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gdoes

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Viewing 13 posts - 1 through 13 (of 13 total)
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  • gdoes
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    ===== Solved =====

    I had to do some digging and eventually found a solution.

    Turns out the documentation is either outdated or pointing to some other overly-complicated solution.

    It’s enough to use the “download file…” puzzle with “take screenshot as…” puzzle as it’s first entry.

    I’d really wish some of the documentation would point to such simple doable solutions in the first place.

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    >>>>>
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    gdoes
    Participant

    Thanks for getting back to me.

    The image attached shows you what I get from the debugging-console.
    However I have no clue of what is expected in this case.

    I am a designer first and foremost, I have zero knowledge about debugging processes or making sense of the code generated by any puzzle.

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    in reply to: Functionality missing after publishing project #52909
    gdoes
    Participant

    About #1 SOLVED >>> I found out that when you define a typeface via @font-face and publish a project the link to the font-file is case-sensitive! That goes for the whole filename.

    One had the OTF-extension in lower-case and was referred to in the CSS in upper-case. The filename must be exact, letter for letter, sign for sign. :scratch: :yahoo:

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    in reply to: Initial Cam-Movement awaiting User-Input #52900
    gdoes
    Participant

    First: Thanks for the help and quick response! It got me much further to a solution! :good:

    #4,#5 are solved via the Settings in Blender. #1 as well: Once the User navigates while the animation is playing there is a small interruption but it’s totally fine to me. :yahoo:

    #2 and #3 need some work. I try to check for any input by the user and tried “when clicked <-> all objects” to globally stop the camera-animation. I used it this way because my HTML overlay is not generally clickable so the user can navigate within the iFrame.

    Any idea where my logic fails? :unsure:

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    in reply to: Puzzles stopped working/updating #52889
    gdoes
    Participant

    As I said: It was an embarrassing mistake. I simply forgot to change the IFrame source back to the local HTML from the link to the temporarily uploaded project permalink. :wacko:

    In my defense: I was very tired and had “tunnel-vision” after non-stop working for far too long. ;-)

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    in reply to: Puzzles stopped working/updating #52873
    gdoes
    Participant

    Hey!

    No problem. You guys always get back to questions quickly anyway – thanks for helping out where you can! :good:

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    in reply to: Puzzles stopped working/updating #52841
    gdoes
    Participant

    Solved! I just made an embarrasing mistake!

    Topic can be deleted if the admins wish.

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    gdoes
    Participant

    Thanks for the reply. There is still a delay in between even if I set the type to sound – but I suspect it might be related to another problem that started to bother me. Puzzles do not seem to take any more effect…

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    gdoes
    Participant

    Solved!

    So, there were a few wordings unaligned concerning the spelling and I think a puzzle has a wrong spelling (percentage != percantage) but I got so lost in the process I can’t really figure where it went wrong.

    After all it was down to a variable not being called with the right name.

    Thanks for all your help. The loading bar in between scenes is now showing up.

    I get the hang of it.

    Btw, thanks for the great thing that Verge3D is. I still have a few issues with it on the “programming” side but it really fulfills my needs as a 3D-Artist using Blender.

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    gdoes
    Participant

    Ok, I figured out the simplest way.

    For now the logic in the screenshot attached gives me a solid static loading-bar (standard loader) in between the loading process.

    Am I right if I say, that I could write an HTML element into the source-HTML and assign an ID in the CSS to style the thing?

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    gdoes
    Participant

    Ok, thanks. I had a few looks at the tutorial, but I have now way to figure out how I can set any preloader in between scenes.

    What is the most straight-forward way (aka logic) to just have a static image in between loading from one GLTF to another.

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    gdoes
    Participant

    Ah, ok, so you thought I’d like to use a mesh as loading bar. This wasn’t what I was aiming for: I’d very much just want a simple HTML-loading-bar. :) But good to know meshes could be adjusted like this.

    Could you point me to a simple solution that allows me to just display a graphic or anything else in between loading scenes? It would be of great help so I understand the process of how to even get a loading message.

    And again thanks for your quick reply! :good:

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    gdoes
    Participant

    Hi xeon!

    Thanks for the quick reply. So, it doesn’t make a difference if its an object or HTML element, right?

    “…you can do this in 3D as long as those objects are a part of the main scene”

    Does this mean, that if I load a new GLTF-file and the main scene is unloaded I won’t have a preloader on return?
    If yes, that’s strange because the Load-Unload demo does feature a loading bar when replacing GLTFs.

    Or do i misunderstand the process? Where do I go wrong? :unsure: :scratch:

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Viewing 13 posts - 1 through 13 (of 13 total)