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Can confirm that first person works fix 3.2 pre2.
I just wondering how can you create collision objects like walls? I applied the collision material to the floor and a cube, but I can still run through the cube
I just tested the newest pre-release build, and just cant get it working. Started a new empty scene just with a plane and a box. But camera is just flying, no first person at fixed height.
I think this is a bug with the 3dsmax version. When I set all orbit controls to 0, I cant move the camera at all. So it seems to me that the first person mode doesnt get activated.
- This reply was modified 5 months ago by web.
Sorry to hijack this thread. But I’m also having a hard time to get first person mode activated in my project.
What steps are necessary?
Create camera, check first person. Then collision material, what type of material does it need to be? Do you have to built an invisible geometry as bounding boxes in the “level” and apply a physical material to it?
Does the camera starting point need to be at eye level, or doesnt it matter?
I couldnt find any documentation about that feature.
Great thx, will try it.
Thx for the example. I think I would still prefer an extra “input field” for adding a classname besides the id. Maybe just a consideration for future releases.
- This reply was modified 5 months, 1 week ago by web.
Thx for the tip
I would also upvote for that request.
To set a class in addition to an id would be great.
I got the same issue as you described, and I already responded to the thread you linked.
I also tried the solution mentioned in the thread. It works, but sadly it seems to drop the performance quiet heavily for my application, so I deactivated it.
But I’m confident that the Verge Team will implement such a function in the near future.
Ah, okay. Neat hack^^
Was a bit too early with writing here. Setting the outline color is working the way I described above. There was just a browser caching issue.
The only thing I could figure out, is how to set “Render Hidden Edge”. Tried it this way, but doesnt seem to have any effect:
appInstance.postprocessing.outlinePass.renderHiddenEdge = false;
- This reply was modified 5 months, 3 weeks ago by web.
Thx you very much for this release. Can confirm that all material issues are gone
That worked! Thx heaps
Its the same project I’m working on as mentioned in the pre version, which I sadly cant share in public.
But I made a test scene.
There is a material called “Test”. When change the Diffuse Color of that material on runtime, you can see that the object renders white when diffuse color is higher than “#000”.
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