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About alvov

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  • Birthday 03/12/1988

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    Moscow, Russia
  • Interests
    Web, frontend
  1. Thanks @noalak it is indeed fixed 👍 No need for apologise: not having the product at all is a much much greater inconvenience than a known bug : ) Thank you for what you do as an OSP maintainer (but that still was very kind of you, cheers!)
  2. Hi @noalak I've checked with 1.2.31 and issue 1 is indeed gone, thanks! As for issue 2 - it seems to still be there, we've exported the scene two times in a row and got different ids for meshes and materials. As for 3 - ok, no problem, thank you for clarification! And I've noticed one more thing: 4. It seems that the new version ignores the instances of the meshes and exports them as separate meshes. Maybe there is some new setting or checkbox that could fix this? Thank you!
  3. I've just been shown this, so I guess this is going to be fixed in the next version. Thanks! (questions 2 and 3 are still actual though)
  4. Yes, but that's the problem - I uncheck the checkbox, but rotationQuaternion is still being exported
  5. Thanks @Dad72, I currently set "rotationQuaternion": null while preprocessing .babylon files, but that's a hacky way. Shouldn't the "Export quaternions instead of Euler angles" checkbox in the scene settings be in control of that?
  6. Hello! I have a few questions/concerns about how the latest (1.2.30 as for now) version of 3ds max extractor works. Not 100% sure it's the right place for questions like these, but maybe someone could at least help me with the research : ) It seems that the extractor adds the "rotationQuaternion" property for every mesh, disregarding the "Export quaternions instead of Euler angles" checkbox in the scene properties window (this checkbox seems to only affect whether the "rotation" property of meshes contains non-zero values). So as BabylonJS (we use 3.3.0-beta.4) mesh parser uses "rotationQuaternion" as a priority property while parsing the .babylon files, it becomes impossible to work with the "rotation" property of a mesh. Is there a way to work around this and be able to not export "rotationQuaternion" in the .babylon files? Is it true that on every export the exporter generates new meshes/materials ids, even if the source hasn't changed? Does it mean that in the code it's better to rely on mesh/material name, rather than its id? It seems that some time ago the way the exporter generates names for texture image files has changed (for example what was "sphere_mat_metallicRoughness.jpg" became "sphere_rsphere_m.jpg"). Is it possible to control the pattern of the texture files naming somehow (just to make sure it won't change any more at some point in the future)? Thank you! Additional info: we've recently updated the 3ds max extractor plugin to version 1.2.30, the previous version that we used is unknown, but presumably it was a couple of months old.
  7. Is it true that we should only use the PBRMaterial, and not the PBRMetallicRoughnessMaterial to be able to use the lightmapTexture? Also does the 3dsMax-to-babylon exporter currently supports the PBRMaterial material?
  8. Hi everyone! Just wanted to share a small proof-of-concept game I've been working on for a while. It's called The monster's vault. The main goal is to find a way out of a dark creepy dungeon, pull a lever that opens the exit door, while not being caught by a wandering monster that dwells in the darkness, and bla-bla-bla... the whole point here is not about gameplay anyway. This game is inspired by Keith Clark's demo of an HL2 location made entirely by CSS 3d transforms. I tried to repeat his approach by making a browser 3d game with first-person view based on CSS transforms without any use of canvas graphics. My other goal was to try out a number of modern web technologies and APIs available in the browser, so here's what I came out with. ReactJS as a rendering framework and Redux as a game state manager. Kind of a questionable choice for a game, one may think, but hey, as I said, it's a proof-of-concept WIP demo pet home project =) Pointer lock events to control the cursor so that it cannot flow out of the screen. Gamepad api to support my Xbox One gamepad. I haven't been more happy when it actually worked (not sure about other controllers though). Web audio api to control the sounds and the music. It provides a way to place a sound in a 3d space and even make it spread in a certain direction, and that's really awesome. Using your headphones while playing is highly recommended. Service worker makes the game work offline as it caches all the resources after the first load. It can get annoying though, when you start facing the problems with invalidating the cache. I also tried out the svg lighting filters to simulate some shaders on the textures (set on highest graphics quality value in the Settings section). It looks neat but drops the fps dramatically. Some conclusions: declarative 3d graphics with CSS 3d transforms and animations are cool and relatively easy to use, but not performant enough (which is totally fine) modern browsers have some really great APIs helpful for creating various web games making horror games is a huge, huge fun PLEASE NOTE: The monster's vault is only a desktop game and is viewed best in latest Google Chrome. It is inconceivably untested and may not work as expected on most machines and browsers. Some of the technologies used here are still not standardized and may break in the future. Also, the code is not optimised in any way, it weights some MBs. The low rendering FPS is compensated by the high cooler's RPS =) Anyway, I warned you. The game's github repo with some gifs, controls and credits — You can play the game here: Thanks!