Looks awesome! I can't believe how far P3D has come since that first release
P3D 2.0 - out now!
Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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This looks stunning.
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Thank you all for the kind word and interest in P3D, it's really really appreciated,
and more so in this time when (as you see by reply times..) my computer time is very limited!
No worries for asking/bumping, this didn't rush the schedule anymore than I would already had on my own
I was trying to cut on frills anyway because of this very limited computer time,
and don't want to delay it more and more (since I was announcing it in october...)I can take some minutes to spread some more anticipations on heightmaps in P3D though,
this is something I wanted to do from a long time but had some problems with looping on the shader
with some extra thinking, this finally proved to be possible to the extent needed
(again, thanks MuddyMole for your expertise and inspirational work, one more time!)The main reason I wanted them much, is because they provide a nice solution to render wide terrain for no particularly high cost,
and they give chance to create organic features like hills and cliffs,
...and because I loved the look of first NovaLogic games showing a similar technology!P3D2.1 supports 8bit and 16 bit heightmaps, 8 bit heightmaps are stored in the alpha channel of the "colormap" of a dedicated active object,
this also means both the heightmap and the colormap can be animated.
16 bits heightmaps are instead referenced as external files, while the colormap is always saved as an image in the mentioned object.However, there are limitations of course, max heightmap (and colormap) file size is 2048x2048, which still works pretty well, graphics bigger than 4096 showed to put the system under too much stress in my testing.
This means that with a horizontal resolution of 1/4 (1 pixel in the heightmap=4 pixels in the world),
you could represent a 8192x8192 area, just like in the "mountain track" example I've posted.
I've experimented with bigger map SCALES and still holding pretty good visual results up to 6-7,
thus an area of about 15.000 pixels. Voxel maps are another story of course, since you go "blocky" you can upscale to 32, 50, 64, or even more, and have like a 32768 area from a small 512px heightmap.
Here's a screenshot of a big voxelmap area (render depth 40000, framerate captured on my laptop):Please login to see this attachment.
P3D heightmap feature also provides collisions, realtime horizontal and vertical scaling of the whole map, two types of wrapping (standard or mirror), interpolation for map smoothing, realtime translation of the whole map, full control over the "level of detail" so you can tweak on performance or visual quality, and other options like automatic sprite leveling (for fitting sprites z position to heightmap level). For this and other features, elevation data must be ported to an array -that's the .arr file in the example posted- which is avery simple operation with an apt tool I'm providing.
That's enough for now, sorry for this long anticipation, I had to write it at some point to introduce the news
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Wow, incredible
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[MENTION=18866]schrodinger[/MENTION] I was wondering how difficult it would be to use the Tilemap Loader with P3D? It's a really great object for designing levels in TilEd, and it might be possible to set heights of tiles as values on each tile and use that in P3D to set how tall walls are. Levels could be designed in TilEd with set width and heights ala Rise of the Triad and Wolfenstein 3D, and textures applied to the cubic walls automatically. You could stack room over room by placing different tiles on different layers in TilEd and using that as a base height reference. I've used Tilemap Loader to import 2d levels perfectly and am keen to see if it could be used to design 2.5d levels too!
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DUUUUDE.
IDK how I missed this, but it's looking amazing now.
I'm DEFFO going to check this out
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hey @Please login to see this link.
I should check that out to give a proper answer an unfortunately I can't at the moment,
but in practice if that object can output something we can read in Fusion
(and then interpret through P3D to create actives) I don't see why it shouldn't work
I used sometimes Tiled in the past and recall it had his own output yext formats, which could be parsed as well?BUT
consider two things:
1- I still think it would be better condensing tiles together whenever possible to optimize performances so a tile editor might be dispersive/unefficient for large levels
2- (most importantly) P3D has now its own "level editor"... and you can already get it here:
Please login to see this link.
I made it in a couple weeks on january but then I fell in this wormhole which drained away all of my pc time so couldn't refine it as I wanted,
but still, it is perfectly useable. It was born as a simple top-down triangle mesh editor (that's why I called it T-mesh) to help me prepare the new examples,
but since it got quite nice I made it more powerful, added also quad meshes, boxes, cylinders etc and is now practically a semi-complete level editor for P3D.
Still misses important features I'd love to add but it's really fast and productive already.
Its output requires P3D 2.1 to be read but you can play with it (and save your projects) anyway, to gt the feel of it.I was willing to make a short tutorial video.. 15 minutes would do, and hope to make it soon,
but here's the general workflow for anyone willing to try it:1- pick a color from topright wheel (a color that defines the material you are about to paint with)
2- add a description for this material and click "add material" (you can add as many as you want, these will become your different textures)
3- pick a shape from the little scheme under the material list, and plot it (if it is a mesh) or add/draw it (if it is a 3d solid)there's much more to say and no docs currently XD but there's some info at the bottom of the screen while you hover around.
Once done, you can save your project and/or export to P3D
(this is the tool I used to make that little scene I posted few messages ago when testing for triangle seams)hope you enjoy it!
@Please login to see this link. : heya man, it's been a long time :)!
If you are interested feel free to drop me a pm, 2.1 version is ready (from long time..) and betatesters can play with it
I hope to find time soon to complete those couple missing examples and release it for everybody -
hey @Please login to see this link.
I should check that out to give a proper answer an unfortunately I can't at the moment,
but in practice if that object can output something we can read in Fusion
(and then interpret through P3D to create actives) I don't see why it shouldn't work
I used sometimes Tiled in the past and recall it had his own output yext formats, which could be parsed as well?BUT
consider two things:
1- I still think it would be better condensing tiles together whenever possible to optimize performances so a tile editor might be dispersive/unefficient for large levels
2- (most importantly) P3D has now its own "level editor"... and you can already get it here:
Please login to see this link.
I made it in a couple weeks on january but then I fell in this wormhole which drained away all of my pc time so couldn't refine it as I wanted,
but still, it is perfectly useable. It was born as a simple top-down triangle mesh editor (that's why I called it T-mesh) to help me prepare the new examples,
but since it got quite nice I made it more powerful, added also quad meshes, boxes, cylinders etc and is now practically a semi-complete level editor for P3D.
Still misses important features I'd love to add but it's really fast and productive already.
Its output requires P3D 2.1 to be read but you can play with it (and save your projects) anyway, to gt the feel of it.I was willing to make a short tutorial video.. 15 minutes would do, and hope to make it soon,
but here's the general workflow for anyone willing to try it:1- pick a color from topright wheel (a color that defines the material you are about to paint with)
2- add a description for this material and click "add material" (you can add as many as you want, these will become your different textures)
3- pick a shape from the little scheme under the material list, and plot it (if it is a mesh) or add/draw it (if it is a 3d solid)there's much more to say and no docs currently XD but there's some info at the bottom of the screen while you hover around.
Once done, you can save your project and/or export to P3D
(this is the tool I used to make that little scene I posted few messages ago when testing for triangle seams)hope you enjoy it!
@Please login to see this link. : heya man, it's been a long time :)!
If you are interested feel free to drop me a pm, 2.1 version is ready (from long time..) and betatesters can play with it
I hope to find time soon to complete those couple missing examples and release it for everybodyThanks for the level editor! I'll definitely take a look, I just know that it's quite easy to draw and place objects with TilEd as long as the names of the objects match object names in Fusion, and I'd like to try a Rise of the Triad style 90-degree walls game, so I wouldn't need sector-type polygons for this idea. Can P3D take a value of, say in this case, a tile with a value, and use that as a heightmap, or does it have to be stored as an channel? I'm not sure if room-over-room is possible to even emulate with P3D, so it wouldn't make much difference I don't think for a Rise of the Triad style game!
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If I understand it right, that shouldn't be a problem,
I think this could be the workflow on P3D side:1- prepare your tiles in P3D (active objects being walls, pavement, etc., made with 3D objects qualifier or the new "Shapes" qualifier) and untick "create at start"
2- prepare a loading code to generate the tiles from Tiled editor,
I'm not sure on what kind of output you have here, but what you basically need is:
tile name|xpos|ypos|zpos
if you can output this data, in any kind of format/arrangement (then you can easily make some string trickery in Fusion) than it surely can do3- put a "start of frame" event to fire your loding code,
or deactivate "P3D" group and enable it after your creation code has fired,
P3D will start up and create all the 3D elements from the tiles you generatedside note:
T-mesh can also be used with "boxes" (cuboids) and has a "snap to" function,
so I think that could be handy for this kind of games too (you can "draw" walls and pavement by stretching cubes)
but I can surely see how tile editing in a proper tile editor can be very comfortable! -
If I understand it right, that shouldn't be a problem,
I think this could be the workflow on P3D side:1- prepare your tiles in P3D (active objects being walls, pavement, etc., made with 3D objects qualifier or the new "Shapes" qualifier) and untick "create at start"
2- prepare a loading code to generate the tiles from Tiled editor,
I'm not sure on what kind of output you have here, but what you basically need is:
tile name|xpos|ypos|zpos
if you can output this data, in any kind of format/arrangement (then you can easily make some string trickery in Fusion) than it surely can do3- put a "start of frame" event to fire your loding code,
or deactivate "P3D" group and enable it after your creation code has fired,
P3D will start up and create all the 3D elements from the tiles you generatedside note:
T-mesh can also be used with "boxes" (cuboids) and has a "snap to" function,
so I think that could be handy for this kind of games too (you can "draw" walls and pavement by stretching cubes)
but I can surely see how tile editing in a proper tile editor can be very comfortable!Yeah, that was the way I'm thinking it could be done by pre-preaparing the objects and using TilEd to feed the positions and types of the tiles. I'll see what I can come up with, it would be pretty cool if the tiles textures could be imported and displayed on each cube though!
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That could be doable as well I guess, if you can procedurally export textures from TilEd
(or pre-store and arrange them) then you can import them in cubes with "load frame" action,
or maybe even better,
put all textures as separate animations of the cube (shape=box in P3D 2.1)
and then when loading the tiles with t hat "loading code" we were talking in the other post,
simply set "my_animation" value to the exported tile IDif TilEd gives out the right data, it should be easier to do thank to write down XD
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Hey, sorry if this is not a good place to post this.
Just wanted to say I love P3D and have been toying around with it to see what I can create with it.
I decided I wanted to create a little Slender type game and want to use the better Mouse movements so I followed the instructions inside the comment inside the events on using the Mouse Object extension.
I was confused as I was supposed to change the Value of Alterable Value 69 and 70 in the P3D Engine object, only there were no Alterable Values named 69 and 70.
Here's a screenshot if that helps: Please login to see this link.
This means that I can't use the advanced Mouse Movement code.
What should I do?
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Hello CheatingPenguin,
glad you are enjoying P3D!
(and sorry for te delay in latest update which will vastly improve the engine)In the screenshot you posted, you can see there's a button on top right of the expression editor, named "use expression"
if you click there, you can enter an alterable value "index" >> so you can access values by number,
thus you can simply click that button and enter 69 / 70 to address values 69 and 70Fusion allows you to use unlimited values in active objects, but you can only name 26
Hope this helps and feel free to post here if any issue!
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Thanks schrodinger!
I did exactly as you said and now the mouse is working as I want it to
Also, I didn't know about Clickteam having unlimited values, I actually remembering wondering earlier today if it was capped at 26.
Anyway, thanks for the help! I really look forward to see what else you bring to P3D
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Can't wait P3D 2.1 ! Awesome work!
Will 2.1 improve this performance?
When I try to use a zombie city, it fps value is not very high, not to 50 fps,
I Hope have some solutionQuoteNot sure I understood the mouse question:
do you mean you'd like the "mouse lookaround" feature working in a different way,
or you'd like an example on how to shoot at specific body parts,
or something else?If the first one, there's an "advanced mouse lookaround" code nested inside the engine, you can unlock it by adding the "mouse object" extension to your project,
and going inside "custom movements - movement types and options - mouse lookaround" groups (and follow instructions inside)
Of course if any doubt let me know!I tried to open it,also tried to change the value,
but I still can't change it to camera 1:1 to follow the mouse ,like First-person shooter game . -
Howdy! BenTheDragon here! I am heckin studying this program to the best of my ability. But since I am a more focused artist, its very difficult for me to just digest the information within the guide without reading through it dozens of times. So I thought to make a temporary discord group so I can figure this stuff out with some buddies and put out informative tutorials along the way.
I really wanna see more people use this cool thing of yours, Schrodinger! So hope you don't mind me posting this link here for people to join and figure stuff out faster! Of course, people should continue posting problems they are having in this forum. Just thought to take advantage of an instant messenger to help each other faster and provide neat ideas for tutorials and all.
Here is the invite link for any of you folks wandering around for a chat and P3D development ideas. Please login to see this link.Also lookie here, I made a new building again! As I build more, I am wondering about some ideas for textures.. and that is interior textures of any surfaces! I know a quick workaround is making two cubes with different textures on them with one cube's exterior is visible and the other cube's interior is visible. is there any plan to have interior and exterior textures share a single object in the future?
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And I want to also bring up interesting transparency glitches:
Please login to see this attachment.
Please login to see this attachment.For some reason, when looking through transparent images, some surfaces just don't show up on the other side while some done. In the first window focus image, you aren't really supposed to see the second floor textures and supposed to see the roof instead. While on the next image, the sandy hills are invisible through the transparent windows.
A workaround this is that the transparent texture itself needs to be at least 100% transparent for it to work, much like this door I've made
Please login to see this attachment.
So the transparency at 100% works!
But that only brings up a second question, how can I make it so collisions not work at an invisible textures? One work around I have in mind is to have invisible collision blocks. -
Thank you 3DBBQ!
I'm sorry I've just seen your questions now:
1- yes, 2.1 will bring improved performances, mainly due to the introduction of the new "Shapes" qualifier, which is on average about 30-40% faster than current 3D Objects + 3D Data, and most importantly allows to drastically reduce the object count, when using the "box" shape you can save 6 objects for a cube, so that's a relevant improvement.
2- the mouse question: I'm still not sure on the issue, you tried to implement the mouse-lookaround code in a project but it didn't work out as expected? If this is the case, feel free to send me the file at the support email (you find it in first pages of the manual) and I'll check it out!
Hello Ben!
Wow, that's a very nice idea and thank you for creating the channel,
I had received a similar suggestion some months ago and will spread the link for a P3D support channel once 2.1 is finally available,
but of course it's great if there are different P3D places for tutorials, talking and idea-sharing!Very nice buildings you have there
That's a neat idea for "double-faced" textures.
It would be doable, shader-side, maybe by "nesting" both textures on the same image,
and telling the shader to sample one or the other depending on which side of the surface is shown.
However, this would require a modification to an already "full" effect and I strongly suspect
it would be necessary to "sacrifice" some feature (i.e. glowing lights or global lightness or transparency)
to make some "room" for this extra operation.
I will consider this for the future and maybe make some test when possible!For semitransparency, you can try this:
identify the "Data" object that needs to be fixed (the "glass" texture basically)
and then add an action like this:(glass texture) is visible
>>> (glass texture) bring to frontsee if that makes any change!
The reason is the depth buffer stores a "depth" value for every single pixel on screen, and whenever in the same "draw cycle" (frame) a new pixel with nearer depth is found, the new color and depth values are overwritten.
When the object is transparent, no color and depth are written, but when the object is semi-transparent, values are allocated, and if the semitransparent object is drawn before the objects "behind", they won't be drawn on screen because their depth values are "further".
The trick is telling DirectX to draw semitransparent objects for last, so they will be drawn "over" already drawn objects behind,
in Fusion you can do so with "bring to front" (>>> draw as last)I suspect it works fine with very high levels of semitransparency because it actually deals with it as if being fully transparent.
I thought of an automated routine to deal with this, but the fact is it would have been very intensive, and so I thnk it's better fix it manually when necessary.
Not sure about the collision question: you want the players to collide or not against the transparent object? Or to make it "dynamic" (open/close..)?
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Not sure about the collision question: you want the players to collide or not against the transparent object? Or to make it "dynamic" (open/close..)?I want it so players can walk through the transparent areas of a texture, for example the last image I shared in my last post.
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ahh sorry now I got it!
I think the most comfortable way would be specifying "obstacle_type" as "mask"
and then make the parent 3D object graphic as if it was an open door seen from above
(a segment with a hole in the middle..)
the downside is you won't be able to specify the collision area for the wall above the door,
but if your player can't jump/fly that high it couldn't be a problem maybe?
If it is, then you'd need another 3D object to put a collision block up there, and make it invisible, like you were saying. -
Got looking through this thread and I am incredibly excited to hear about P3D 2.1 and it's new features like Voxel and Height maps along with performance enhancements. I'm seriously looking forward to playing around with it.
I'm also hoping that the 2D elements have at least an option to become more plane looking like how the signs looked in the 2.0 castle example except always facing at the player in the direction of the player, It's a major issue for me.
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