Author Topic: New Flare3D 2.5.16 beta is out!  (Read 20780 times)

Ariel Nehmad   «   on: December 10, 2012, 03:21:01 PM »
New version! :)

This is a small one while we still working on the next version ;)
Some of the new features includes reverse mode and animated textures on particles.
Particles shaders also gets compiled/optimized in blocks with only the features you're actually using.

Links:
Flare3D 2.5.16e Beta Preview
Flare3D 2.5.16e IDE for windows
Flare3D 2.5.16e IDE for mac
Flare3D - 3DMax plugin 2.5.13

We have also made a new video playing with particles (last version) you can watch it Here :)

Thanks all for the great feedback!! :)

   Library:
   
   * added - Particles3D reverse:Boolean mode.
   * added - Particles3D frames:Point property to define the number of frames of the texture in x and y axis.
   * added - Particles3D randomFrame property allowing to randomly select a frame when frames property is set.
   * fixed - delay property in Particles3D.
   * fixed - some issues with sorting on Particles3D.
   * fixed - error when disposing Pivot3D.
   * fixed - Device3D.trianglesDrawn property.
   * fixed - range error when removing Pivot3D in complete event (need more testing, but appears to be ok now).
   * fixed - bug with directional lights.
   * fixed - general minor issues.
   
   IDE:
   
   * added - visible property in all pivots.
   * added - layer property in all pivots.
   * added - particles properties to match the library new properties.
   * fixed - general minor issues.


What's next?

* Save / Export is on the way!.
* We're also working into add the new Stage3D/AGAL v2 features into FLSL, so you can also try early the new Stage3D extended mode :)
* There is more coming :)

Enjoy :)
Attachments:
« Last Edit: December 17, 2012, 12:20:31 PM by Ariel Nehmad »

Sorawuth Chaidaroon   «   Reply #1 on: December 10, 2012, 07:51:41 PM »
Great job!! i love Flare3D ;)

jackie   «   Reply #2 on: December 10, 2012, 10:47:53 PM »
Great job! Will you support shadow in 2.5?

nero king   «   Reply #3 on: December 10, 2012, 11:01:53 PM »
hi , Ariel Nehmad , "Light3D( DIRECTIONAL )" can not properly run.

Ariel Nehmad   «   Reply #4 on: December 11, 2012, 05:16:16 AM »
Thanks guys!

"Light3D( DIRECTIONAL )" can not properly run.
Can you be more specific? ;) if it's needed, please open a separated thread.

Ariel Nehmad   «   Reply #5 on: December 11, 2012, 05:31:29 AM »
Great job! Will you support shadow in 2.5?
Yes!, we'll incorporate "Projectors" to project lights & shadows very soon.

nero king   «   Reply #6 on: December 11, 2012, 09:42:19 AM »
Code: [Select]
scene3D.lights.defaultLight = null;
scene3D.lights.maxDirectionalLights = 1;
scene3D.lights.maxPointLights = 3;
scene3D.lights.techniqueName = LightFilter.LINEAR;
scene3D.lights.ambientColor.setTo(0.2,0.2,0.2);

var light:Light3D = new Light3D("MasterLight",Light3D.DIRECTIONAL);
scene3D.addChild(light);

"light" can't properly run , i can't see it.

////

new particle system very cool~   Great job~

Ariel Nehmad   «   Reply #7 on: December 11, 2012, 11:44:08 AM »
thanks nero for point that out...it is fixed now, please download it again from the same link ;)

Akhileshwar Mishra   «   Reply #8 on: December 11, 2012, 03:20:42 PM »
Great result. Much advanced than 2.0

Why fullscreen is not scaling the loaded .zf3d model along with the stage while fullscreen works fine with .f3d?

By when can we expect the final release?


Thanks,

nero king   «   Reply #9 on: December 13, 2012, 01:31:05 AM »
hi , Ariel Nehmad , " RayCollision " can not properly run.
i want develope "Camera Controller".
I use the RayCollision judgments camera and ground collision.

but "RayColl.data[0].point" is wrong.


Code: [Select]

// --- TEST CODE --- //

var FromCube:Cube = new Cube();
FromCube.y = 30;
FromCube.x = 200;
FromCube.z = 200;
Device3D.scene.addChild(FromCube);

var DirectionCube:Cube = new Cube();
DirectionCube.y = -30;
Device3D.scene.addChild(DirectionCube);

var Ground:Plane = new Plane("",600,600);
Ground.rotateX(90);
Device3D.scene.addChild(Ground);

var RC:RayCollision = new RayCollision();
RC.addCollisionWith(Ground);

if( RC.test(FromCube.getPosition(false),DirectionCube.getPosition(false)) ){
trace("is Collision");
var WrongCube:Cube = new Cube("",7,7,7);
WrongCube.setPosition(RC.data[0].point.x,RC.data[0].point.y,RC.data[0].point.z,1,false);
Device3D.scene.addChild(WrongCube);
}

Attachments:
« Last Edit: December 13, 2012, 02:35:46 AM by nero king »

Ariel Nehmad   «   Reply #10 on: December 13, 2012, 04:44:12 PM »
Why fullscreen is not scaling the loaded .zf3d model along with the stage while fullscreen works fine with .f3d?
Not sure what exactly do you need, but try with scene.autoResize = true;

"RayColl.data[0].point" is wrong.
The ray direction should be a normalized vector, not a position.
For ex:
Code: [Select]
var from:Vector3D = fromCube.getPosition();
var dir:Vector3D = dirCube.getPosition();
dir.substract( from );
dir.nomalize();

Ling Kong   «   Reply #11 on: December 17, 2012, 01:24:33 AM »
Hi,

What is an approximate eta for save/export function?

Thanks!

Ariel Nehmad   «   Reply #12 on: December 19, 2012, 05:46:51 AM »
@Akhileshwar I moved the post here to keep things more easy to follow.

nero king   «   Reply #13 on: December 19, 2012, 06:25:07 AM »
Dear Ariel,
I am using LightMap in my recent project. I find use plugin to export JPG (LightMap) UV become bugged (or unreasonable). I try to Change the UV density in 3Dmax, however, after I export the problem occurred once again. Would you check in to this problem please.

Attachments:

Ariel Nehmad   «   Reply #14 on: December 19, 2012, 03:34:30 PM »
I try to Change the UV density in 3Dmax, however, after I export the problem occurred once again.
I'll check that, but just to understand...what you want is to modify (by hand), the uv's generated automatically, and avoid the exporter to rewrite those uv's, is that right?

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