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Found 105 results

  1. Hi everyone, In the obj file, when an object has multi-material, the obj file loader will create several meshes. I want to only create one mesh with multi-material, but got the wrong result: I attached the obj file and the new obj file loader I modified(objFileLoader_new.js ), can anybody help to have a look why it is wrong. It troubled me a whole day now. obj.rar
  2. s4m_ur4i

    Delete loaded files from cache

    Hey, I got some scenes, which loading assets only needed in those, I would like to clear the cache out of the files when a new scene is started so that the memory is free again. But I can't find an example or something in the docs. I had a look at this.scene.cache.destroy(); But when I do this in a constructor: It throws an error that cache is not defined. Or at the first line in preload: it messes up the files that will be loaded afterward. Can anyone help me out regarding this? cheers
  3. SamYan

    Texture caching problem

    Hi, I'm trying to load 4 images, and then generate array of random sprites, but i get In chrome console: Debug: GET http://localhost:8081/dist/symbol_2 404 (Not Found) BaseTexture.js:795 BaseTexture added to the cache with an id [symbol_1] that already had an entry addToCache @ BaseTexture.js:795 fromLoader @ Texture.js:478 textureParser @ textureParser.js:9 (anonymous) @ Loader.js:614 (anonymous) @ async.js:35 Texture.js:508 Texture added to the cache with an id [symbol_1] that already had an entry addToCache @ Texture.js:508 fromLoader @ Texture.js:479 textureParser @ textureParser.js:9 (anonymous) @ Loader.js:614 (anonymous) @ async.js:35 BaseTexture.js:795 BaseTexture added to the cache with an id [symbol_2] that already had an entry addToCache @ BaseTexture.js:795 My snippet: import * as PIXI from 'pixi.js' const symbols = [ { id: 0, img: PIXI.Texture.fromImage("symbol_1") }, { id: 1, img: PIXI.Texture.fromImage("symbol_2") }, { id: 2, img: PIXI.Texture.fromImage("symbol_3") }, { id: 3, img: PIXI.Texture.fromImage("symbol_4") } ]; export default class Symbol { /** * Generate random symbol tables * * @static * @param {number} reelsCount * @param {number} symbolsCount * @param {(symbolTables: Array<any>) => void} resolve * @memberof Symbol */ public static generateSymbols(reelsCount: number, symbolsCount: number, resolve: (symbolTables: Array<any>) => void): void { let symbolTables: Array<any> = new Array<any>(); for (let i = 0; i < reelsCount; i++) { let symbolTable: Array<any> = new Array<any>(); for (let x = 0; x < symbolsCount; x++) { let randomIndex: number = Math.floor(Math.random() * symbols.length); let id: number = symbols[randomIndex].id; let sprite: PIXI.Sprite = new PIXI.Sprite(symbols[randomIndex].img); symbolTable.push({id: id, img: sprite}); } symbolTables.push(symbolTable); } resolve(symbolTables); } } So, what's the wrong ? It's caching problem or? Thanks in advance.
  4. How do I play animations created in the blender action editor? I'm trying to organize walk, run, idle, etc animations and start/stop them by name. Also is there a particularly good way to import the blender objects that don't have any world position when the game begins? I noticed there are many different ways to load things. Objects in this game are spawned in after a receiving a network message, so there's no pre-existing concept of a scene (or my brain just isn't used to thinking about scenes). Even the terrain itself is chosen by the server. Which loading strategy should I employ? Blender scene: Action editor from under the dopesheet: Loading and positioning the character (exported with blender/babylon exporter 5.6.4): BABYLON.SceneLoader.LoadAssetContainer("./", "blocky.babylon", this.scene, function (container) { console.log('CONTAINER', container) var meshes = container.meshes var materials = container.materials // manually position the object somewhere that i can see it when the game starts up let whatever = meshes[0] whatever.position.y = 21 whatever.position.z = 4 container.addAllToScene() // can i just get rid of this somehow? // would prefer something like scene.add(new BlockyEntity()), executed later }) When inspecting the loaded `container` object, none of the animations arrays are populated. There does appear to be a `container.skeletons[0]._ranges` that has properties that match the names of my animations (crazy, walk, walkdss, etc). I'm not sure how to play them. Here is the character (appears to be hovering on the last frame of one of one of the animations? or maybe this is just the pose it is in in blender not sure) Thanks
  5. mcolman

    Phaser Manifest Loader

    Hi all, I have just released Phaser Manifest Loader for those using webpack. I've been using this code in production for a while now, it makes it super easy to load assets via a simple manifest. Check it out! https://github.com/mattcolman/phaser-manifest-loader Cheers, Matt.
  6. Hi, would like to propose some possible improvements for AssetsManager there are multiple tasks that can be added to manager, but I think would be nice to have general `addTask(task: AbstractAssetTask)` so custom tasks could be created and added to manager if needed. right now response in onSuccess can be just string or ArrayBuffer but I think it would be great to get back request object so there would be more control what to do on success. minor but I didnt found way to add mime types to loader, but that can be fixed on server side as well, so server always serves files with proper mime type I came across this when was trying to implement svg file loader task to load svg as document. Was quick to implement task but could not add it to mananger and it needed request.responseXML so had no acces to it For now used text file tasks and parse string using DomParser. So what other think about this ? Thanks
  7. const atlasData = { // some data... } this.load.atlas("one", "one.png", atlasData); this.load.atlas("two", "two.png", atlasData); gets this error: File.js:557 Uncaught TypeError: Failed to execute 'createObjectURL' on 'URL': No function was found that matched the signature provided. at Function.File.createObjectURL (File.js:557) at ImageFile.onProcess (ImageFile.js:142) at LoaderPlugin.nextFile (LoaderPlugin.js:827) at ImageFile.onLoad (File.js:328) deleting either line works perfectly fine
  8. kabuto178

    How to properly load scripts

    currently thats how I am trying to load the level1 state js file into my current state, however when I try to call game.state.start('level1'); it fails to find the mentioned state. I am doing something wrong but unable to find any documentation to address this exact issue. Or should I just stick to including the state files in the script tags of the game html page?
  9. I've read through just about all of this guide (https://github.com/kittykatattack/learningPixi). I think I have a grasp of how to switch stages/scenes. There's one part that doesn't make sense to me however. If I wanted to create a separate .js file for every class and every scene's code, what's the best practice for loading those files? I've seen examples where the index.html file just includes all of the scripts, but isn't that possibly a slow and/or bad experience? A previous flow I read about was loading the bare minimum (a background, logo, and loading graphic) and then loading all other images and javascript files. Is there a best practice to load these separate javascript files through the Pixi loader so the splash screen comes up instantly and show a loading bar while I pull in all these extra assets?
  10. charlie_says

    PIXI Loader handling failed loads

    This is more a question about how people try to do things rather than a problem with PIXI per se. What I've found is, if I force the loading to fail (by turning off WiFi or similar) PIXI behaves as expected, an error event is fired, and then the game will play but with missing assets. The question: How do people gracefully handle the failure? Do you force the loader to start over? Push the error items to an array and reload? (I think this one is good, but there's a possibility that you could get caught up endlessly in the game retrying); Ignore it? (hey it's the internet, things break from time to time!) Create an error screen, which has a link for the player to start over? (this is probably the best option.) Thanks!
  11. Howdy, Is there any way to customize how the blobs from textures in the GLTFLoader are treated? I'm running into an issue where the blobs are violating our content security policy because they are appended to our base url instead of the approved CDN the assets/textures are coming from. Let's say I'm pulling a GLTF asset via: let myAsset = assetsManager.addMeshTask("", "", "https://mycdn.com/static/gltf/", "my-asset.gltf"); So instead of: blob:https://myurl.me/24bde0c8-d576-4abb-a3f4-06a05b38b8f3 We get: https://mycdn.com/static/gltf/24bde0c8-d576-4abb-a3f4-06a05b38b8f3
  12. TheMaskedFox

    Manually loading bitmap fonts and images

    I'm looking at switching away from CreateJS, but I've got one snag I need to resolve before I can feel comfortable making the switch. I build my JS applications using Webpack, and one of the features I take advantage of is asset bundling. Webpack will bundle things like images or text files into JS files that can optionally be asynchronously fetched. Depending on my target platform, I can either release an all-in-one JS file, or I can release a main file with bundles that can be loaded asynchronously when needed (such as when loading the level they're used in). What this means is that my app already has data urls for images and raw text or parsed DOM data for things like XML files. I don't need PIXI to make requests for these, but I do need PIXI to use that data. This leaves me with two questions: CreateJS will let me create Image objects from data urls. Is PIXI able to accept data urls when creating Textures or when making fromImage calls? CreateJS exposes a BitmapFont object. I can pass a png and fnt pair and get back an assembled bitmap font. I don't see an equivalent in PIXI. It looks like the only way to load a font is using PIXIs loader, but that doesn't work for me because my font assets are already in the browser. I don't need PIXI to make an XHR request to fetch the files. I just need it to accept the data I've already loaded and create the font. Is there a way to do this? Thanks.
  13. charlie_says

    (pre)Load video issue

    I'm having some issues loading videos... I can get them load ok, but, as I've got a number of separate videos that I need to sequence together seamlessly (or as close as possible to) I'm preloading them, or trying to... ...but, despite the texture appearing to have loaded, there's a delay in starting playback. I've tried a number of things, but would welcome any ideas that anyone has to getting an accurate idea of how much is loaded? I did have an idea that I could load a video as a blob, but I couldn't find an example of loading an item as a blob and then converting it, any leads on that would be welcome.
  14. charlie_says

    PIXI sound & IE 11 Loader issue (Updated)

    Hi, I'm working on a game that may need to be playable on IE11 (ugh!) Having got my basic game now working, I've found that the sound is failing, with the error: Object doesn't support property or method 'addEventListener' It seems that pixi sound should work, but, it's not clear to me why this isn't happening for me... Any ideas?
  15. Hello everyone, First, this is my first message on this forum so I would like to say Hi to everybody and to thank you for the amazing answers I already found on it. I'm playing with PIXI v4 for a while now (some drawing + drag'n'drop tool) and find myself in trouble when I test my code on IE (not a big suprise I know...). Could someone tell me exactly what are the limitations of the PIXI Loader (the one extended from https://github.com/englercj/resource-loader) concerning IE11 ? because it doesn't seem to load resource as I'm getting empty textures on my canvas when I try to use a loaded resource. And if there are some big ilimitations, what you guys are doing as a workaround to support IE ? PS : I'm coding within an Angular (5) project, and can't find a way to debug Pixi's code on the console, hence my question on the forum Thank you in advance,, Guigzz
  16. Hello, I'd would like access to any mesh through my loader for change a texture map , but the log output 2 times the same model : https://bin.fuelphp.com/snippet/view/OJ Is it my script which run 2 times or what version I should use ?
  17. Here is a simple playground which loads a small box into the scene https://www.babylonjs-playground.com/#FL6G06 Uncomment line 4 to make the scene right handed and run. Notice the faces of the box have been flipped.
  18. Hello folks, i try load an .obj file and modify the material/texture scaling. Loading goes well, but not scaling of the textures When i try to access the material object i get a undefined error. meshes[0].material is undefined, in the screen shot you can see the property is there. I dont know what i do wrong // first param: ["myMesh1", "myMesh2"] // https://doc.babylonjs.com/how_to/load_from_any_file_type BABYLON.SceneLoader.ImportMesh("", "./assets/temp/house/", "restaurant.obj", game.scene, function (meshes, particleSystems, skeletons) { // do something with the meshes and skeletons // particleSystems are always null for glTF assets //console.log(meshes, particleSystems, skeletons); console.log(meshes[0]); });
  19. Hi there, I am looking into phaser framework for a game that I'm developing. I was wondering if it is possible in phaser to load custom assets (data file) that contains multiple png files and some custom information. Is is possible to open a custom file, read binary contents, and pass png data to create a phaser image/texture etc.? I love to hear if this is possible, thanks, Bram
  20. m9dfukc

    Progressive texture upload

    Hi, I am building a media installation (with Pixi.js v4) which requires to load my textures while the system is running (ideally with a constant 60fps). Therefore I am using createImageBitmap in a Webworker instance and then transfer the ImageBitmap via transferable object to the "main thread". In the main thread I am using this approach to pass the ImageBitmap to Pixi's Texture Loader which then ultimately uploads the texture to the GPU via gl.textImage2d. This all works fine as long as I am using small textures but now I wanna load bigger textures (1920x6000px) and the texture upload starts to take a decent amount of time (70ms). Now to my question: Has anybody created a progressive texture upload for pixi.js similar to this threejs library? If not, what would be the best approach to tackle this? Basically I have similar requirements as the poster in this thread (again unfortunately wrong framework Thanks, Andreas p.s.: I've started to look into pixi.js v5 ... seems like createImageBitmap is coming, yeah!!!
  21. scofieldly

    load assets after preload

    Hi all, currently I got 2 state stateA assetsA stateB assetsB I want to load assetsB after stateA create completed, so when I go to stateB the preload flow can be faster even to 0. so I wrote like this in the end of stateA create part but I got some wranings this.game.load.audio('stateB1', 'assets/audio/stateB1.ogg'); this.game.load.start(); Phaser.Loader - active loading canceled / reset ----phaser-2.6.2.js:74076 and the assets are not loaded at all. so do you guys now how should I do to 【preload】assets for next state, thx
  22. MouseCaneta

    Problem loading atlas

    I'm trying to load an atlas created with TexturePacker using: PIXI.loader .add("game", "assets/sprites/game.json") .add("ui", "assets/sprites/ui.json") .on("progress", loadProgress) .load(setup); But for some reason pixi seems to be indexing the loaded assets by incremental numeric id instead of using the labels contained in the respective json files. Because of this I'm getting index collision when loading more than one atlas. Anyone know why? Another question, how hard it is to write a custom loader. I'm trying to import animations from ToonBoom which uses a specific xml format. I want to load it automatically as with the TexturePacker atlas.
  23. Hi folks. Can someone please tell me why my tree model "deciduous01.dae" is not loading correctly? It loads, but then it gives an error "BJS - [06:39:35]: importMesh of undefined from undefined version: undefined, exporter version: undefinedimportMesh has failed JSON parse" This is the demo : http://babylontesting.epizy.com/loader/main.php This happens with the OBJ version of the Object as well. http://babylontesting.epizy.com/loader/models/deciduous/01/deciduous01/deciduous01.obj I also can't get the textures to load. I have them in the same folder... http://babylontesting.epizy.com/loader/models/deciduous/01/deciduous01/ view-source:http://babylontesting.epizy.com/loader/app/main.js line 180 is where LoadEntity ( ) is called inside http://babylontesting.epizy.com/loader/plugins/BabylonLib/BabylonLib.js , is where the function LoadEntity ( ) is created on line 138 --------------- I just want this model to load correctly... Thank you all so kindly! <3 Mythros
  24. Hello. Is there a way to interrupt/stop BABYLON.SceneLoader.load ?
  25. Discworld

    Can't load images by any means.

    Im attempting to make a game with Phaser and nodeJS. I was doing my character as a graphic (game.add.graphic) but couldn't figure out how to remove the graphic so I figured I'd make a sprite and load it. var Game = { preload: function(){ game.load.image("snakeBody", "../../assets/snakeBody.png"); game.load.image("apple", "../../assets/apple.png"); }, my folder structure is like so: -assets -static -scripts -game.js But it tells me that it can't find both files. I've also tried to add this line app.use(express.static('assets')); and then var Game = { preload: function(){ game.load.image("snakeBody", "localhost:3000/assets/snakeBody.png"); game.load.image("apple", "localhost:3000/assets/apple.png"); }, But same error occurs. EDIT: Solved it, tursn out I had to set the path as just "/snakeBody.png". I still dont understand why, but this worked.