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Everything posted by reepblue
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Try a manual copy. The updater broke on the XFORM project for me so I manually update the shaders each time.
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That's the exact opposite what it should be doing! 😭
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If you run this application from the editor, the argv[0] variable will be empty. When running it outside of the editor, the value will be the name/path of the application. I need this to work to get the name of the application to create the settings file. I can work around this, but I thought I should let you know. #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { auto name = WString(argv[0]); if (name.empty()) { Print("Application name is empty.") } return 0; }
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Tried to give this a try for my project due to my simple solution relying on the OpenGL3 implementation not working. It seems some API changes with both imgui and Ultra broke this. Do you plan to fix this in the future?
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I tried that and it didn't work on my end! 😱
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Getting this issue when generating probes in areas like this. Project sent in DM's as it has to do with the materials being used.
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For things like the trigger/clip have a weird distortion although the thickness is set to 0.0 { "material": { "alphacutoff": 0.5, "alphamask": false, "backfacelighting": false, "blendsmoothing": 0.5, "color": [ 1.0, 1.0, 1.0, 0.49803924560546875 ], "displacement": [ 0.05000000074505806, -0.02500000037252903 ], "displacementblend": 1.0, "glossiness": 0.0, "metallic": 0.0, "pickmode": true, "roughness": 1.0, "saturation": 1.0, "shaderfamily": "Shaders/Unlit.fam", "shadow": false, "specular": [ 0.0, 0.0, 0.0 ], "texture0": "./trigger.dds", "thickness": 0.0, "transparent": true } }
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This seems to be broken in the latest beta. Note that the emission color is red but the emission on the cube is still white.
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These models worked in previous versions of the engine. Some time ago, it seems that bone scaling was integrated and now these models don't work as they did before. I'm uploaded material-less versions of these models. These are the original Leadwerks Models. I suggest adding a way to adjust the bone scaling manually. Also, here is video prove on how the editor used to see these models. animationscaling.zip
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It happens if the component is parented to another entity and is on the Flowgraph chart.
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Ok, figured out my problem, sorta. I had an extension that wrote custom settings. Although I uninstalled the extension folders after resetting my settings file, reinstalling the extensions fixed the issue.
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Yeah, it didn't load the XFORM project. I nuked my settings file first to get the Project Manager window and then I tried to open the project and got the hang. I went into the Ultra.json file for that project and erased the recentfiles table, resaved, and now the project loads, but the settings window crashes.
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settings.json
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Upon clicking the settings icon, the editor will crash.
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0.9.8c Create a brush. Give the a base texture. Go to face editor and select a face of the brush. Go back to the project browser and drop another material on the face(s). Be disappointed. Replacing the material in the face menu doesn't work ether.
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This was caused by the Renderlayers being added in the editor and has since been resolved.
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You fixed this by re-adding the PBR shader.
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Lighting and shading issues on NON-beveled brushes.
reepblue replied to reepblue's topic in Bug Reports
Posting this again in-case you can't find the attachment in that mess. simpleroom.zip -
I thought this had to do with the tress2normal issue, but this simple room isn't correct. The normals on the brushes don't look right. simpleroom.zip If you make the bushes beveled, it looks correct.
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You can download the entire documentation here and preview the .md files in Visual Studio Code. UltraEngine/Documentation: Documentation contents for Ultra Engine (github.com)