You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Added a version of SatFlatsEnvironment for Mobile,
Dropping the ground from 66k to 30k polygons, dropped the diffuse texture from 4k to 2k, and disabled Normal Map math when on Mobile
`SaltFlatsEnvironment_mobile.fbx`
Copy file name to clipboardExpand all lines: docs/bots/siteContent.json
+2-2Lines changed: 2 additions & 2 deletions
Original file line number
Diff line number
Diff line change
@@ -70,10 +70,10 @@
70
70
"type": "image",
71
71
"src": "../pages/pxlNav/images/userDetails.webp",
72
72
"alt": "Showing User Details in different CGI programs",
73
-
"caption": "Add custom User Details to objects in your 3d modeling software, Allowing pxlNav to better understand your FBX file."
73
+
"caption": "Add custom User Details to objects in your 3d modeling software, Allowing pxlNav to better understand your FBX / GLTF file."
74
74
}
75
75
],
76
-
"content": "\n The background of this page is running '<span class=\"textNudge\">pxlNav</span>',\n <br> A javascript package to extend Three.js for more interactive / game like mechanics.\n\n <br>\n \n <br><span class=\"textNudge\">pxlNav</span> is a player controller + rendering set-up that brings more interactive functionality to Three.js.\n <br> It's basically a wrapper for Three.js, using Three's renderer, character rig + animation features, to create something like a game engine... I guess.\n \n <br>\n <br>\n <br>\n <div class=\"innerCenter\">\n Install it for your web project using NPM\n <div class=\"textBoldBox\">npm -i pxlnav</div>\n <br>\n If you are familiar with GLSL,\n <br>Press the <span class=\"textBoldBox\">Y</span> key to use the <span class=\"textName\">Shader Editor</span> in <span class=\"textNudge\">pxlNav</span>.\n </div>\n\n <br>\n <br>You can use any 3d modeling software to make interactive environments called <span class=\"textName\">Rooms</span>, making it a little easier to make games/interactive environments.\n \n <br>\n <br>It supports rig + animation fbx files for your character animation, and a simple curve in your scene can act as your camera path ( add another if you want the camera to look somewhere as it's traveling the path ).\n <br> Animated textures by using a second texture, particle effects, FPS navigation, ground collision, obstacles, items, portals, and more.\n\n <br>\n <br>Lets say, in Maya or Blender, you make a scene, add extra User Detail attributes to your objects to tell <span class=\"textNudge\">pxlNav</span> how to interact with them.\n <div class='textSpacer'></div>\n Giving you the ability in your modeling software to set up-\n <br> Teleporter colliders within scene or between <span class=\"textName\">Rooms</span>, set item pick-ups, ground colliders, animated textures, and more set in your 3d modeling software of choice.\n <div class='textSpacer'></div>\n <br> For customized object coding in javascript, mark objects as 'isScripted' and you can easily access that specific object by name in code.\n <div class='textSpacer'></div>\n <br> Then <span class=\"textNudge\">pxlNav</span> loads your FBX and acompanying javascript file as a <span class=\"textName\">Room</span> that can be portal'ed to if ya wanted.\n\n \n <br>\n <br>Note : GLTF & GLB using Draco compression is nearly implemented & bug free, added to the next version of pxlNav, v1.0.0\n <br> To be released with support for React & Next and example projects for each.\n <br> See the <span class=\"textName\">v1.0.0-dev</span> branch for progress.\n <br>\n <br>\n ",
76
+
"content": "\n The background of this page is running '<span class=\"textNudge\">pxlNav</span>',\n <br> A javascript package to extend Three.js for more interactive / game like mechanics.\n\n <br>\n \n <br><span class=\"textNudge\">pxlNav</span> is a player controller + rendering set-up that brings more interactive functionality to Three.js.\n <br> It's basically a wrapper for Three.js, using Three's renderer, character rig + animation features, to create something like a game engine... I guess.\n \n <br>\n <br>\n <br>\n <div class=\"innerCenter\">\n Install it for your web project using NPM\n <div class=\"textBoldBox\">npm -i pxlnav</div>\n <br>\n If you are familiar with GLSL,\n <br>Press the <span class=\"textBoldBox\">Y</span> key to use the <span class=\"textName\">Shader Editor</span> in <span class=\"textNudge\">pxlNav</span>.\n </div>\n\n <br>\n <br>You can use any 3d modeling software to make interactive environments called <span class=\"textName\">Rooms</span>, making it a little easier to make games/interactive environments.\n \n <br>\n <br>It supports rig + animation fbx files for your character animation, and a simple curve in your scene can act as your camera path ( add another if you want the camera to look somewhere as it's traveling the path ).\n <br> Animated textures by using a second texture, particle effects, FPS navigation, ground collision, obstacles, items, portals, and more.\n\n <br>\n <br>Lets say, in Maya or Blender, you make a scene, add extra User Detail attributes to your objects to tell <span class=\"textNudge\">pxlNav</span> how to interact with them.\n <div class='textSpacer'></div>\n Giving you the ability in your modeling software to set up-\n <br> Teleporter colliders within scene or between <span class=\"textName\">Rooms</span>, set item pick-ups, ground colliders, animated textures, and more set in your 3d modeling software of choice.\n <div class='textSpacer'></div>\n <br> For customized object coding in javascript, mark objects as 'Scripted' and you can easily access that specific object by name in code.\n <div class='textSpacer'></div>\n <br> Then <span class=\"textNudge\">pxlNav</span> loads your 3d scene file and accompanying javascript file as a <span class=\"textName\">Room</span> that can be portal'ed to if ya wanted.\n\n \n <br>\n <br>Note : GLTF & GLB using Draco compression is nearly implemented & bug free, added to the next version of pxlNav, v1.0.0\n <br> To be released with support for React & Next and example projects for each.\n <br> See the <span class=\"textName\">v1.0.0-dev</span> branch for progress.\n <br>\n <br>\n ",
0 commit comments