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About Madclaws
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Madclaws reacted to a post in a topic: Inverted mask
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Madclaws reacted to a post in a topic: Text Underline [SOLVED]
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Madclaws reacted to a post in a topic: Add Text to Sprite without .addChild
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Madclaws reacted to a post in a topic: Fixed Scene Background
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Madclaws reacted to a post in a topic: Skybox rendering error in Chrome
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Madclaws reacted to a post in a topic: Keep child's world position when parenting
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Madclaws reacted to a post in a topic: stop the mesh animation (autoAnimate)
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Hi guys, Sorry for the mess,that was an image issue rather than babylon's .Noobie reloaded🤪 Thanks all.
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@PatrickRyan Tried that one also ,not working😞
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@jerome There is a typo in your answer yourTexture.hasAlpha=true; But setting to true not working for me.
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Madclaws reacted to a post in a topic: How to do burst particle effect.
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@PatrickRyan Thank you very much for explaining the solution in detail and for the tips about particle system.This is what i need.Thanks a lot.I have one question ,the images that i use for particles have alpha mask (obviously).But in game these alpha masks are visible .I tried different images but still result is same.Any clue regarding this? Screenshot attached.
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Madclaws reacted to a post in a topic: How to do burst particle effect.
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@Sebavan Thanks for that tip.Is there any way such that when the first box hits the third box,the same particle animation should run at third box's position. What i am doing is ,setting targetStopDuration to 1 and then on hitting third box i am calling particleSystem.start() again .But that's not working. Modified PG link below https://www.babylonjs-playground.com/#5EGWMF#57. Thanks.
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Hi guys, A babylon noobie here ,I am trying to get a simple burst particle effect like this https://phaser.io/examples/v2/particles/click-burst. But sadly i could only do this much .https://www.babylonjs-playground.com/#5EGWMF#51(on colliding with first cube ,i should get the effect like above link).There are so many params for particle system to tweak. Thanks.
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Madclaws reacted to a post in a topic: How to increase the width of lineMesh
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Hi guys, Is there any way to increase the line width of lineMesh?.
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quiphop reacted to a post in a topic: how can know Game Scene is ended?
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Hi, There is a function shutdown() like create() function ,which is called when scene is over(ex you are moving to another scene) ,to kill and reset scene properties .Try that.
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@ssaket @dbawel @aWeirdo Thanks for your help.Finally i am able to see my model(after adjusting coordinates).I have one more doubt.The model i loaded have 4 mesh,So if i pass " " (empty string) as argument for meshNames then all meshes in model will be loaded ,can you point out any examples for grouping them to one or this parent-child relation should be done in blender itself.
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@dbawel please read my reply above you recent reply.I mean now the model is already there,but not visible
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Following the above topic,that issue is solved now.Now i can see the model info in debug UI,but cannot actually see the model(model attached) Skull.obj
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@dbawel https://gist.github.com/madclaws/1d0faab86095df1cf66c89106b9374fa above gist have the function for loading model.After loading assets i have to assign it to some variable for future use ,So i tried to access loadedMeshes[0].Here i tried to assign a position vector for the mesh.
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@dbawel Thanks for giving us a deep insight into OBJ and MTL.Right now i downloaded an OBJ model from internet and tried to load it.But There were no errors (got success callback).But loadedMeshes array is empty.Any idea?
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@ssaket I changed "..Assets/" to "Assets/" and now both Assets folder and index.html are in root.But still the same error,with minor change.(screenshot attached).😩
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@ssaket Thanks. https://gist.github.com/madclaws/53b75bef8931398def054b52bc522e59 Above is the gist for asset loading function.And do we need a .mtl file also? @aWeirdo I don't know what is this manifest file.I'm running code on web server(webpack).