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Everything posted by Josh
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Same issue as here I think. Does it work as expected now?
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Do you have a copy of the scene you can upload?
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0.9.8 Added Edges button in face panel, for applying materials to edges.
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Valve's support for the Knuckles controllers is currently a nightmare. You have to go through their Steam input system and use some JSON definitions in a file, but they won't provide an example of what it's supposed to look like. Any questions on their forum or Github go unanswered. I'll contact somebody at Valve and see if I can get more info on this.
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0.9.8 Fixed prefab bug, only editor updated for now.
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Install graphics drivers. Install OpenAL: https://openal.org/downloads/oalinst.zip Install MSVC redistributable: https://aka.ms/vs/17/release/vc_redist.x86.exe
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0.9.8 Various fixes, see bug reports forum for details.
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Can you please upload your project folder in a zip file and provide a link so we can try it? Maybe you are running the game and the map you expect to load is not called start.map?
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I just tried a Valve knuckle controller with this code, and it showed the same axis for the analog stick and the little toucharea next to it: Note that the constants in Lua are equal to the C++ constant + 1, but it looks like you already figured that out. This is the VRController Lua binding code. L->new_usertype<VrController> ( "VrControllerClass", sol::base_classes, sol::bases<VrDevice, Object>(), sol::meta_function::index, &Object::dynamic_get, sol::meta_function::new_index, &Object::dynamic_set, "ButtonDown", [](VrController& c, int b) { return c.ButtonDown(VrControllerButton(b - 1));}, "ButtonHit", [](VrController& c, int b) { return c.ButtonHit(VrControllerButton(b - 1));}, "ButtonTouched", [](VrController& c, int b) { return c.ButtonTouched(VrControllerButton(b - 1));}, "GetAxis", [](VrController& c, int a) { return c.GetAxis(VrControllerAxis(a - 1));}, "Rumble", sol::overload( [](VrController& c, VrControllerAxis a) { c.Rumble(a); }, [](VrController& c, VrControllerAxis a, int d) { c.Rumble(a, d); } ) ); L->set("VRAXIS_TRIGGER", VRAXIS_TRIGGER + 1); L->set("VRAXIS_TOUCHPAD", VRAXIS_TOUCHPAD + 1);
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This might have been caused because I was messing around with how vertex data is stored in the vertex layout. Please let me know if any problem continues. It appears to work correctly now.
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On the current beta build the vertices appear correctly. The model does not seem to contain any animations, just some slightly different poses.
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If there is a file I can use to produce this error please tell me which/where file to test.
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This was caused by additional data added to the vertex structure, and the plugin interface expected the stored vertex data size to match that of the vertex class.
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I found that AmbientCG.com does not have any displacement scale information available for their materials, which is a problem. They scale the values across a 16-bit unsigned integer, but there is no consistency there.
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Okay, so the first thing we need is a 3D model for the character.
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It should work! 2 is the maximum quality setting I would use. 4 or 8 will run faster.
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Okay, so he has a gun then. Does he have a sword or other melee weapon? What kind of combat is there? Some things like Assassin's Creed can get very intricate. How does the player interact with the world, if there is a button to push, or a door to open, or a lever to pull?
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0.9.8 Fixed brush geometry when bevel not used. You will need to perform some action to trigger a rebuild of existing brushes, but the full engine doesn't need to be updated right now since the meshes are stored in the scene file. Lots of shader fixes for terrain, mesh layers, imposters, etc.
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I just had to make some shader fixes. Keep in mind I do not expect tessellation will work with mesh layers right now, but they should work fine when it is not in use.
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When I load any scene I get a large number of "failed to load model" or texture messages. This was causing some prefabs to not load, return NULL, and then there was some code that did not check for this and would cause a crash. Do I need to extract Quake files somewhere into the project? Can you please remind me which file goes where?
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I performed the following steps: Downloaded the 1K material from here: https://www.texturecan.com/details/137/ Extracted to my project. Right-clicked on the file "others_0001_color_1k.jpg" and selected the "Generate Material" menu item. Everything worked as expected, although only the base color texture was detected due to the odd naming scheme. Can you please provide a file that will cause this problem?
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Fixed for the next build that goes up. You will need to trigger some action that rebuilds the brushes, since the constructed mesh is now stored in the scene file.