Jump to content

Josh

Staff
  • Posts

    24,625
  • Joined

  • Last visited

Everything posted by Josh

  1. Slipgate Tactics: https://dreikblack.itch.io/slipgate-tactics ESCAPELAND: https://store.steampowered.com/app/2506540/ESCAPELAND/ 11-16-24.zip
  2. 0.9.8 If only one object is selected, the rotate toolbar buttons will rotate around the object pivot, instead of the selection bounds center.
  3. 1 download

    This is a good quality but low-poly Poplar tree.
  4. 1 download

    This is a really excellent tree that looks good without using too many polygons.
  5. New thread here. It's not a good idea to post a new bug report in another topic that has been solved:
  6. 1. Does the project show the :outdated" warning icon? 2. Does this happen with a new project you just created?
  7. Do you have an AMD GPU?
  8. These artists have big collections of good quality free models. Is there anyone else I should be looking at? https://www.sketchfab.com/Artem.Goyko https://www.sketchfab.com/buh-late https://www.sketchfab.com/bumstrum https://www.sketchfab.com/ccransh https://www.sketchfab.com/citizensnip https://www.sketchfab.com/DanielZhabotinsky https://www.sketchfab.com/Frostoise https://www.sketchfab.com/maxpsr https://www.sketchfab.com/snafuj https://www.sketchfab.com/timblewee https://www.sketchfab.com/toomanydemons https://www.sketchfab.com/valerij1987 https://www.sketchfab.com/vmatthew
  9. Josh

    Factory Props

    2 downloads

    Factory prop models
  10. Here is an extension that exports the scene to glTF: https://www.ultraengine.com/community/topic/64298-export-scene/
  11. 0.9.8 Projects are now generated with a unique identifier. If a project is lacking a UUID a new one will be generated. User project settings such as recent files and current directory are now stored in another location, outside of the project folder. This will prevent the ultra.json file from being continuously updated and getting out of sync between different computers.
  12. @Andy90 When you right-click on a file in the asset browser there is an option to save the thumbnail as a PNG image. local extension = {} function extension.hook(event, extension) if event.id == EVENT_WIDGETACTION and event.source == extension.menu then if program.assetbrowser.selectedfile ~= nil then local file = RequestFile("Save File", CurrentDir().."/", "Portable Network Graphics:png", 1, true) if file ~= "" then local assetfilename = Lower(StripDir(program.assetbrowser.selectedfile.path)) local n for n = 1, #program.assetbrowser.assetdisplays do if program.assetbrowser.assetdisplays[n].panel:GetHidden() == false then if Lower(program.assetbrowser.assetdisplays[n].label.text) == assetfilename then local pixmap = program.assetbrowser.assetdisplays[n].thumbnail.pixmap if pixmap == nil then Print("Error: No pixmap found") return true end pixmap:Save(file) break end end end end else Print("Error: No file selected") end end return true end CreateMenu("", program.assetbrowser.filepopupmenu) extension.menu = CreateMenu("Save Thumbnail", program.assetbrowser.filepopupmenu) ListenEvent(EVENT_WIDGETACTION, extension.menu, extension.hook, extension)
  13. 0.9.8 Added Show Colliders option in main menu. Added particle emitter get properties commands. Fixed some bad behavior of the grid/angle snap buttons and menu items. Full update.
  14. I ran it from the source and had no errors, so this probably already got fixed and I just need to update the C++ library tomorrow.
  15. The model editor interface can load animations from another file (File > Load Animations). I don't attempt to resize skeletons.
  16. 0.9.8 Made some adjustments to the tessellation setting in the model / material editor window. At this point I believe the material painting and tessellation features for 0.9.8 are 100% finished.
  17. 0.9.8 Tessellation control shader will now work correctly with orthographic projection, so shadow renders have a good subdivision level.
  18. 0.9.8 Shadow maps will now use tessellation in the editor. Added World::SetTessellation, for controlling shadow map renders. Camera::SetTessellation now acts as an optional override. Use NAN to fall back to the world tessellation setting. Only the editor is updated at this time.
  19. This is just some nice concept art I came across. Reporting here.
  20. Josh

    Tessellation Shadows

    It requires a modern midrange card, like an AMD 6600 or a 3060, to use it heavily.
  21. Josh

    Tessellation Shadows

    It's almost ready...
  22. 0.9.8 Tessellation control shader now uses edge distance to camera instead of screenspace length to determine subdivision. Added material noise button in Face Panel. This can be used to add some variation to edges if you press it after the edge paint button.
  23. Response from AMD: https://github.com/GPUOpen-Drivers/AMD-Gfx-Drivers/issues/27#issuecomment-2469514182
×
×
  • Create New...