Ariel Yust

  • Content Count

  • Joined

  • Last visited

About Ariel Yust

  • Rank
    Advanced Member
  • Birthday 11/01/1986

Profile Information

  • Gender

Recent Profile Visitors

811 profile views
  1. Great, how do I fix that ? I want to have the specular effect but only on the parts that should be visable ?
  2. Thanks Delta, it solved the OpacityTexture problem BUT it created a new problem, it seams that m.SpecularColor = new BABYLON.Color3(0.2,0.2,0.2);Effects the invisible parts of texture also, I see the white specular color on the whole plane... while my opacityTexture should be a circle shaped... so the edges around (invisible parts) are reflecting white light... other then this problem, the OpacityTexture works now thanks to that code you wrote me =]
  3. Before version 1.09 this lined worked... var m = new BABYLON.StandardMaterial(Image.src,Scene);...m.OpacityTexture = new BABYLON.Texture(opacityPath, Scene); // <----- this lineI'm using also: emissiveColor, specularColor, texture_source, ambientTexture, diffuseTexture, backFaceCulling =true;All the paths are correct, I checked in debug, suspect the problem is with the babylonjs library... I see only the diffuseTexture and the OpacityTexture doesn't do anything anymore... and yes I have checked this just in case: diffuseTexture .hasAlpha = false;I'm using 1.13 and 1.14 now, same effect...1.08 works great, Any Help will be appreciated !
  4. I created an asynchronous event based system, just like LazyLoad.js, that loads babylon files, scripts and images thanks for the right solution! =]
  5. I want the latest version and don't want to modify hand.js. Thank you, Wingnut, for your research! I was looking at these properties, even switched between the numbers to flip scrolling, in debugging I could see that the change was made, but, nothing happens... I mean... the scroll with keys turns to the same way even after my change - wierd tried to clear cache, still same issue... Do you know another way that I can use to switch the keys or disable them ? I don't need the mouse turning because I'm using my own system now, but I fear that the original will come back once a new BabylonJs version arrives... if there could be a way to disable it as well just in case
  6. Hi Wingnut, thanks for the help buddy! I'm loading the latest hand.js as you can see in the picture, but nothing happens. Instead, I wrote my own dragging system using the window events and babylon.js registerBeforeRender (a system that works just like on mobile phone's scroll by dragging), but I'm sure that the babylon.js code exists in the background may be on may be off... should I disable or use it that's the question... because I'd like to disable it because my latest code works better for my needs. I also would like to override the arrow keys for the scrolling, can that also be done ? Oh and I don't want to mess with people's libraries and change them... because I don't want to maintain them in the future, the moment someone updates his script, I'd have to look for the changes I made and do them again to the new script... so ye, I don't want that
  7. Hello once more =] recently Babylonjs was update to 1.9.0 again and this time the camera turning by a mouse drag was disabled... instead the arrow keys started to turn the world around the camera, wierd stuff. I'd like to know how to disable the keys and bring back the mouse dragging, also I'd like to know how can I invert the mouse dragging camera direction turn (if that made any sense) "Invert the mouse dragging camera direction turn" = when I drag mouse left the camera turns right unlike the previous babylonjs versions, where when I drag left the camera also turned left... so ye Help would be appreciated =] btw here is the code im using that makes the draging work, of course it's a prototype just for testing =] var lastMouseX = -1, lastMouseY = -1, dx = 0, dy = 0, MouseMode = false;; window.addEventListener("mousedown", function (evt) { MouseMode = true; }); window.addEventListener("mouseup", function (evt) { MouseMode = false; dx = 0; }); window.addEventListener("mousemove", function (evt) { if (MouseMode) { if (lastMouseX == -1 || lastMouseY == -1) { lastMouseX = evt.clientX; lastMouseY = evt.clientY; } else { dx = lastMouseX - evt.clientX; dy = lastMouseY - evt.clientY; } } }); Shared.Scene.registerBeforeRender(function () { Shared.Camera.alpha += 0.0001 * dx; });is there a better way ? I'm sure this is already implemented in babylon... isn't it?
  8. Hey, I'm making a big project using babylon.js and I'm looking for information about creating loading screen for loading textures (*.png files) this is my function for loading textures inside a material function loadTexture(fileName, backFaceCulling, hasAlpha, opacityPath) { var m = new BABYLON.StandardMaterial(fileName, scene); var texture = new BABYLON.Texture(fileName, scene); //texture.anisotropicFilteringLevel = 0; if (opacityPath != null) { m.opacityTexture = new BABYLON.Texture(opacityPath, scene); } m.diffuseTexture = texture; m.backFaceCulling = backFaceCulling; m.diffuseTexture.hasAlpha = hasAlpha; return m; }the problem is that when I load the texture from the URL, I don't know when will it finish loading the image... is there a way to get an event ? and also to know how much data have been loaded ? does it load it dynamically and show it in the scene ? how the whole loading thing works ? I'm searching for answers for a whole day without success - need help asap Thank you...
  9. The game isn't hard when you understand how to beat it. But I screamed when I was attacked by Invisible Enemies with Very low damage shots (Screenshot included)
  10. Okay you guys seem to be right about this, I found why when I put false it didn't work for me. it was a mistake in the mesh, i chose the wrong mesh when I did the backFaceCulling=false; I picked a mesh that wasn't displayed, so I didn't see the effect work... in any case now it works and I figured out how to work with imported meshes. and...Ye... Thank you guys =]
  11. I uploaded the file, check my second comment it's a *.txt format, just change it to *.babylon Thanks Gwenael
  12. I might be wrong but ain't normals control shadows of the mesh's faces ? how would that make the disappear ? and if so how would I make such check ? and doesn't blender predetermine normals on it's own ? I don't think it's a problem of light, if there is no light at all then the mesh should be pitch black. and when you have one light then the over side of the face should be darker... what happens is the faces that face the camera are no visible similar to the way backFaceCulling =true; effects's a normal babylon.plane but in the case of this mesh it has no effect at all, that made me wonder, perhaps I'v designed it badly ? that would be weird because it shows properly in blender but then again, I might miss something...
  13. Delta, This doesn't help... I know what backFaceCulling does when I create materials for meshes from within babylon's api, but It doesn't seem to do anything for meshes I load from a *.babylon file that is made in blender... perhaps I'm doing something wrong in any case: with this line and without it and even when it's false or true the outcome is the same - the face is still disappearing, help ?
  14. Didn't know a Sandbox exists how cool is that! =] any ways that's what I see I included the *.babylon as a *.txt file too just in case btw I got another model but it's flat like a normal plan and it doesn't show one of it's faces when I turn it back to the camera... Any Clue ? CategoryBorder.txt