MORINGA

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Skyboxes generally override the view distance calculations, since it's the thing that fills the space when there is nothing to see. Dunno if you can do something like that, like, this object must be seeable from whatever distance.

@MORINGA have you looked into the Skybox tutorials listed on Babylon's website? I would assume those should work with how the engine does view distance. I got stuck trying to make them do something very specific, but you might be able to get the as-given tutorial version to work.
I tried to limit view distance with "light.range" (on babylon playground), and skybox is still visible in the tutorial. Some weird things happen when I try skybox within FPLE, though.
It seems, however, it does not override light range in FPLE.
Maybe something has to be changed here (i.e: visibility radius not related to light range? This is getting interesting...)
Edit1:
Visibility ('viewRadius' plugin command) is bound to both light radius and camera visibility ('maxZ' parameter). When I set light.radius (or light.range) to any value, it changes nothing (in tutorial/playground). But if I change camera.maxZ to anything lower than 1000, it's a grey screen. :confused:
So no, unfortunately, skybox does not override view distance calculations.:frown:
Edit2:
I even tried one last thing: keep light radius changeable, but set maxZ to a high value.
The bad news: both work aligned, so even if I set maxZ to 10000, but keep light radius to 4, skybox will still not be visible.
The good news: there may be a workaround (an elegant one? ooooohhh!). Vertex & pixel shader programming may add a fog with variable distance. (I'm feeling each time closer to being an expert, lol!:biggrin:) Hopefully, it won't cost too much processing power. And maybe it works, too...

Also I noticed you're putting 3D models. Does it mean it could support rendering stuff? Is this becoming that good old legendary 3D RPG Maker we dreamed as children? Nice having texturing but I would love to have unlit colored polygons :^DDD.

Keep up the good work. Salut!

Thanks! So far, I was just placing some objects here and there, from predetermined babylon functions (torus, torus knot, sphere, cylinder (or cone), ground, ground from height map (yes, it is that powerful!), etc).
I'm trying to convert a dragon on Blender and place it via babylon. This requires both exporter and loader.
 
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Doktor_Q

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@MORINGA There's a chance it's a version difference- the Babylon version used for FPLE was a number of two behind the version on the site, which might include a few changes to how those sorts of things are calculated. I'm not sure how much you'd have to change, but it might be worth looking into an upgrade, if there's any other persistent differences.
 

MikePjr

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Getting excited here.
Maybe in time i can make forests villages and towns with this eventually.
I can maybe do a remake of Shining the Holy Ark lol..
Kinda sad how there is so much progress being made here, but we don't know nothing about the official first person tool.
Last i heard it was sorta on the back burner while they worked out more bugs.
 

MORINGA

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@MORINGA There's a chance it's a version difference- the Babylon version used for FPLE was a number of two behind the version on the site, which might include a few changes to how those sorts of things are calculated. I'm not sure how much you'd have to change, but it might be worth looking into an upgrade, if there's any other persistent differences.

I'm using the 3.0 stable version. The original one (supplied with FPLE) is at least a version behind.
I got the 3.1 preview, and Babylon website changed a little (a lot) on documentation. Good thing is I can get minimal or "unminimal" of both 3.0 and 3.1 versions. The latter is a bit better, especially if one wants to know a little bit more about specific implementations within babylon (it's humanly possible to actually read what's inside the "unminimal" version of babylon.js, unlike the minimal version).

As for how things are calculated, my guess is that what we want is kinda confusing, if not impossible. Think about it: we want the actor (camera, w/e) to be able to see only within a certain radius. But we also want the actor to be able to see the sky. It cannot see within, for example, 4 tiles only, and 1000 tiles away at the same time.
I may be wrong, but if I can see the sky, I can see very distant things, so should the actor.
And in case of a dungeon, cave or w/e, if I ever need to see a clear sky, that would already be a light source.
The way I see it, this can only be different at night, where the actor needs their own light source (torch, lighter, flashlight...), but again, isn't the sky a light source itself, even at night?
I'm looking for alternatives, such as horizontal fog (I still think it can be done, however).

A little teaser of what it's capable of. And yes, it's teasing ME, lol:biggrin:
It's the initial screen of babylon's online editor, no big surprises here.d9ff247d-174c-4128-81c3-39f6e641fbd7.jpg

Getting excited here.
Maybe in time i can make forests villages and towns with this eventually.
I can maybe do a remake of Shining the Holy Ark lol..
Kinda sad how there is so much progress being made here, but we don't know nothing about the official first person tool.
Last i heard it was sorta on the back burner while they worked out more bugs.

You can count on me on that StHA remake, lol. I'm already working on a PS remake, so...um...yeah I have a month or so.
As for the official, I sincerely hope they are kinda finishing it.
(btw, I didn't forget your dragon, hehe. I think I exported it correctly; next step: load it with BJS loader, resize it and place it somewhere in the map)
 
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MikePjr

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Wait, you're working on a PS game to?!
I been working on one awhile now.
It's why i been watching this thread like a hawk.
My current issue is i'm trying to think outside the box a little with some things, and sadly the current available plugin does not have all the features i wanted.
And i had hope at one point when they announced their own 3D first person tool.. but then they went silent on it, and i dunno if they even plan to go through with it now at this point.
Wait.. my Dragon? What Dragon?
 

MORINGA

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Wait, you're working on a PS game to?!
I been working on one awhile now.
It's why i been watching this thread like a hawk.
My current issue is i'm trying to think outside the box a little with some things, and sadly the current available plugin does not have all the features i wanted.
And i had hope at one point when they announced their own 3D first person tool.. but then they went silent on it, and i dunno if they even plan to go through with it now at this point.
Wait.. my Dragon? What Dragon?
Actually, it's @muramasa's
Also I noticed you're putting 3D models. Does it mean it could support rendering stuff? Is this becoming that good old legendary 3D RPG Maker we dreamed as children? Nice having texturing but I would love to have unlit colored polygons :^DDD
This one. Found for free at https://free3d.com/3d-models/blender
Capturar.PNG
Yeah, a Blender 3D model. Just what we needed.
 

NotFlamingo

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Has anyone an idea, how to implement the real time compass? An image that rotates when player turns left/right?
 

Poryg

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Using parallel process event that changes pictures based on directional input (if left is pressed or if right is pressed).
 

MikePjr

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Yeah, like Poryg said, you only need events and pictures
If facing up(north) show this picture..
If facing down(south) show this picture..
And same for left and right.(west and east).
I've done that before.. it's pretty easy honestly.
For me, it's 1 picture which i rotate around depending on the direction i'm facing.
You only really need to think in 2D where each of the 4 directions is North South East and West..
 

NotFlamingo

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OK, with changing images, each for N, S, E, W it's easy. But how to set up that the same compass picture will rotate when player turns right/left?
 

MikePjr

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I can't remember, i did that a ways back.
That's something you would have to figure out on your own i'm afraid.
I was just saying that it's possible.
 

NotFlamingo

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I can't remember, i did that a ways back.
That's something you would have to figure out on your own i'm afraid.
I was just saying that it's possible.
Wow thanks :p
 

MORINGA

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A lil update....not really on FPLE, but I needed to make it compatible with YEP_GridFreeDoodads, line 641
Changed from
Code:
this._spriteset.clearDoodads();
to
Code:
Spriteset_Map.prototype.clearDoodads();
Which is strange, since "this._spriteset" is the equivalent of "Spriteset_Map"/"Spriteset_Map.prototype", works fine without FPLE and shouldn't be causing this issue.
And since I'm on a schedule (less than 30 days to release), I'm not investigating it any further. It works, I'll move on.:cool::biggrin:
 

NotFlamingo

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A lil update....not really on FPLE, but I needed to make it compatible with YEP_GridFreeDoodads, line 641
Changed from
Code:
this._spriteset.clearDoodads();
to
Code:
Spriteset_Map.prototype.clearDoodads();
Which is strange, since "this._spriteset" is the equivalent of "Spriteset_Map"/"Spriteset_Map.prototype", works fine without FPLE and shouldn't be causing this issue.
And since I'm on a schedule (less than 30 days to release), I'm not investigating it any further. It works, I'll move on.:cool::biggrin:

How exactly do you use Doodads script for FPLE dungeons?
 

MORINGA

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How exactly do you use Doodads script for FPLE dungeons?
It was an incompatibility issue: when exiting a FPLE dungeon, it crashes, citing YEP_GridFreeDoodads' line 641: "undefined is not a function".
Not really a FPLE issue, I think.
 

NotFlamingo

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It was an incompatibility issue: when exiting a FPLE dungeon, it crashes, citing YEP_GridFreeDoodads' line 641: "undefined is not a function".
Not really a FPLE issue, I think.

Yes but do you use Doodads script for FPLE dungeons? What can you do exactly by combining it with FPLE?
 

MORINGA

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Yes but do you use Doodads script for FPLE dungeons? What can you do exactly by combining it with FPLE?
No, we don't. It has nothing to do with FPLE.
Grid Free Doodads allows us to [much, much more] easily place objects on 2D maps, without having to create, say, 60+ tilesets.:cool::biggrin:
 

peq42_

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Exactly how do i add events on this ? I tried the "Normal way" on the demo, but nothing appears.

Also the help file doesn't say anything.

EDIT: Did it. Seems that the demo is using the old version. Also the plugin help file doesn't say that you must use <fple> and not <FPLE> (it's case sensitive).

EDIT2: @Masked could you add rotation by mouse and maybe diagonal move? I know the plugin isn't supposed to do those things, but it would make a really great 3D plugin if it could allow mouse 360º rotation and diagonal.
 
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 Masked 

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Jesus Christ, 14 pages >_<

I'm sorry for disappearing guys, I have been very busy lately and there was no way I could fix everything I messed up here. By the way, thanks a lot to everyone who has been giving support to this plugin, it's very nice to see people working to not let it die :)

I'm posting here basically to say I'm alive (though i think some of you would be happier otherwise, lol), and since this has gotten so much attention I'll try to make some time and make it work properly for once.

I'll try to implement those new features as well, @elpeleq42, but i can promise nothing, sorry >_<

\o
 

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