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. Hello, Are you able to run and render your scene in a web project ? (I mean without Instant Game framework ?)
  3. 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 The documentation class parser is really outdated and should be updated.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 !
  4. 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; }
  5. Hi @gzlock, this PR adds a toggle to display/hide the minimap : https://github.com/BabylonJS/Babylon.js/pull/3185
  6. I don't think keyframes easing are supported in the current version of exporter :/
  7. It will have PBR material support. And gltf format
  8. Thank you ! It's fixed here: https://github.com/BabylonJS/Babylon.js/pull/3185
  9. Raanan is always the fastest, from myexperience at least
  10. @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
  11. Hi @mr_pinc, can you send us (me or noalak) your 3DSMax file and your textures please ? Thanks !
  12. Babylon.js too, everything you need is already there (drag and drop, file import...). I'm also clearly biased
  13. 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!
  14. @Arte it's totally related, the 'tutorial' subcategory has been reworked into 'How To'
  15. 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);
  16. Hi @ceedee, What browser are you using ?
  17. 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;
  18. The env map is being integrated in the 3DSMax exporter.
  19. The PBR material is supported on 3DSMax with a Physical Material - Is it the same kind of material you've been using ?
  20. You can try to have one SPS per texture (that's what I did on my map with 3 different ground levels)
  21. 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).
  22. 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
  23. @MackeyK24 Don't worry about the look of the file, I'll take care of it Just send me the text and I'll do the formatting and PR for you !