Dad72

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Everything posted by Dad72

  1. Dad72

    Moving and Rotating a Complex Model

    @ProfessorF : Could you put your code in the tag [/ code]. It would make the code more enjoyable to read. Thank you in advance.
  2. Thank you. I am not very comfortable with the shaders, but I understand better the problem of fog. How I use this shader?
  3. Yes, I've recreate a scene more slight to reproduce the problem. This is the online version: Terrain.html and the downloadable version: Fog.zip
  4. Dad72

    Teaching to code

    Ok. MP send. Thanks
  5. Dad72

    Teaching to code

    I 've installed version 11. If I take on the other pdf to your site, it works. but not that of Babylon
  6. Dad72

    Teaching to code

    That tells me : fichier endommager, n'a pas pus être réparer.
  7. Dad72

    Teaching to code

    To me it no longer works. it previously run. may be my version of Adobe for the pdf reader (9.5.5). I go installed version 11
  8. Dad72

    Teaching to code

    Hi, The pdf document is not displayed. Neither online nor once downloaded.
  9. Dad72

    progressCallBack ground

    For info, if its can help another person: I load an image in the canvas when I selected a terrain to load with: function openTerrain(TerrainName){ document.getElementById("chargement").innerHTML = "<img src='Data/patienter.gif' />"; $.ajax({ url:'Fonctions/Open_terrain.fonction.php', type:'post', data: "terrainName=" + TerrainName, success:function(data){ data = data.split(";"); var savedPosition = data[0]; var savedNormal = data[1]; subdivision = data[2]; dimX = data[3]; dimY = data[4]; LoadTerrain(savedPosition, savedNormal, false, false, dimX, dimY, subdivision, null); } });}I then put ca in the function that loads the terrain which disables the image load in progress: function LoadTerrain(...) {....$(canvas).ready(function(){ if(ground.isReady() && grid.isReady() && water.isReady() && skybox.isReady()) { document.getElementById("chargement").innerHTML = ""; $("#chargement").hide(); } });}My image appears some moment and disappears when the ground, the water, the sky is loaded. I do not know if there are other ways to do this, but this solution works well.
  10. Hi, How to do a progresscallback on a ground: BABYLON.Mesh.CreateGround and BABYLON.Mesh.CreateGroundFromHeightMap I see that it can be done on a scene to load or a template to load, but I do not find for the terrains. My ground with my water and the sky puts some seconds to load and i would like to show a progression of loading. Thank You
  11. Dad72

    progressCallBack ground

    Yes, but if there is: 1 CreateGround (grid level water) + 1 CreateGround (ground) with loading a backup file of the terrain + 1 CreateGround (water) + 1 CreateBox (sky) This puts some seconds to load (5 second). But I've find a solution to do what I wanted. . Thank You Deltakosh
  12. Dad72

    progressCallBack ground

    Good, it doesn't seem possible. I am going to do otherwise.
  13. Dad72

    Documentation!

    Super cool. A big thank you to Temechon and his team.
  14. Yes, le Mans is the city of the 24h of motorcycle racing, car and truck. I wish you to visit France, which is a beautiful country.
  15. Hi, Video formats are .mp4, .webm and .ogv. (format HTML5) Look in the example "Flat2009" and by downloading the source here: https://github.com/BabylonJS/Babylon.js/wiki/14-Advanced-Texturing
  16. Dad72

    Demo of a game?

    I have all test without problem. All the demos are functional. What browser you use? Try with another browser.
  17. Dad72

    where is BabylonExporter.exe?

    Hi, It is quite simple. Open ExportToBabylon.sln with Visual studio and compile the solution. Then the files compile will find themselves in: XNA - OBJ/BabylonExport/bin/x86/Debug/
  18. Dad72

    Gizmo of transformation

    I am not able to do what I wanted to for the vertexes selected of color. So I have made with the particles that i've edit for me closer of what I wanted to do. The changes made: - The box and the numbers of particles increases when resizing the brush. - The particles stops instantly when we do clicked more on the ground. - The elevation of the ground is slower for more precision. and add a slider to regulate the speed of elevation. - Readjustment of the position of the particles during the click on the ground. I share what I have done: In the constructor WORLDMONGER.ElevationControl = function (ground) this._ground = ground; this.radius = 5.0; this._invertDirection = 1.0; this.heightMin = -5.0; this.heightMax = 30.0; this.speed = 0.1; var particleSystem = new BABYLON.ParticleSystem("particles", 2700, ground.getScene()); particleSystem.particleTexture = new BABYLON.Texture("ba.jpg", ground.getScene()); particleSystem.minAngularSpeed = 0; particleSystem.maxAngularSpeed = 0; particleSystem.minSize = 0; particleSystem.maxSize = 0; particleSystem.minLifeTime = 0.2; particleSystem.maxLifeTime = 0.2; particleSystem.minEmitPower = 0.5; particleSystem.maxEmitPower = 0.5; particleSystem.emitRate = 400; particleSystem.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE; particleSystem.minEmitBox = new BABYLON.Vector3(0, 0, 0); particleSystem.maxEmitBox = new BABYLON.Vector3(0, 0, 0); particleSystem.direction1 = new BABYLON.Vector3(0, 1, 0); particleSystem.direction2 = new BABYLON.Vector3(0, 1, 0); particleSystem.color1 = new BABYLON.Color4(0, 0, 0.5, 1); particleSystem.color2 = new BABYLON.Color4(0, 0, 0.5, 1); particleSystem.gravity = new BABYLON.Vector3(0, 1, 0); particleSystem.manualEmitCount = 0; particleSystem.emitter = new BABYLON.Vector3(0, 0, 0); particleSystem.start(); this._particleSystem = particleSystem; }; Add edit speed elevation : WORLDMONGER.ElevationControl.prototype.speed = function(speed) { this.speed = speed; };in the "attachControl" event "_onBeforeRender": this._onBeforeRender = function () { if (!currentPosition) return; pickInfo = that._ground.getScene().pick(currentPosition.x, currentPosition.y); if (!pickInfo.hit) return; if (pickInfo.pickedMesh != that._ground) return; that._particleSystem.emitter = pickInfo.pickedPoint.add(new BABYLON.Vector3(-that.radius / 2, 0, -that.radius / 2)); that._particleSystem.maxEmitBox = new BABYLON.Vector3(that.radius, that.radius, that.radius); that._particleSystem.minSize = that.radius * 3; that._particleSystem.maxSize = that.radius * 3; that._particleSystem.manualEmitCount += 90 * that.radius; that._elevateFaces(pickInfo, that.radius, that.speed); };It is a pity that this is not what I wanted to do at the beginning.
  19. Is there a function to slick the ground with the passage of a brush (as the elevation of the ground of WORLMONGER)? for instance ground.setSubdivision or something like that. My ground presents several angle that I would like to smooth with a brush. What is to be done? Thank you
  20. Dad72

    Smoothing of the ground

    Thank you. IT would seem that WorldMonger would introduce this functionality, but is manage automatically while they raise summits has what I see from it, I will do further research on this subject when I would have managed to display a colour in the brush. I would share then the code when i would have succeeded. This could interest other people.
  21. Dad72

    How do you clone more complex models?

    I have change the code which I show above which should be better to regulate the position of every element of a model. myavatar = BABYLON.SceneLoader.ImportMesh("FlorSkin", "", "FlorAvatar.babylon", scene, function (newMeshes, particleSystems, skeletons) { a = newMeshes[0]; a.position = new BABYLON.Vector3(0, 0, 5); for (var i = 0; i < 100; i++) { var r = new Array(); var pos = Math.floor(Math.random() * 101) - 50; for(var a = 1; a < newMeshes.length; a++) { r[a - 1] = newMeshes[a].clone("r_" + i + "_" + a); } for(var o = 1; o < r.length; o++) { r[o].position = new BABYLON.Vector3(pos, 0, pos); } } });to test
  22. Dad72

    How do you clone more complex models?

    This, should work. myavatar = BABYLON.SceneLoader.ImportMesh("FlorSkin", "", "FlorAvatar.babylon", scene, function (newMeshes, particleSystems, skeletons) { a = newMeshes[0]; a.position = new BABYLON.Vector3(0, 0, 5); for (var i = 0; i < 100; i++) { for(var a = 1; a < newMeshes.length; a++) { r = newMeshes[a].clone("r_" + i + "_" + a); var pos = Math.floor(Math.random() * 101) - 50; r.position = new BABYLON.Vector3(pos, 0, pos); } } });
  23. Dad72

    Gizmo of transformation

    Ok, thank you for the answers.
  24. Dad72

    Gizmo of transformation

    Is this that its features will be presented in the future? - Gizmo of transformation on the objects - Brush with radius of color - Smoothing of the terrain - Change of texture of ground. - Painting of the grass - LOD ground (low, medium, higth) That is what is missing to WorldMonger for having a terrain editor really cool. Please. Thank You Deltakosh
  25. Dad72

    MSGesture in Windows 7 / IE 11

    Here is an answer to your question http://our.componentone.com/groups/topic/script5009-msgesture-is-undefined/