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Found 6 results

  1. Given a vector expressed in global space and a mesh, how can I get the position of this vector within a mesh local space? Or, alternatively, how can I get a parent position within a child local space? Update: Just figured it out... It is simply vector.subtract(Mesh.getAbsolutePosition()), right? Update2: Ok it's not... Because it doesn't take in account the mesh rotation.
  2. I lost a hard disk a while ago which had some of my scan data, but I have a .babylon file of one of the avatars (mesh, texture and skeleton). Is it possible to convert the .babylon file to an FBX or DAE?
  3. Hi guys... without going into a really long and drawn out explanation of of my terrain shader problems. This really smart shader guy @NasimiAsl has the 'snippet of code' in ShaderBuilder format. This code lets him tile in a texture atlas WITHOUT using the glsl fract() function. Now it still gets seams like using the fract function BUT apparently these seams are fixable (and apparently fract is UNFIXABLE ). Take a look at his playground: http://www.babylonjs-playground.com/#1ODVTX#21 and the ShaderBuilder code: var atlasMap = function(SB,path, x,y,w,h,W,H,tx,ty){ return SB.InLine('\ float left = '+BABYLONX.Shader.Print(x)+';\ float top = '+BABYLONX.Shader.Print(y)+';\ float width ='+BABYLONX.Shader.Print(w)+';\ float height ='+BABYLONX.Shader.Print(h)+';\ float WIDTH ='+BABYLONX.Shader.Print(W)+';\ float HEIGHT = '+BABYLONX.Shader.Print(H)+';\ \ float uv_w = width / WIDTH;\ float uv_h = height / HEIGHT;\ float uv_x = left / WIDTH;\ float uv_y = 1.- top / HEIGHT -uv_h;\ \ float tile_x = '+BABYLONX.Shader.Print(tx)+';\ float tile_y = '+BABYLONX.Shader.Print(ty)+';\ \ vec2 newUvAtlas = vec2( mod( vuv.x*tile_x , uv_w ) +uv_x , mod(vuv.y*tile_y ,uv_h)+uv_y );\ vec2 edgeUvAtlas_x = vec2( mod( vuv.x*tile_x +0.5*uv_w , uv_w ) +uv_x , mod(vuv.y*tile_y -0.0*uv_h ,uv_h)+uv_y );\ vec2 edgeUvAtlas_y = vec2( mod( vuv.x*tile_x -0.0*uv_w , uv_w ) +uv_x , mod(vuv.y*tile_y -0.5*uv_h ,uv_h)+uv_y );\ vec2 edgeUvAtlas_xy = vec2( mod( vuv.x*tile_x -0.5*uv_w , uv_w ) +uv_x , mod(vuv.y*tile_y -0.5*uv_h ,uv_h)+uv_y );') // make edge map .Map({ path: path , uv:'vec2(edgeUvAtlas_x)' }) .Reference(1) // keep edge map in result_1 var .Map({ path: path , uv:'vec2(edgeUvAtlas_y)' }) .Reference(2) // keep edge map in result_2 var .Map({ path: path , uv:'vec2(edgeUvAtlas_xy)' }) .Reference(3) // keep edge map in result_2 var .Map({ path: path , uv:'vec2(newUvAtlas )' }) // FIND A EDGES .InLine('vec2 edge = vec2( pow( 2.*abs((newUvAtlas.x-uv_x)/uv_w -0.5), 3.), pow( 2.*abs((newUvAtlas.y-uv_y)/uv_h -0.5), 3.) ) ;') .Reference(4,' result = vec4( edge.x ,edge.y, max(edge.x,edge.y) ,1.);') .Pink(4,' result = result_1 ; ',{ rangeStep:-0.48,rangePower:0.48}) .Cyan(4,' result = result_2 ; ',{ rangeStep:-0.48,rangePower:0.48}) .White(4,' result = result_3 ; ',{ rangeStep:-0.48,rangePower:0.48}) ; }; What i need is good old fashion glsl code that basically calculating the uv coords for tiling into the texture atlas. The above code (WHICH IS ABSOLUTELY BRILLIANT ) make NO sense to me because of all the extra ShaderBuilder stuff (Like what does Pink Cyan And Whte have to do with anything??). Anyways... i am not really trying to use ShaderBuilder (I have my own use of shaders via unity that i use good ole glsl)... BUT WHAT I NEED is the math being used to calculate out the texture atlas uv in a way i can use (and even tell what the heck is going on) This is what i got so far from the snippet above: // Normalized Values vec2 vuv = vTerrainUV; float uv_w = atlasRect1.w; float uv_h = atlasRect1.z; float uv_x = atlasRect1.x; float uv_y = atlasRect1.y; float tile_x = atlasInfo1.x; float tile_y = atlasInfo1.y; vec2 newUvAtlas = vec2(mod(vuv.x * tile_x , uv_w) + uv_x, mod(vuv.y * tile_y, uv_h) + uv_y); vec2 edgeUvAtlas_x = vec2(mod(vuv.x * tile_x + 0.5 * uv_w, uv_w) + uv_x, mod(vuv.y * tile_y - 0.0 * uv_h, uv_h) + uv_y); vec2 edgeUvAtlas_y = vec2(mod(vuv.x * tile_x - 0.0 * uv_w, uv_w) + uv_x, mod(vuv.y * tile_y - 0.5 * uv_h, uv_h) + uv_y); vec2 edgeUvAtlas_xy = vec2(mod(vuv.x * tile_x - 0.5 * uv_w, uv_w) + uv_x, mod(vuv.y * tile_y - 0.5 * uv_h, uv_h) + uv_y); atlas1UV = newUvAtlas; splatColor = texture2D(albedoSampler, atlas1UV + uvOffset) * baseColor1.r; This is working so far... Just like @NasimiAsl first version (#20) and is showing the edge seams... But the version listed above SOMEHOW uses these new edgeUvAtlas variable to do ... I DONT KNOW WHAT... I can't see how the heck these values ever get used in the actual texture2D call... As a matter of fact i am completely lost defining the last 'vec2 edgeUvAtlas_xy = vec2(...)' statement. But whatever he is doing there... i need to do that in a regular looking fragment shader main() function to calculate my final uv and use in the texture2D call: atlas1UV = newUvAtlas; splatColor = texture2D(albedoSampler, atlas1UV + uvOffset) * baseColor1.r; As you can see i am just using the first calculated value of atlas1UV = newUvAtlas But using all that .Map and .Reference and .Pink (wtf) ... i can't tell how to actually get and used the final end result as my 'atlas1UV' for the texture2D call I hope someone out there understand what I'm trying to say ... It probably a 3 second fix (but I'm not smart enough to crack @NasimiAsl excellent implementation of texture atlas tiling) Again... Any help would be awesome
  4. Hi, I use FbxExporter to convert humanoid.fbx to humanoid.babylon file. but when run animation, some vertex is creacked. help...
  5. Hi everyone, I'm beginner at BabylonJS and I have some problems when I work with model. 1. I tried convert this scene to babylon format from 3ds max format but it didnt work any more. There's no error while converting but the babylon file didnt work. I tested babylon file with babylon sandbox and babylon editor but nothing displayed. I converted it into .obj file , .3ds file... and tried it with blender but the babylon file was still not work. Maybe my model have problems ? this my model : https://drive.google.com/file/d/0B3ZPYSBq_PtWZWF5ZXNkek5tQk0/view?usp=sharing 2. Sometimes, I cant set position for my model in the babylon scene. what's wrong ? 3. I use 3dsMax to convert my scene to .obj format but when I import it by blender, it's not work. I use 3ds Max 2014 for Education and Blender2.7. Thanks at all.
  6. Hello! I am currently looking for an HTML5 developer who can come on board immediately to convert a flash game into mobile, tablet and desktop compatible HTML5 game. This is a paid position. You must have experience with the following: Flash: The native files and file assets are in .fla format. HTML5: You will be converting the games into mobile, tablet and desktop compatible HTML5 Git Repository: Experience preferred but we can easily show you how. Phaser: Ideally, I would like someone who would be able to use Phaser, however, the right candidate should be able to pick it up without a problem. This is a project that requires precise skills, a quick turnaround time, and an extremely high quality product. The game(s) we are looking to convert are simple crossword puzzles and are not complex. This position, while temporary, could lead to a permanent position, as we have many other projects for the right developer. We will be making a decision by the end of the day, so, please, send along your portfolio and your estimated quote. Please also be able to begin immediately. As in, now Thank you so much! Please send along information to: jcogswell@grimpanda.com. I look forward to hearing from you.