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Josh

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Everything posted by Josh

  1. 0.9.4 Editor updated, fixing several bugs. See solved bugs in bug reports forum. glTF files now preserve relative paths when saving.
  2. That's weird. Any tips on how I can cause this problem? I don't see anything out of the ordinary there.
  3. I am a little bit worried this might cause problems, but I made this change and we'll see how it goes.
  4. Fixed. (It's the sphere's collider that you are seeing.)
  5. Josh

    Env var issue

    Okay, I also called SetEnvironmentVariableW and that passed the var to the child process.
  6. Debugging the VR system, I can see two separate models being loaded: indexcontroller}valve_controller_knu_1_0_right indexcontroller}valve_controller_knu_1_0_left So I am probably reusing a model twice or maybe loading them both into the same slot...
  7. I have noticed the same thing.
  8. Josh

    Env var issue

    If the ULTRAENGINE env var is not set, and you allow the editor to set it, and launch VS from the editor by opening the SLN file in the asset browser, VS will inherit the editor's env vars at launch and won't detect the new setting.
  9. Fixed. Note that your custom properties should be stored in an "extras" object: { "material": { "shaderfamily": "Shaders/PBR.fam", "texture0": "./grid01.dds", "extras": { "myproperty": 3 } } }
  10. First build of 0.9.4 on dev branch. Added View > Show Navmeshes menu item Added material pick mode in asset editor. (Engine does not load this property yet.)
  11. Use the layers parameter for depth in a 3D texture: https://www.ultraengine.com/learn/CreateTexture
  12. The lighting calculation is a bit complex in Ultra, so the shadow is checked first and if the pixel is in the shadow, that light is skipped.
  13. Wow, that is fast enough that it could be real-time. You said it takes 500 milliseconds, so if you used four threads that would go down to 125 msecs. But the whole things doesn't have to be updated all at once. You could easily cycle through and just do a limited number each frame, and a slow-moving light would look the same. Without threading, at 60 FPS it would take 30 frames to get through the entire job, so the whole thing would update twice each second. If you use Collider::Pick instead of the world raycast function, that will get rid of a lot of overhead and should be thread-safe.
  14. Josh

    Color Changer

    This uses the Quake light animation presets to add some interesting color modulation to any entity. ColorChanger.zip The following presets are available: Normal Flicker Slow Strong Pulse Candle 1 Fast Strobe Gentle Pulse 1 Flicker 2 Candle 2 Candle 3 Slow Strobe Flourescent Flicker Slow Pulse Todo: The candle presents don't look right to me, but I'm not sure what they are supposed to look like. I remember them as being a gentle flicker. There is no interpolation between the nearest two values, it just grabs one single value, so it's not very smooth. I guess this is appropriate for the strobe effects, but not for others.
  15. Works on all builds now, on Steam or standalone.
  16. Update Supports specular-gloss materials, which are often found on Sketchfab Supports unlit materials Supports occlusion textures
  17. Josh

    Thumbs

    It sounds like there is some critical error that only affects AMD cards.
  18. Josh

    Thumbs

    That is the "screenshot" command.
  19. Josh

    Thumbs

    One more question, does this command work correctly on your mchaine? https://www.ultraengine.com/learn/Framebuffer_Capture?lang=lua
  20. Josh

    Thumbs

    Here is what happens when I use this model: So I guess we can say this is an AMD issue. What card?
  21. This extension will convert all glTF textures to DDS by treating the glTF file as JSON data. Right-click on a glTF file in the asset browser, select the "Convert Textures to DDS" menu item, and the file will be modified without actually loading it as a model. This will handle animated glTF files in a non-destructive way. Convert glTF Textures.lua
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