FireFly - How to use B3D levels.

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  • [UPDATED] Please refer to my latest post. This one is no more relevant.

    Dear all,
    I'm new to FireFly ( impressive btw ) but not completely new to 3D. I use a tool to make 3D levels, and this tools exports the level in the format .B3D
    FireFly loads this format flawlessy - which is nice :) - however, the textures are not rendered "clean" as the rendering tool I use does.
    I don't know how to explain the effect. By moving the camera, this effect is more evident as when the camera does not move. Still, the textures have something on it, like "dust", that moves while moving the camera. This "issue" applyes also to the other textures of the level.

    Here a still image of the two applications side by side. Left one is the FireFly, right one is the other tool.
    As you may notice, by FireFly rendering there is something like "sand" or "dust".
    I'm aware that 99% of the problems are between the chair and the keyboard, that's why I ask:
    am I missing some obvious setting here ? I've tryed however following settings on the project/frame:
    -setting / unsetting antialias
    -changing directx
    -project/frame resolution
    I've also compared the textures with the others used by the example. They have the same "bit deep" ( 24 ), but the format in the FF example is jpeg, while the one I use in the other tool is bmp. FF uses also 512X512 texture size, while my tool 256X256.

    The Project and the b3d File(s) are in the attachment for your convenience. The level is loaded in a static mesh. You may have to change the event in order to load the .b3D file accordingly with your directory tree. Run the frame ( or the project ), use the arrow key to move, and see that "sand" moving on the surfaces.
    Important please note that the format .b3d is not accepted in the attachments. So I've changed the extension to .txt. You have to change the extension to .b3D once downloaded.

    Thanks for your attention. Any help would be greatly appreciated.

    [EDIT] Please consider my next post, I have updated the level and attached the texture. [/EDIT]


    Please login to see this attachment.

  • Update.
    After some very useful suggestions from Triadian and Peeblo on Discord, I can now render a .B3D level with its lightmap and textures in the correct way.
    The key here is to use the FF (FireFly) material cache, and set the texture-1 of to the texture used in the level and as texture-2 to the lightmap. Repeat this for each texture used in the level ( the lightmap and the texture files should also be located on the same directory where the .B3D resides ) paying particular attention at using the same texture index used by creating the level. Then apply the material(s) to the level. The "slot" (index) represents the index ( 0-based) of the texture, again, used in the level editor.
    You should use also "Light Map" as material type, and Bilinear as Linear Filter ( at least, this worked for me ):

    Please login to see this attachment.

    Please login to see this attachment.

    Then in the frame event:
    Please login to see this attachment.

    I've also found that turning anti alias off ( for the material ) gives the best results. Check also the Fog to true, if you like to have it in the level.
    Please login to see this attachment.

    I hope it makes sense. If it is not clear enough ( sorry for my english ), I could do a step-by-step tutorial about it.

    Many thanks again to Triadian and Peeblo on the Click Converse channel by Discord.

    Take care,
    Sergio

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