the scene

    Thank you ! It's fixed here: https://github.com/BabylonJS/Babylon.js/pull/3185
  11. Temechon

    Scaling Uploaded OBJ mesh

    Raanan is always the fastest, from myexperience at least
  12. Temechon

    Three.js or Babylon.js for room design

    @max123 Hey thank you for your feedback Max, it's always appreciated to have constructive comments. About the inspector, maybe I can help ? Indeed, the inspector is HTML/CSS based and I have to say it's a real pain in the ass to create a side panel But you can create a div and ask the inspector to be created in this specific div (described here: http://doc.babylonjs.com/how_to/debug_layer) Let me know if you need anything, even new features
  13. Hi @mr_pinc, can you send us (me or noalak) your 3DSMax file and your textures please ? Thanks !
  14. Temechon

    Three.js or Babylon.js for room design

    Babylon.js too, everything you need is already there (drag and drop, file import...). I'm also clearly biased
  15. Temechon

    Rim Effect

    I have this force field custom shader in my favorite, I worked on it long time ago: http://cyos.babylonjs.com/#15MS95 Hope it can help!
  16. Temechon

    New Structure to Documentation

    @Arte it's totally related, the 'tutorial' subcategory has been reworked into 'How To'
  17. Temechon

    Reset Ball after Falling Down

    The attribute is not read-only, but if you set it it will be used INSTEAD OF the 'rotation' attribute to compute the mesh rotation. Wingnut is right, you don't reset the rotation of your physical body when resetting the player. In OIMO, there is a method called 'resetRotation'. Could you try this : this.body.resetRotation(0,0,0);
  18. Temechon

    debugLayer - Uncaught TypeError

    Hi @ceedee, What browser are you using ?
  19. Temechon

    why does face flip occur?

    Hello @lingkernyurk., It seems your OBJ file don't have the correct normals for the door. I downloaded your OBJ and opened it with 3DSMax, here is what I can see : See the dark red color ? It indicates the normals are flipped. It's the same for the other part of the door (you can compare with the lighter red on the house) : For me it doesn't look as a bug. One way to disable it Babylon side would be to set the corresponding material like this: scene.getMaterialByName('JoinedMaterial__3').backFaceCulling = false;
  20. Temechon

    PBR in 3d max

    The env map is being integrated in the 3DSMax exporter.
  21. Temechon

    PBR in 3d max

    The PBR material is supported on 3DSMax with a Physical Material - Is it the same kind of material you've been using ?
  22. diffuseTexture can only be found in StandardMaterial, and not in Material.
  23. You can try to have one SPS per texture (that's what I did on my map with 3 different ground levels)
  24. You have to separate your whole mesh into separate hex in order to do this. You might want to check Solid Particles System, as it's the best way to do it with decent performances (I can generate a map of 150*150 cubes without any problems with SPS).
  25. Temechon

    Object splits into multiple meshes

    let parent = new BABYLON.Mesh('parent', scene); object1.parent = parent; object2.parent = parent; parent.position.x = 2; // Object1 and object2 will have their x +=2