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Viewing 15 posts - 106 through 120 (of 147 total)
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  • in reply to: Collision Material 3DS MAX #28101
    Avatarweb
    Licensee

    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

    in reply to: Collision Material 3DS MAX #28062
    Avatarweb
    Licensee

    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 Avatarweb.
    in reply to: Collision Material 3DS MAX #28060
    Avatarweb
    Licensee

    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.

    in reply to: Detect if object has a texture applied #27887
    Avatarweb
    Licensee

    Great thx, will try it.

    in reply to: Classes for annotations #27748
    Avatarweb
    Licensee

    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 Avatarweb.
    in reply to: Annotation origin #27747
    Avatarweb
    Licensee

    Thx for the tip :good:

    in reply to: Classes for annotations #27738
    Avatarweb
    Licensee

    I would also upvote for that request.
    To set a class in addition to an id would be great.

    in reply to: On click vs navigating #27698
    Avatarweb
    Licensee

    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.

    in reply to: Set outline parameters via Javascript #27455
    Avatarweb
    Licensee

    Ah, okay. Neat hack^^

    in reply to: Set outline parameters via Javascript #27445
    Avatarweb
    Licensee

    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.

    So for everyone who is interested in setting outline effects via JavaScript, these are the commands:

    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 Avatarweb.
    in reply to: Maintenance Verge3D Release is Out #27404
    Avatarweb
    Licensee

    Thx you very much for this release. Can confirm that all material issues are gone :good:

    in reply to: Set Diffuse Color ignoring tonemapping/exposure #27310
    Avatarweb
    Licensee

    Awesome :yahoo:

    That worked! Thx heaps

    in reply to: Verge3D 3.1 for 3ds Max Released! #27163
    Avatarweb
    Licensee

    @web
    Thanks, we just fixed this issue. There will be a bugfix release soon!

    Great :good:
    Can you give an estimate when the bugfixed version will be released?

    in reply to: Verge3D 3.1 for 3ds Max Released! #27063
    Avatarweb
    Licensee

    I think there is no need to, cause its even not working with a super simple setColor puzzle

    • This reply was modified 6 months ago by Avatarweb.
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    in reply to: Verge3D 3.1 for 3ds Max Released! #26991
    Avatarweb
    Licensee

    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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Viewing 15 posts - 106 through 120 (of 147 total)