Pryme8 Posted November 28, 2017 Share Posted November 28, 2017 Use A and D Quote Link to comment Share on other sites More sharing options...
none-9999 Posted November 28, 2017 Author Share Posted November 28, 2017 7 minutes ago, Pryme8 said: https://pryme8.github.io/LSBAG/ A-D for left and right, space to fire. This shows how to set up a ship with particles like you want.https://github.com/Pryme8/LSBAG/blob/gh-pages/js/game.js yes, i can... at first it not moved the ship Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted November 28, 2017 Share Posted November 28, 2017 What browser are you using? Everything seems to work fine for me on chrome. I never really tested it though, I tossed this example together in like 20 mins for a guy a while back so Im not sure if there are any bugs. Quote Link to comment Share on other sites More sharing options...
none-9999 Posted November 28, 2017 Author Share Posted November 28, 2017 3 minutes ago, diyo-games said: yes, i can... at first it not moved the ship Maybe the lights should be off while the ship is not moving ..? Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted November 28, 2017 Share Posted November 28, 2017 That's all personal preference and you could easily tailor that... This just shows the structure and how to accomplish what you were asking with the particles. You would just multiply the emit rate by the current engine output or what ever. Quote Link to comment Share on other sites More sharing options...
none-9999 Posted November 28, 2017 Author Share Posted November 28, 2017 3 minutes ago, Pryme8 said: What browser are you using? Everything seems to work fine for me on chrome. I never really tested it though, I tossed this example together in like 20 mins for a guy a while back so Im not sure if there are any bugs. I think I pressed the keys but I did not keep them pressed, and since it's very slow, the acceleration is not noticeable, so I thought I was not moving (and that's why I tell you about the lights) Quote Link to comment Share on other sites More sharing options...
none-9999 Posted November 28, 2017 Author Share Posted November 28, 2017 2 minutes ago, Pryme8 said: Esa es toda la preferencia personal y podría adaptarla fácilmente ... Esto solo muestra la estructura y cómo lograr lo que estaba pidiendo con las partículas. Simplemente multiplicaría la tasa de emisión por la salida actual del motor o lo que sea. aa ok, thanks Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted November 28, 2017 Share Posted November 28, 2017 it should be running at 60 fps, is it not? Please explain slow so I can fix. Quote Link to comment Share on other sites More sharing options...
Sebavan Posted November 28, 2017 Share Posted November 28, 2017 @diyo-games you have to invert the sprite orientation on U as well. In naves.js line 21 add this.flash.invertU = true; I am marking as solved and please create other thread for other issues. Quote Link to comment Share on other sites More sharing options...
none-9999 Posted November 28, 2017 Author Share Posted November 28, 2017 1 hour ago, Sebavan said: @diyo-games you have to invert the sprite orientation on U as well. In naves.js line 21 add this.flash.invertU = true; I am marking as solved and please create other thread for other issues. not it is solved : yes, the logo appears on the right wing, but the front and back are damaged. Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted November 28, 2017 Share Posted November 28, 2017 Fix your UV on your model then prior to importing it to BJS in your modeling software. Sebavan 1 Quote Link to comment Share on other sites More sharing options...
none-9999 Posted November 29, 2017 Author Share Posted November 29, 2017 16 hours ago, Pryme8 said: Fix your UV on your model then prior to importing it to BJS in your modeling software. hi, this is good, in blender it is ok export : even if I export the material, (the texture is in the obj directory) it also flips Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted November 29, 2017 Share Posted November 29, 2017 Well here is your UV, what does your texture look like? *EDIT* Well here is the texture: Actually not too sure why its off after looking at this. I would need to dig deeper, Im thinking its gotta be a UV on the model error though even though I can not see where at this moment. Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted November 29, 2017 Share Posted November 29, 2017 Ohh dumb dumb dumb do you have BABYLON.OBJFileLoader.OPTIMIZE_WITH_UV = true; set? Quote Link to comment Share on other sites More sharing options...
Sebavan Posted November 29, 2017 Share Posted November 29, 2017 @JCPalmer do you ever had this? Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted November 29, 2017 Share Posted November 29, 2017 @diyo-games add this to your scene BABYLON.OBJFileLoader.OPTIMIZE_WITH_UV = true;before you import any obj's and see if its fixes it.I have a sneaking suspicion it will. @Sebavan Do you know the specifics behind using this flag and not? Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted November 29, 2017 Share Posted November 29, 2017 Yea, as soon as I saw this I had a pretty good idea what the problem was, but saw they were using a different Blender output option, so I moved on. This was not my problem. FYI, the default setting for the invertY arg of the Texture constructor is TRUE. In fact, there is no way inside the structure of a .babylon file to not default. Guess the shaders were just designed to access textures inverted. I noticed when doing a fully scale test of compressed textures using the mansion scene that things were off. The grave stone writing was upside down. Quote Link to comment Share on other sites More sharing options...
none-9999 Posted November 29, 2017 Author Share Posted November 29, 2017 3 minutes ago, Pryme8 said: @diyo-games add this to your scene BABYLON.OBJFileLoader.OPTIMIZE_WITH_UV = true;before you import any obj's and see if its fixes it.I have a sneaking suspicion it will. @Sebavan Do you know the specifics behind using this flag and not? nothing, equal Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted November 29, 2017 Share Posted November 29, 2017 Nothing equal? Quote Link to comment Share on other sites More sharing options...
none-9999 Posted November 29, 2017 Author Share Posted November 29, 2017 3 minutes ago, Pryme8 said: Nothing equal? (it did not work) Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted November 29, 2017 Share Posted November 29, 2017 With adding this we are not looking at the wings we are looking to fix the glitchs of the graphics on the fuselage. Quote Link to comment Share on other sites More sharing options...
none-9999 Posted November 29, 2017 Author Share Posted November 29, 2017 4 minutes ago, Pryme8 said: With adding this we are not looking at the wings we are looking to fix the glitchs of the graphics on the fuselage. ?? The nickname of the player and the flag of their country will be placed on the wings. Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted November 29, 2017 Share Posted November 29, 2017 Thats fine, but if you look at: You will see that the wings are fine. Im trying to see if the BABYLON.OBJFileLoader.OPTIMIZE_WITH_UV = true; line fixs these glitchs on the front and back. If so then you use that and flip your U and everything should be fixed. Quote Link to comment Share on other sites More sharing options...
none-9999 Posted November 29, 2017 Author Share Posted November 29, 2017 4 minutes ago, Pryme8 said: Thats fine, but if you look at: You will see that the wings are fine. Im trying to see if the BABYLON.OBJFileLoader.OPTIMIZE_WITH_UV = true; line fixs these glitchs on the front and back. If so then you use that and flip your U and everything should be fixed. OK I will try it Quote Link to comment Share on other sites More sharing options...
none-9999 Posted November 29, 2017 Author Share Posted November 29, 2017 bad.. this.mesh ={}; this.material= new BABYLON.StandardMaterial(this.name+"_material", scene); this.material.diffuseColor = new BABYLON.Color3(0.8, 0.8, 0.8); this.material.specularColor = new BABYLON.Color3(0.05, 0.05, 0.05); //this.material.invertU = -1; if(textureMat != null){ //this.material.diffuseTexture = new BABYLON.Texture("texturas/"+textureMat, scene); this.material.diffuseTexture = new BABYLON.Texture("texturas/"+textureMat, scene, false, false); this.material.diffuseTexture.uScale = -1; // Mirror Horizontally this.material.diffuseTexture.vScale = -1; // Mirror Vertically } i tried all combinations Quote Link to comment Share on other sites More sharing options...
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