Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 1 to 23 of 255 · Next page · Last page

H, I found a few things causing errors with black screen/nodes/lighting. Here is a test.

https://www.mediafire.com/file/hrnjo7r2q5tmauo/TEST.c3p/file

(1 edit)

When i try open my project in relase 441 or more i always receive black screen in preview. someone also have this problem? Console shows: 

[SW-Preview] Up to date

bootPreview.js:105 Registered service worker on https://preview.construct.net/

previewWindow.js:1 [C3 preview] Browser opened wrong size popup: wanted 854 x 480, got 854 x 479; resizing to compensate

local.html:1 Unchecked runtime.lastError: A listener indicated an asynchronous response by returning true, but the message channel closed before a response was receivedUnderstand this error

plugin.js:8 opts Object

plugin.js:171 [3DObject] allow gpu skinning

plugin.js:188 [3DObject] shader mikal_frag_light-8 not found

Object3DPlugin @ plugin.js:188Understand this warning

runtime.js:1 [C3 runtime] Hosted in worker, rendering with WebGL 2 [ANGLE (NVIDIA, NVIDIA GeForce RTX 4070 (0x00002786) Direct3D11 vs_5_0 ps_5_0, D3D11)]

40[.WebGL-0x2b14000d4600] GL_INVALID_OPERATION: glDrawElements: It is undefined behaviour to have a used but unbound uniform buffer.Understand this warning

40[.WebGL-0x2b14000d4600] GL_INVALID_OPERATION: glDrawElements: It is undefined behaviour to have a used but unbound uniform buffer.Understand this warning

plugin.js:47 [3DObject] Dummy UBO for bones created and bound.

instance.js:71 Monkey patching C3 renderer...

instance.js:174 Uncaught (in promise) TypeError: this._ExtendQuadBatch is not a function

    at C3.Gfx.WebGLRenderer.Quad3D2 (instance.js:174:12)

    at i.Plugins.Shape3D.Instance._DrawFace (runtime.js:1:7650)

    at i.Plugins.Shape3D.Instance.Draw (runtime.js:1:5856)

    at C3.Instance.Draw (instance.js:1:4154)

    at C3.Layer._DrawInstance (layer.js:1:29009)

    at C3.Layer._DrawInstanceMaybeWithEffects (layer.js:1:28891)

    at C3.Layer._DrawInstances_3DCamera (layer.js:1:27673)

    at C3.Layer.Draw (layer.js:1:26158)

    at C3.Layout._DrawLayerList (layout.js:1:24177)

    at C3.Layout.DrawMain (layout.js:1:23029)

I don't see it on my simple test projects.

If you have a test project for me to try, please share.

Also just a heads up, I had to regress from 2.74.3 to 2.73 because it wasn't working on mobile. I couldn't get any debug info because I couldn't get the chrome remote dev tools working to peek at the console on mobile

which mobile? I am working on something for optimizing mobile now, I'll post, so you can try it later tonight 

Getting a lot of these now, my layout looks invisible until I switch to a new layout 
[.WebGL-0x2e4402d20d00] GL_INVALID_OPERATION: glDrawElements: It is undefined behaviour to have a used but unbound uniform buffer.

ok, thanks for the report, I will be able to start looking at this in a week. If you have a test project, that could help.

Can you also tell me what version number you are using, 

happens both on 440.2 stable and 443 beta

I meant the version of 3DObject, but glad also to see which version of c3. A test project will help me debug also.

Latest version of the 3DO, I reinstalled 2.74.3 and it seems to be working, so I'll stick to this version

Got it, will take a look tomorrow. Thanks for the report.

Try this:
https://kindeyegames.itch.io/c3-3dobject-alpha/devlog/977467/fix-for-unbound-buf...

Possible regression in the latest version (2-75-4), videos no longer show (GL_INVALID_OPERATION: glDrawElements: It is undefined behaviour to have a used but unbound uniform buffer.)

What do you mean by 'videos', can you give more context?

(1 edit)

As in the video plugin built into C3. I'll do some more testing to see if I can resolve this

I see, if you have a test project, that will help me debug.

Nevermind, Updated it to the latest version of the addon and it works!

(+1)

The latest beta broke the plugin, my project won't preview unless I delete the 3d object plugin from my project. I looked at the patch notes, they changed the way that things are rendered in order to be more efficient.
The error code: 

canvasManager.js:1 Error creating WebGL renderer: Error: Error linking shader program: Types of varying 'vColor' differ between VERTEX and FRAGMENT shaders. FRAGMENT varying vColor does not match any VERTEX varying

(+1)

I will see if it can be fixed, it probably can.

3Dobject plugins after 2.71 are not installed on Xiaomi brand phones and remain at 0%. I don't understand exactly what the problem is but I lost this version for some reason. Can you re-install 2.71?

I found the version in my backups, let the comment stand maybe it will help to update somehow

Can you please run this on the phone and send back  a couple screencaps of the result (it is typically larger than one screen)

https://webglreport.com/?v=2

https://disk.yandex.com.tr/d/-YrftDogrOdybA   

Results when opened on the phone

Hi, are there any tips to make the game light when running on mobile, I tried it on Construct3 everything was fine, but when running it on mobile the game became slow

Try lower poly, try worker animation, try lower animation rate.

Try gpu skinning, try static geometry

Can I add outlines to the model? I tried adding outlines to the model in blender but it doesn't show up in Construct 3, does the plugin not support that?

it doesn't support blender shaders, you can try playing with C3 effect shaders though 

Okay, thanks, I will try it

(1 edit)

Is there a way to increase the limit of model loads during runtime?  I'm making a multiplayer game and want players to be able to change models.  I can't use "load from prefab instance" because 1) other instances of the player object are treated as extra players and 2) when the host syncs instances to peers, the UIDs are different for peers.  My current approach works great except for the one-load runtime limit.   

I'm also open to suggestions if you have any ideas!  Thanks!

Use a 2d sprite as the main player. So uid never changes. Connect the current model / 3DObject to that 2d sprite. When model changes delete old, create new model and attach it to the original 2d sprite.

In general, I'd also say this is a good game dev pattern, for exactly the reasons you describe. Your model or animated sprite is decoupled from the 'player controller' and you can be more flexible in control vs animation or mode.

Thanks so much for the replies!  This worked.  I was using a 2d sprite for the controller originally, but I had it in a container with the model for ease of referencing so I couldn't destroy the model without destroying the player controller.  Instead of using a container, I added an instance variable to the model representing which 2d player controller it should follow.  This way, I can easily destroy and re-create the model without impacting a player's container.  Your idea to destroy & create new works just as well as the "reload" I initially wanted.


Thanks again, and great plugin!

Great! When you are ready, would love to see some gameplay vids!

Is there anyway I can contact you or send you a demo for troubleshooting. I am having trouble rotating a 3d object along its x-axis. It seems to be rotating around it's bounding box (what I've got) instead of the object's centre of origin (what I've wanted). 

you can send on discord, I am on the Construct Community server.


Did you check the center point of the object in blender?

Hi! I have a question. Is it safe to release a game on Steam using this plugin? I need to clear this up before committing to developing a 3D game with it. Can I develop the game without any issues? My main concern is: once the game is released on Steam, do I need to worry about the SDK? Or once it's released, do I no longer need to worry about the SDK?

Once released SDK does not impact, if you want to change it later after it may impact, but if you just use the version of C3 that you originally developed the game with you will be ok.

Hi, will you release the update with the new SDK for Construct 3?

Not for this addon, SDK2 does not have the requested features to support it.

Uploaded the latest version addon (2-74-3). Upon launch, a pop up msg saying "Error loading GLTF:TypeError:Cannot read properties of undefined (reading 'length') [via Web Worker]" Any idea what this is?

missing file or bad gltf? drop me a demo project if you are still having problems and I'll debug

Thanks Mikal. I reuploaded the files and things are back to normal. However, is there a way to restart an animation. Currently there is only options to speed up, change rate, pause, resume animation. I also noticed upon start of layout, the 3D objects don't appear instantly (delay in spawning). Thanks!

I think you can set animation time, try that. Yes, takes some time to load 3d from files, so the usual solution is to have some kind of loading screen cover the models as they load.

Sorry as I'm a little new to this but where do you set the animation time? I saw set/delete node, blend time, animation speed, rate, pause and resume animation. Since the object keeps looping non-stop, I just want to restart the animation whenever I wanted it to. I'm sorry for being so bad at this. 😔

Looks great, but which is the single addon I need to add? There are like 40 + individual download files here?

look from bottom up, pick the 3DObject* with the largest version number

Okay Thanks 🙏

(2 edits)

everything is still pretty much place holder. but the plugin is working great for my tank game. A spiritual successor to BattleTanx .

can scroll the UV for tracks and morph shapes for damage. I plan to have a proper explosion animation for tanks and buildings down the line.

Looks fun! Nice work.

Hello i have 1 object that load different models depending on character selected. The first time works good but for next selections the character still the same. There is a way to unload that model? Stay even when destroy and create again.

Try using instance models, or templates, but it may take more resources. see devlog for examples 

(2 edits)

When moving to a new level at some point models stop loading. what could be the problem? with the problem encountered on ios. at first it starts to slow down animations, then after a level or two, stop loading models completely.

Hmm, difficult to know from the description. Perhaps old models are not being destroyed? Can you see the ios console?

I'm testing on iphone 8plus. i don't see any errors in xcode console. cpu consumption within 9-20%, memory usage 50-250 mb, very high energy impact. here is the data i have. plugin version 2.73.0

Can you send me a bug repro project? Does it happen on remote preview on iphone?

You can DM me on C3 Discord to send bug repro (Mikal)

This happens on iphone when running through remote preview in construct 3. It also happens when running on iphone through xcode. Where can I send the project?

Hello. The plugin stopped working on android. What to do?

try revert back to older version when it was working 

The project will not load on the old version

Can you share the issue you see with loading with the old version 2-73-0 (dev console screen when C3 editor reports that loading is not working.) 

Hello Kindeye the last version of the 3D Object 2.74.3 give a black screen when try to preview on S23 Ultra. Dont know why just on that phone. Not happend with the 2.73.0 and older. Do you know what could be the problem?

(+1)

When booting a project on a mobile device the project simple refuses to load. Is there a workaround?

(+1)

Hey there! I'm certain that you're aware that the latest update on C3 is warning about this, do you intend to update the plugin in a near future?

(+3)

This add-on will not be ported to SDK V2 (but an LTS version of C3 that is compatible with it will be available for use for quite a while).

I am working on a new, similar addon with more capabilities, which is working with SDK V2 now. I will announce here when it is ready (it will take a bit to get to the same feature set, but it already supports PBR texture and normal maps.)

It great news, we will waiting you )

Really great news! Appreciate all the effort and skill you put into these tools

Alpha channels are having a weird effect where they clip through geometry behind them. I am using 3d shapes for the smoke effect. the world is a 3d object

Yes, transparency/alpha in 3D, in general, is always a challenge. The better results for simple renderers like C3 are to render in order as much as possible.

Check that the render order is the distance from the camera and all layers are 3D.

If your 'world' is one big GLB/GLTF model, it will be hard to sort properly (near and far meshes will all be part of one model.)

An alternate option is the 'screendoor transparency' in the 3D effect, which has a particular 'look' but will make the rendering support out-of-order rendering better.

DAN

yah the level was one big object. I will cut it up into smaller chunks to help. Thanks

(2 edits)

Hello,

Watching FoozleCC, he shows sample code to copy and use. I have no idea where this code is – which sample is he showing/using? 
https://www.youtube.com/watch?v=p02bz6jax8Y&t=1105s

Construct 3 r416.2 stable

Installed addons: Frag Light 2.8.0, SSAO 1.6, 3DObject, Rotate 3D  

Preview 3DObjectFragLight - Scene is completely black.

F12 – I now see I have an error: 

main.js:98 Uncaught TypeError: Cannot set properties of undefined (setting 'GetDefaultVertexShaderSource')   at main.js:98:57

(anonymous) @ main.js:98Understand this errorAI

c3runtime.js:280 Uncaught (in promise) Error: Error compiling fragment shader: ERROR: 0:11: 'pos' : redefinition

    at C3.Gfx.WebGLShaderProgram.Compile (c3runtime.js:280:1243)

    at async C3.Gfx.WebGLShaderProgram.Create (c3runtime.js:280:1904)

    at async C3.Gfx.WebGLRenderer.CreateShaderProgram (c3runtime.js:460:9318)

    at async Promise.all (3DObjectFragLight-8/index 1)

    at async C3.CanvasManager._InitWebGL (c3runtime.js:1190:6728)

    at async C3.CanvasManager._InitRenderer (c3runtime.js:1190:7050)

    at async C3.CanvasManager.CreateCanvas (c3runtime.js:1190:4819)

    at async C3.Runtime._InitialiseCanvas (c3runtime.js:1195:18300)

    at async C3.Runtime.Init (c3runtime.js:1195:10955)

    at async Q._InitDOM (main.js:26:12442)

Same error after publishing and running in chrome using IIS.

 

 

3DObjectVertexColor –

Project exported – running in Chrome.. Scene is completely black.

Error log: 

main.js:99 Uncaught TypeError: Cannot set properties of undefined (setting 'GetDefaultVertexShaderSource')   at main.js:99:57Understand this errorAI

c3runtime.js:280 Uncaught (in promise) Error: Error compiling fragment shader: ERROR: 0:11: 'pos' : redefinition

ERROR: 0:12: 'vColor' : redefinition

    at C3.Gfx.WebGLShaderProgram.Compile (c3runtime.js:280:1243)

    at async C3.Gfx.WebGLShaderProgram.Create (c3runtime.js:280:1904)

    at async C3.Gfx.WebGLRenderer.CreateShaderProgram (c3runtime.js:460:9318)

    at async Promise.all (3DObjectVertexColor/index 0)

    at async C3.CanvasManager._InitWebGL (c3runtime.js:1190:6728)

    at async C3.CanvasManager._InitRenderer (c3runtime.js:1190:7050)

    at async C3.CanvasManager.CreateCanvas (c3runtime.js:1190:4819)

    at async C3.Runtime._InitialiseCanvas (c3runtime.js:1195:18300)

    at async C3.Runtime.Init (c3runtime.js:1195:10955)

    at async Q._InitDOM (main.js:26:12442)

(5 edits)

Please use the latest version of 3DObject, and do not use a main.js.
Try these sample projects instead, I will remove the old ones:

  • 3d-object-vertex-color-1.c3p
  • Screendoor-1.c3
  • FogExample-1.c3p
  • 3DObjectFragLight-2-60-0-1.c3p

Hello, thank you for this great plugin, I have a doubt, when I import a 3d object with the texture embeded appears compresed in game.

 If I search the texture manually in construct 3 it shows ok. 

The problem is I can´t search the texture for a mesh with multiples materials, also if I set a mesh as "static" with the texture checkbox marked, the texture appears corrupted.

Any idea how to resolve it? Thank you so much

Do you still have this issue? Please share a project if you do; I'm not sure I understand the problem yet.

Viewing most recent comments 1 to 23 of 255 · Next page · Last page