hi, i attempted exporting games that use 3d models with this plugin in the past and always ran into a blackscreen error when exporting with NW.js. i searched previously on github and the c3 forums and found that NW.js had a bug that was causing this. just checking if theres been any updates on this bug and if exports are hopefully working?
Is it possible for the gltf path to have a drop down list of all the names of all the glb and gltf in the Files for QoL? Kind of like instance variables.
To be honest, I only wanted to study the template because of the night vision flashlight effect, was that a modification of yours, or is it from his template? If it is yours, would you have a template, any template, that uses this type of flashlight? (it doesn't have to have the night vision effect) I'm creating a PSX Horror, and I just wanted to create a flashlight of this type, but I couldn't, so I wanted to study a template.
I'm really having a hard time with this lighting part, I tried to use ss3d to create the flashlight but the way I think of doing it isn't working. That's why I'm looking for a template to study. I don't care if you charge me for it, but could you provide me with any template that has this type of working flashlight that I can turn on and off?
Hello, first of all congratulations on the great work you've been doing for the C3 community, I recently acquired 2 of your plugins and my head is bubbling with ideas with the possibilities that have opened up and I'm already developing a project... I'm managing to work well with 3D so far, but I'm having a hard time understanding how the illuminations work. Even looking at all the examples you've provided, I can't create some of the things I wanted to.
For example, I'd like to know how to create this type of lighting:
And I'd like to know if it's possible to create this type of lighting on 3D signs or in some other way:
And my last question, is how I could create a more realistic Lantern... I saw on your twitter this example https://twitter.com/kindeyegames/status/1673439254016565250 that you posted of a test, and is it currently possible to create something the same or similar?
C3 SDK and effects do not support very good lighting. So, we have to do a few compromises. For flat lighting of the 3DObject, you can have multiple lights, including spot lights. However, the only work on a per face basis. So, for example on the building above each side is a single face with texture, so each face only have a single light value for the entire face, so you won't get nice liking like you have above.
You could subdivide the walls into many triangles and it could start to look like the above, however, that requires a lot of performance to do. I find that the 3DObject lighting works best on a little more complicated, animated models.
This lighting is world space lighting (e.g. the lights can be placed in the world and they work as expected as you change the camera location). These are ACEs of 3DObject.
The other option is the screenspace lighting. This lighting is done by looking at the depth normals of the screenspace and using though to determine lighting on a fragment (e.g. pixel) basis. It look pretty nice, but it has the restriction that the light _will_ change as the camera changes orientation (the lighting is _not_ world based). So, in general it works better for some ambient, distant lighting and lighting sources that are coming from the direction of the camera. This is an effect addon.
Some other ideas to think about: bake in lighting on 3d models. For example in the above, if the lighting doesn't change you could bake the lighting into the textures in blender, etc.
i will start to play around lighting now.i didnt really follow ur updates but, is there directional lights yet? like a directional light that bakes for every object on start of layout?im making a big city and i want to light every building evenly at start of layout. only bake not realtime. and didnt you have one for sprites billboard>? what happen to that one
a prebaked direction light for each 3d object at any angle would be a cool option , is it possible?
You can apply lights per object, if you need a common light, I usually use a family for all the objects and apply lights ACEs to the family. Look at the devlog for flat light updates and examples. You can bake on start.
The version for 3DShapes was just an experiment, in general it takes too much CPU and was a monkeypatch (hack to C3 engine.) It has been removed - I was hoping Ashley would help us adopt it and make it more efficient, but he declined.
Hello! Can i use custom collision shape with your plugin ? Can i use image point with 3d object? Can i navigate in scene free like in Unreal? This is very raw i think, and canot be useful for serious game.
This a 3d model renderer addon for Construct 3. It is not designed to handle 3d collision, 3d camera management. The information on the addon is in the itch page, dev logs and example projects.
Yah, that's tough. Perhaps another option is making the foreground opacity lower for objects in the way. Can use 2d los or 3d raycast to determine which objects. Another alternative is to see Foozle's example which does WoW style camera and brings the camera forward so it's no longer blocked.
Hi. The game crashes on smartphones. There seems to be a problem with resource allocation, how to fix it? The person and environment models are from kenney. Link: https://s3.eponesh.com/games/draft/1116/v17/
That is weird. I have latest update and that doesn't happen. Need to see your events. Does it happen when you delete the character from layout? Can you upload the model with the problem? I want to test it.
It helps most if you can provide a test project case, so I can see exactly how the addon is being used. For example, using a lot of instance model without using a template for them will cause GPU memory to grow.
Hi, I'm working on working on skybox right now and just wanted to ask if your starfield clouds effect work with 3d? Is it an effect for a sprite or does it cover whole layout? Can it be used on 3d box? If it does, do you have one with just clouds? Im looking for one kind of like this https://www.shadertoy.com/view/4tdSWr or thishttps://www.shadertoy.com/view/XslGRr
Hi, lost my old account but, I bought this last year but I have been in gdevelop since and thinking about rebuying this and coming back to construct. Gdevelop 3d is good with threejs addon but the engine itself is just annoying and worst in every other way. I just want to ask has the instancing got better on this? Like in gdevelop I was making a 3d vampire survivor clone and 500 (1k poly) enemy objects runs fine, but I remember on construct with this addon, I lagged with only around 40-50 objects. I know constructs renderer isn't really meant for 3d but did you ever find a way to make instancing better? Im not making a vampire survivor clone but I would like npc's walk around a town in an rpg game. So like 50 (1k-2k poly) npc with a city also.
Some of the 3d games people are working on in the discord got me fired up for a 3d rpg lmao. If a better instancing isnt possible I understand, will still come back to construct and just make city in 3d and have the characters as 8 direction billboard. I tested one of the uploads there for 8 direction rpg style and was able to make 1000+ characters on screen np. Which is weird because ive tried the same thing on gdev and massive lag. Seems like gdev performance for 3d is better than construct, but constructs 2d and collision performance is waaay better than gdev.
50 objects low poly is fine. You can do some optimizations like set animation rate to 0 or object invisible when its far away or behind walls if you want a lot of npc.
Also, not a lot of games has over 50 character/npc/enemies on screen. I made tests and 100 on screen isn't a problem which should be enough for 95% of game genres. Games like the Ps2 Dynasty Warriors games give an illusion of 1000s of units, but in reality there's only like 40-50 enemies on screen at once, further ones aren't visible and the Ai is so basic. Creating smart enemies that uses collision checks and loops and stuff usually is the performance killer if not designed correctly. Gdevelop can display 1000s enemies sure, but will lag once you start giving them behaviors or collision checks. 1000s of static object instances like trees in the background is nice tho, something Gdevelop is good at.
Yeah ik. Just want things to run at full speed even for lower end machines too. 40 on screen is fine,but like you said, I might need many trees lol. Will test for myself. Playing with billboard sprites for now instead of 3d characters.
Made a cool aiming mechanic where the camera only turns when going out of the aim bounds. Free aim style and hit detection using layertocanvas, but more suited for a robot game/bullet hell style. My next game after I finish my current jump on head platformer lol.
To anyone who wants bullet zelevation to work, its just player.zelevations - target.zelevation
Working on some 3D prototypes with this. My game company itself is focused on a MMORPG which is 2.5D, using my Spine addon for skinning and animations. We use C3 for the client side.
2.5d like Ragnarok online? I loved those graphics. Wish more people used 2.5d, I loved that look. I'm working with 2 other people on making a 2.5d visual novel but after, I would love to start a 2.5d platformer like the Prinny games. Something like this looks very possible now in Construct.
just thought of a good game idea how to use this. there was this ghost in the shell game for ps1 where your a robot and u can scale walls and ceilings and stuff. this aiming looks good for it. hit me up if you wanna collab or something.
Just watched gameplay for that and..... that looks difficult lol. If you figure out the math on how to do that walking on walls/ceilings with camera rotating stuff then sure. I'm just amazed something in the Ps1 days could do that.
Is this suppose to work or do the models need the keyframes? Left one is rotating using set rotation, and right one is blender animation. Should I just give walls a really tiny animation in blender?
In terms of the look - are you talking about the textures (they seem to be changing resolution based on distance, like switches between nearest mip level). Or are you talking about something else? Also very low viewport resolution overall w/ nearest and no scaling (e.g. display must be integer multiplication of the original, letterbox integer).
Yeah, when the textures kinda snap to different mappings as you move closer and further away, but I tried Duckstation emulator with 4k and geometry fix, and it actually looks good when only the characters have a little bit of jitter and the wall/floor textures don't snap around. Low res also looks good but my game needs you be able to see into the distance clearly for far jumps. Will upload a demo after I fix some bugs.
Do you use nearest for your texture in blender and for your project? Have you tried both of those? If you have a demo project and models, I can a look too.
Sure, this is what I use for graphics test, but I have another problem that's kinda important lol. Why is this lagging while turning or jumping when looking at all the enemies when its clearly over 60fps?
Like turning with the arrow keys and jumping. Standing still looking at enemies, theres obv no lag. Also no lag when turning without enemies on screen.
I've tried it also with mouse movement and regular rotate angle with same result. Car behavior is actually the less laggy one lol.
Retested with more enemies at 30 fps, and its exactly the same as when its at 90+ fps lol, ZERO lag when not moving camera or jumping.
Weird, because it looks like its only the movement lagging not the animations for 3dobjects. It might be Construct's way of handling timedelta and fps?
I'll experiment and see if there's a way to smoothen camera so it doesn't look like its skipping frames. 50fps+ should be way smoother than this, maybe a motion blur can hide it.
A little hard to tell, since this is a perf case, I do note that with worker animations on on Mac, I get a smooth 60fps and it looks good. It might just be scaling number of models?
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Is there a way to make vertex colors work?
https://www.mediafire.com/file/wl6fij2evb5sn3f/123.glb/file
Using this model for test. Do I have to bake?
Sorry, I wish there was, it is a C3 SDK limitation right now, I and others have requested for the feature to be added to the C3 SDK.
Yes, need to bake for now.
Ok thanks.
hi, i attempted exporting games that use 3d models with this plugin in the past and always ran into a blackscreen error when exporting with NW.js. i searched previously on github and the c3 forums and found that NW.js had a bug that was causing this. just checking if theres been any updates on this bug and if exports are hopefully working?
Try exporting without worker enabled. As far as I know, this is a general C3 error, not 3DObject specific.
What's this zelevation0 for?
obsolete, have to keep it so it doesn't break old programs
Is there an option to display vertex colors?
Unfortunately no, the C3 SDK doesn't support that (and we have asked a few times)
Hi. How can I get an angle of the node?
There is not a function for that right now, I will look at adding it in the new year.
Is it possible for the gltf path to have a drop down list of all the names of all the glb and gltf in the Files for QoL? Kind of like instance variables.
I have not run across a way to do that in the C3 Editor SDK yet (the editor SDK is quite limited compared to the Runtime SDK.
Do you still have this template available?
https://www.construct.net/en/free-online-games/fps-template-3d-goodies-47450/pla...
That uses a paid template, if you buy the template and I get a verification from the dev, I can give you my modified version. Just let me know.
To be honest, I only wanted to study the template because of the night vision flashlight effect, was that a modification of yours, or is it from his template? If it is yours, would you have a template, any template, that uses this type of flashlight? (it doesn't have to have the night vision effect) I'm creating a PSX Horror, and I just wanted to create a flashlight of this type, but I couldn't, so I wanted to study a template.
Pretty simple it was ss3d light with a spotlight in the center, with green color and ambient dark green color + pixellate
I'm really having a hard time with this lighting part, I tried to use ss3d to create the flashlight but the way I think of doing it isn't working. That's why I'm looking for a template to study. I don't care if you charge me for it, but could you provide me with any template that has this type of working flashlight that I can turn on and off?
https://twitter.com/kindeyegames/status/1673439254016565250
Hello, first of all congratulations on the great work you've been doing for the C3 community, I recently acquired 2 of your plugins and my head is bubbling with ideas with the possibilities that have opened up and I'm already developing a project... I'm managing to work well with 3D so far, but I'm having a hard time understanding how the illuminations work. Even looking at all the examples you've provided, I can't create some of the things I wanted to.

For example, I'd like to know how to create this type of lighting:
And I'd like to know if it's possible to create this type of lighting on 3D signs or in some other way:

And my last question, is how I could create a more realistic Lantern... I saw on your twitter this example https://twitter.com/kindeyegames/status/1673439254016565250 that you posted of a test, and is it currently possible to create something the same or similar?
Thanks in advance.
C3 SDK and effects do not support very good lighting. So, we have to do a few compromises. For flat lighting of the 3DObject, you can have multiple lights, including spot lights. However, the only work on a per face basis. So, for example on the building above each side is a single face with texture, so each face only have a single light value for the entire face, so you won't get nice liking like you have above.
You could subdivide the walls into many triangles and it could start to look like the above, however, that requires a lot of performance to do. I find that the 3DObject lighting works best on a little more complicated, animated models.
This lighting is world space lighting (e.g. the lights can be placed in the world and they work as expected as you change the camera location). These are ACEs of 3DObject.
The other option is the screenspace lighting. This lighting is done by looking at the depth normals of the screenspace and using though to determine lighting on a fragment (e.g. pixel) basis. It look pretty nice, but it has the restriction that the light _will_ change as the camera changes orientation (the lighting is _not_ world based). So, in general it works better for some ambient, distant lighting and lighting sources that are coming from the direction of the camera. This is an effect addon.
Some other ideas to think about: bake in lighting on 3d models. For example in the above, if the lighting doesn't change you could bake the lighting into the textures in blender, etc.
Okay, that helped me understand a bit, I think the idea of doing the lighting on the textures is valid and simpler to do.
Is there a way to clean the console logs? I have way too many 3d objects there.
do you have the debug property checked?
Nope, all unchecked.
ok, thanks for the example, I'll look into it today
https://kindeyegames.itch.io/c3-3dobject-alpha/devlog/646135/fix-log-remove-some...
Thanks, all clean.
i will start to play around lighting now.i didnt really follow ur updates but, is there directional lights yet? like a directional light that bakes for every object on start of layout?im making a big city and i want to light every building evenly at start of layout. only bake not realtime. and didnt you have one for sprites billboard>? what happen to that one
a prebaked direction light for each 3d object at any angle would be a cool option , is it possible?
You can apply lights per object, if you need a common light, I usually use a family for all the objects and apply lights ACEs to the family. Look at the devlog for flat light updates and examples. You can bake on start.
The version for 3DShapes was just an experiment, in general it takes too much CPU and was a monkeypatch (hack to C3 engine.) It has been removed - I was hoping Ashley would help us adopt it and make it more efficient, but he declined.
nice examples, i understand how to use it all now.
Hello! Can i use custom collision shape with your plugin ? Can i use image point with 3d object? Can i navigate in scene free like in Unreal? This is very raw i think, and canot be useful for serious game.
Where i can read a documentation or instruction?
This a 3d model renderer addon for Construct 3. It is not designed to handle 3d collision, 3d camera management. The information on the addon is in the itch page, dev logs and example projects.
Is this effect possible to do? Seeing the character on other side of wall while the wall is 100 opacity. Or do you know a way how this can be done?
EDIT: Nevermind. I think destination out is the answer, but it sucks with 3d camera lol
Yah, that's tough. Perhaps another option is making the foreground opacity lower for objects in the way. Can use 2d los or 3d raycast to determine which objects. Another alternative is to see Foozle's example which does WoW style camera and brings the camera forward so it's no longer blocked.
theres one in the discord like this,it looks like this effect.
any chance of a 3d raycast?
Check out my C3 3D Physics addon: https://kindeyegames.itch.io/construct-3-cannon
Hi. The game crashes on smartphones. There seems to be a problem with resource allocation, how to fix it? The person and environment models are from kenney.
Link:
https://s3.eponesh.com/games/draft/1116/v17/
Make a test demo? or share the file? Your game is crashing for me too on PC.
it's not about the project, there is a leak of RAM.
That is weird. I have latest update and that doesn't happen. Need to see your events. Does it happen when you delete the character from layout? Can you upload the model with the problem? I want to test it.
EDIT: I found it nevermind. I will test.
EDIT: I tested 100 on screen no problem.
It helps most if you can provide a test project case, so I can see exactly how the addon is being used. For example, using a lot of instance model without using a template for them will cause GPU memory to grow.
For an example of prefab/template, see https://kindeyegames.itch.io/c3-3dobject-alpha/devlog/459808/example-prefab-project
Hi, I'm working on working on skybox right now and just wanted to ask if your starfield clouds effect work with 3d? Is it an effect for a sprite or does it cover whole layout? Can it be used on 3d box? If it does, do you have one with just clouds? Im looking for one kind of like this https://www.shadertoy.com/view/4tdSWr or thishttps://www.shadertoy.com/view/XslGRr
Nevermind, I found your cloud addon on the main site. I will play around with that one.
Can I somehow hide the individual parts of the 3d model? There are several types of weapons tied to the character's hand and they need to be hidden.
Node disable, look at the dev log regarding this.
In my case, it doesn't work, I enter the node name and nothing happens, I'll throw an example later
Just saw your new rotate object addon, thanks. I will now be returning to c3 lol
Hi, lost my old account but, I bought this last year but I have been in gdevelop since and thinking about rebuying this and coming back to construct. Gdevelop 3d is good with threejs addon but the engine itself is just annoying and worst in every other way. I just want to ask has the instancing got better on this? Like in gdevelop I was making a 3d vampire survivor clone and 500 (1k poly) enemy objects runs fine, but I remember on construct with this addon, I lagged with only around 40-50 objects. I know constructs renderer isn't really meant for 3d but did you ever find a way to make instancing better? Im not making a vampire survivor clone but I would like npc's walk around a town in an rpg game. So like 50 (1k-2k poly) npc with a city also.
Some of the 3d games people are working on in the discord got me fired up for a 3d rpg lmao. If a better instancing isnt possible I understand, will still come back to construct and just make city in 3d and have the characters as 8 direction billboard. I tested one of the uploads there for 8 direction rpg style and was able to make 1000+ characters on screen np. Which is weird because ive tried the same thing on gdev and massive lag. Seems like gdev performance for 3d is better than construct, but constructs 2d and collision performance is waaay better than gdev.
50 objects low poly is fine. You can do some optimizations like set animation rate to 0 or object invisible when its far away or behind walls if you want a lot of npc.
Also, not a lot of games has over 50 character/npc/enemies on screen. I made tests and 100 on screen isn't a problem which should be enough for 95% of game genres. Games like the Ps2 Dynasty Warriors games give an illusion of 1000s of units, but in reality there's only like 40-50 enemies on screen at once, further ones aren't visible and the Ai is so basic. Creating smart enemies that uses collision checks and loops and stuff usually is the performance killer if not designed correctly. Gdevelop can display 1000s enemies sure, but will lag once you start giving them behaviors or collision checks. 1000s of static object instances like trees in the background is nice tho, something Gdevelop is good at.
Yeah ik. Just want things to run at full speed even for lower end machines too. 40 on screen is fine,but like you said, I might need many trees lol. Will test for myself. Playing with billboard sprites for now instead of 3d characters.
Made a cool aiming mechanic where the camera only turns when going out of the aim bounds. Free aim style and hit detection using layertocanvas, but more suited for a robot game/bullet hell style. My next game after I finish my current jump on head platformer lol.
To anyone who wants bullet zelevation to work, its just player.zelevations - target.zelevation
Nice, especially for sniper like play.
hi kindeyegames ,just wondering, are you making any games with this or you just make addons?
Working on some 3D prototypes with this. My game company itself is focused on a MMORPG which is 2.5D, using my Spine addon for skinning and animations. We use C3 for the client side.
ah cool. good luck on it
2.5d like Ragnarok online? I loved those graphics. Wish more people used 2.5d, I loved that look. I'm working with 2 other people on making a 2.5d visual novel but after, I would love to start a 2.5d platformer like the Prinny games. Something like this looks very possible now in Construct.
That game 100% possible to make now. Actually it's weird that there isn't an influx of 2.5D platformers now that it's so easy to make.
just thought of a good game idea how to use this. there was this ghost in the shell game for ps1 where your a robot and u can scale walls and ceilings and stuff. this aiming looks good for it. hit me up if you wanna collab or something.
Just watched gameplay for that and..... that looks difficult lol. If you figure out the math on how to do that walking on walls/ceilings with camera rotating stuff then sure. I'm just amazed something in the Ps1 days could do that.
Which file am I supposed to download? There are so many!
Download the 3DObject-2-53-1.c3addon file, most of the rest are examples or additional effects.
Look at the devlogs for some discussion of the examples.
https://cristo1.itch.io/vertex-test
Is this suppose to work or do the models need the keyframes? Left one is rotating using set rotation, and right one is blender animation. Should I just give walls a really tiny animation in blender?
Trying to get this look on the walls.
Also, for anyone trying to make Ps1 style games which Construct 3 is now, we are basically Ps1.5 lol. This is interesting.
https://www.david-colson.com/2021/11/30/ps1-style-renderer.html
In terms of the look - are you talking about the textures (they seem to be changing resolution based on distance, like switches between nearest mip level). Or are you talking about something else? Also very low viewport resolution overall w/ nearest and no scaling (e.g. display must be integer multiplication of the original, letterbox integer).
Yeah, when the textures kinda snap to different mappings as you move closer and further away, but I tried Duckstation emulator with 4k and geometry fix, and it actually looks good when only the characters have a little bit of jitter and the wall/floor textures don't snap around. Low res also looks good but my game needs you be able to see into the distance clearly for far jumps. Will upload a demo after I fix some bugs.
Do you use nearest for your texture in blender and for your project? Have you tried both of those? If you have a demo project and models, I can a look too.
Sure, this is what I use for graphics test, but I have another problem that's kinda important lol. Why is this lagging while turning or jumping when looking at all the enemies when its clearly over 60fps?
https://www.mediafire.com/file/p4jgumuwdtu1pu0/LookTest.c3p/file
Like turning with the arrow keys and jumping. Standing still looking at enemies, theres obv no lag. Also no lag when turning without enemies on screen.
I've tried it also with mouse movement and regular rotate angle with same result. Car behavior is actually the less laggy one lol.
Retested with more enemies at 30 fps, and its exactly the same as when its at 90+ fps lol, ZERO lag when not moving camera or jumping.
Weird, because it looks like its only the movement lagging not the animations for 3dobjects. It might be Construct's way of handling timedelta and fps?
I'll experiment and see if there's a way to smoothen camera so it doesn't look like its skipping frames. 50fps+ should be way smoother than this, maybe a motion blur can hide it.
Also have workers off so it drops fps more.
A little hard to tell, since this is a perf case, I do note that with worker animations on on Mac, I get a smooth 60fps and it looks good. It might just be scaling number of models?