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Everything posted by DylanD

  1. I am importing an fbx into blender then exporting it with the babylonjs tower of babylon ( most recent version as i downloaded it today 5.6.4 i believe). when i export it. I get two new files created, one is a .babylon the other is just a text file which is detailing the conversion from the blender to babylon. just thought about it i bet my problem is becuase i open a .fbx file in blender then try to use the blender to babylonjs exporter which is expecting a .blend file not a .fbx file (this is my guess) this was taken from that text file that was created when i made the .babylon version of the .fbx I dont know where the .fbx is from, i assume someone else in the company made it or, it was created by an external designer. I was given it when i started the project. Im not sure i understand what you meant by "If the source file does not exist, then get it in the place Blender says it should be, or change where the model looks." you say if the file does not exist then get it in the place, as in make the exporter find the files through the sub directory becuase they do not exist. From my understanding the source file does not exist anywhere. Although im not certain about that. I have tried searching my entire computer however nothing has come up.
  2. Hey, so i never ended up figuring this out, however now i am coming back to this problem. I was not able to find this screen before however i have found it now. Now i understand a bit more. I am reading through the exported log file(my newly exported .babylon file) . I switch the textures folder and from what i understand that sub-directory tells the exporter where to find the textures. However my problem is that those textures do not seem to exist anywhere. At least when i look through the log file it tries to go to that subdirectory and look for a folder called green, then the albedo .png. for example: sub-directory= textures and models folder has my model in it, it would look for model/textures/green/albedo.png ,which does not exist. Any ideas what might be happening?
  3. Thank you! I have been wanting to start contributing however, work and school have made it very difficult to keep up with everything. After reading this i believe my problem is that i did not make a fork of the babylonjs master, when i clone it i assumed that was creating a fork, although i somewhat understand that, making a clone is not also creating a fork. So i need to create a fork of babylon master then clone that, add my changes to that, then make make a pull request. Hopefully i will be able to try this soon! I will keep this topic posted with my updates!
  4. thank you @ssaket and @Nodragem this is most likely my problem with gulp.
  5. I use bitbucket for work and school. So i am a bit familiar for it.
  6. Hello everyone, I am very inexperienced with git and open source project, and have recently gotten the time and the OK to contribute a few modules to Babylonjs. However after following https://doc.babylonjs.com/how_to/how_to_start i have a few problems. The first being gulp (which i dont believe i need as i have tested both modules, and i think that was the intention with gulp). When i tried to follow along using the gulp command in the gulp folder produced this error. Anyway i skipped that and have gotten to the point where i have commited my file and wish to make a pull request to babylonjs (master?) repository. However i dont fully understand how to do that as it does not go over it in the tutorial. So here is what i tried Any ideas on what im doing wrong?
  7. I agree with aWeirdo and JonhK, it seems, that you reference advancedTexture however it is not defined(there is no instance of the advanced texture) in the function, and it is being referenced locally so if it was defined outside the function it would be in the wrong scope. Here is a playground i threw together: https://www.babylonjs-playground.com/#SNE6BN If this doesnt help try recreating your code in a playground like the one above.
  8. Sounds like a nice transition. This is very interesting. I will have to try this when I get home!
  9. That is good. I was hoping that post process would impact the GUI colours since, my GUI also uses some colours that might need to change with the different needs of different colour blindness's. Good to know that I could get around that though. Thanks!
  10. Would post process also impact the GUI? I would think so. However i have not use post processes(except for just playing around with them).
  11. Maybe i could use this to make some colour blind settings... I have no idea what that entails. I will take a look at this over the weekend. There are a few different(a few of my best friends have multiple different types of colour blindness{as in between the friends not one person have multiple colour blindnesses, i believe per person can only have one}). This also looks promising actually! I will have to look into it some more. Thanks! This will be really helpful! I will keep this thread up to date on what i end up doing. Hopefully i can contribute Thanks everyone!!
  12. Hey everyone, I was wondering, is there anyway to account for colour blindness in Babylonjs? Other than making my own colour blindness correct? In scenes and GUI
  13. Hey, im trying to clean up my code, and put shaders in files, and then organize then into a shaders folder. I tried putting this. fogdeclaration into a .fx file just like the rest of my shaders. However it doesn't get instantiated like the other shaders i believe, so it doesn't directly call this shader file. Any ideas about how i could keep this shader in its own file, without over writing the original shader permanently. Just calling this one...
  14. So it would seem i can only cache texture files with the engine. So for browser caching, as long as i make a .manifest file i can cache anything right? ie, Sound files Models Shaders(not sure if they are even worth caching since they are small but still curious) Can these^ also be cached with a simple manifest file? Thanks for the help you guys !!
  15. Sorry everyone, i was unable to participate. School and work was a bit too much Maybe next time
  16. Thanks!, thats pretty cool. So as long as i dont have multiple engines or switch engines I can use engine caching. So are only texture contents cached by the engine? if so is there a way i could force the engine to cache other resources like sounds and models, or would that be done by the browser caching? Also if i had to use browser caching i would just need to add "$name.manifest" to my resources folder and add this to each .manifest { "version" : 1, "enableSceneOffline" : true, "enableTexturesOffline" : true } Then whenever i try to load the resource it should load instantly or at least super fast. Sorry im very curious about this as i try to make my game a bit faster with loading, by caching. Thanks!
  17. To add on. In my game i have tested, loading textures into a array, then also in the same scene, loading the texture again and when i load it the second time its almost instant, making me think it is already cached. Not sure where i read that it worked like that though. But it correlates with my testing.
  18. Hey everyone, I was curious if my understanding of how babylonjs and resources work with caching. The way i understand it works is that if I load a resource it becomes cached until that page is reloaded/cache is emptied. I think that it works this way for all of the resource types I am using (sound files, scene files/models, textures, and images). However I looked into it a bit and read this doc https://doc.babylonjs.com/how_to/caching_resources_in_indexeddb Which makes me think that the resources are only cached if I declare it so in the manifest files. However this is an older version of babylonjs so maybe it is outdated? I also read this Which makes me a bit more confused, however it seems that the manifest is for .babylons only, or could i put that on all the files? So I was wondering is my understanding of how babylonjs caches, incorrect? How does babylonjs cache things (sound files, scene files/models, textures, and images)? If so do i just need to add a .manifest file to each resource I want cache? Any Ideas?
  19. Oh cool I found it, for anyone interested its in the scene.debugLayer.show() under the stats tab, its shows potential fps. Thats super cool!!! Thanks everyone!!
  20. Hi everyone, I was wondering, i use this to display the fps of my game: this.fpsText.text = "" + Game.engine.getFps().toFixed() + " fps"; I was wondering is the fps capped because i never see anything higher than 60fps, if it is capped, can i un cap it for testing? Any ideas?
  21. Alright the wild goose chase is over, i had depreciated code, which was i had an older function freeze the material the texture is on, to save performace(i thought that would help, from what i understand it would but not very much...) once i took out that material.freeze() it started working perfectly! Sorry everyone for the goose chase Thanks everyone for helping though!
  22. is there a way i could do something like : new texture = texture().then( new texture2 = texture() ); so that after the first textures are loaded then second textures load?
  23. Hey not sure if this helps you guys understand the problem, but what is really strange is that this only happens on the first go. Let me explain So i have a customization menu and they choose which texture they wear, it has a preview of the texture on your character, which works great, in the background the game scene is being loaded, after they choose a texture they can hit start then the game scene is shown but the texture does not load(although i have tested it and it tries to apply the texture but im guessing the texture hasn't loaded in time), then you lose and go back to the menu. After that first sequence the textures are applied fine if you do the same sequence again, my hypothesis is that by then they are cache somehow, so no need for new loading. Just gotta get it working for the first sequence. I believe this is just a problem with how i have my code structured but if you have any ideas let me know. Thanks, DD
  24. This worked great thanks @trevordev
  25. couldnt you just provide an array of all the meshes in the scene then. Use scene.meshes?? to make it would for each one just scene.meshes.foreach(mesh)=>{ if(mesh.body.registerOnPhysicsCollide(scene.meshes)){ console.log(mesh.name); } } sorry this was kind of rush but why not that, seems general enough, right? edit: i know you didnt want to put an array in but this is the next best thing right? gotta reference them somehow edit2: there is probably a better way i just dont know of