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Everything posted by reepblue
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Ok, this makes sense why it's not working as intended. I don't think the AlignToVector/pickinfo.normal on brushes is working as intended. This is my visual result on a model: Same code on the brush All I'm doing is: auto end = LoadModel(GetEntity()->GetWorld(),"Models/Developer/Widgets/normal.gltf"); auto p0 = GetEntity()->GetPosition(true); auto p1 = TransformPoint(0, 0, viewdistance, GetEntity(), NULL); pickinfo = GetEntity()->GetWorld()->Pick(p0, p1, radius, true, InteractionPickFilter); bool lookingatvoid = !pickinfo.success; if (!lookingatvoid) { // Set the end point to the position. end->SetPosition(pickinfo.position); end->SetRotation(0, GetEntity()->GetRotation(true).y, 0); end->AlignToVector(pickinfo.normal); } Edit: Maybe it doesn't have anything to do with it? It's a bug regardless..
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Cycles are fine since Leadwerks uses Blinn-Phong shading. I usually just bake the AO and everything else I do is in gimp. I'm not a professional artist! Also, you might find this helpful.
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Was this fixed in Build 201? I set my grid size to 2.56 and released my model exactly on the grid line and it's still off. This doesn't feel good.
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New build is up. This has the hands-off approach to pausing and the new SetActionSetCursor function for the game controller. Bug fixes and other small adjustments have are also included. There is also commented code for the Console as I was experimenting with how it should work. I've reached the conclusion that the Console Window will be enabled by a macro define by default. The next step regarding this is to restructure how UI Elements can work. You should be able to draw the same UIElement with the Interface or in Vulkan. This will also be useful for the settings too. Last, the Preprocessor application is the UAK version cutting down in file sizes.
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So far, I've found: Camera's Clear Color doesn't save within the map. Material's color (In the asset browser) will show a gray in the preview no matter what color it is. The Probe's color resets after a Global Illumination rebuild.
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Here are some materials, models, and textures you may use. Sources included. Github
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Well, the git repo is open to anyone. Maybe people will contribute to it. I personally just need Acheivements/Stats, Leaderboards, and Steam Input and I'm happy, but I get that people might need more. I can look into porting some of your code into this in the future.
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I was looking for this command too until I found the mesh pointer. Maybe this should exist?
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If you were to modify an entity's friction, close the editor/open a new map, then reload the previous map, the entity's value will be reset. Also, the effect has no effect in-game so the widgets are lying.
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Ok, thought it was just the string rounding.
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I personally don't think a 1.0 release can't exist without proper grid snapping. I found level editing frustrating with the model's origin not snapping to the grid. This was way better in Leadwerks. Also, not being able to see the origin point is also unhelpful. If we can just get a sphere drawn at the model's origin when it's selected, that would be great.
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If Josh is ok with it, it would be cool if someone can port the code into this code base. I'm not sure I should be the one that should be doing this. My networking experience is nil and I don't have a good way of testing this.
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When resizing the grid in the editor, I notice that the reported grid sizes go by the following. 5.0mm 1.0 2.0 4.0 8.0 16.0 32.0 64.0 1.3 2.6 5.1 10.2 I dunno if this is just visual but I've ran into an issue with brushes no longer being on the grid when making geometry and I'm under the impression this is the cause. While I'm here, placing models doesn't feel right like it was in Leadwerks. I'm having issues placing models exactly where I want them. This seems to be the issue of the drag and drop system. To guarantee the model is on the grid, I have to set the position to 0,0,0 and then everything seems to work as intended. I should point out that most of my trouble is working with the 2D grid viewports.
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Save/Load Crashes if two or more entitles are parented.
reepblue replied to reepblue's topic in Bug Reports
Was the fix pushed out yet, or no? I'm still getting the crash. -
This will be fixed in the next update. The console will no longer pause the game. It will instead change the Action Set to null before storing the previous set. Then it'll reapply the last Action Set when it's closed. I tried making it swap Action Sets based on what window was selected but I got weird results. I think it's time to make an in-game one and only have this as a fallback. You'll now be able to set mouse cursor types to an Action Set. It'll tell the application to swap cursors when SetActionSet() is called. If one isn't set, the default cursor will be used. controller->SetActionSetCursor("InGameControls", CURSOR_NONE); The only thing that'll pause your game is if you press the assigned Pause action key. Not even Terminate will pause the game.
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Sometime in the near future, I would like to give materials custom tags like I can for entities. This way I can mark a material to a surface type (concrete, metal, plastic, etc) , where it's intended to be used (space ship, shopping mall, etc) or any flags I want to apply to it (eg nocyclone). Then sometime later, I wish to search materials via tags.
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I can't seem to manipulate brushes using the face tool as I could in previous builds. Not a huge deal for how I do things, but I thought you should know.
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This is now an Ultra App Kit project. I've been using this all day today and it seems to be doing what it's supposed to do without any issues.
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I'm getting a Seek error with my game system, but this code should reproduce it with the map file below. #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Load scene auto scene = LoadMap(world, "Maps/saveloadparent.ultra"); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyHit(KEY_F5)) { //Save the starting scene to a file scene->Save("game.sav"); } //Reload the starting scene when space key is pressed if (window->KeyHit(KEY_F6)) { scene->Reload("game.sav"); } world->Update(); world->Render(framebuffer); } return 0; } saveloadparent.zip
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I've been watching a few tutorials from other engine and the trend is that people like to visually construct things. Right now, to make a first-person player one would. Create a Pivot in the scene. Attach the FPSController component. Now, this is all well and good, but things can be complicated for the non-programmer type. I'm experimenting with an approach that the user "builds" their player out of multiple components. Place a Pivot or Model for the player. Create a camera and parent it to the player entity having the end user set the height of the camera in the editor. Attach a FPSController component that ONLY handles controller movement and gets the camera reference via GetChild(). End user can attach multiple components to the camera such as custom look controls, HUD, etc. User would ideally save this as a prefab, but this isn't in the current build of the editor yet. I've already created two components with this approach, and I can already tell you it's so much easier to segregate functionality.
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Might as well get this started now although it's not going to be useful for a while. Github I mostly copied and pasted code from Cyclone. All it supports right now. is the overlay, stats and achievements. I used my own class with achievements for Cyclone because the one in the Leadwerks API held up the achievement notification until the application was closed. To be honest, the overlay and achievements is what most people want anyway. The Steamworks API can be a chore to work with. I hope to streamline this in the future.
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Pushed out an update. Settings.bat has $PROJECTNAME token so the template system will swap it with the name of the project (untested) Both Debug and Release builds are Windowed applications to have a cleaner appearance launching from the editor. Replaced CallCMDWindow() function with what @klepto2 posted above. (Launch the app with -cmd to make the console window.) Prevented empty strings being sent through the console event. Terminate() now asks if you really mean to force close the application. Sorta annoying but it feels much cleaner. Now you know if your game closes without asking, it's decently a crash. (To close the game without a confirmation, just emit EVENT_QUIT. Terminate is only used to get you out of a sticky situation.) Added a note about UAC and the Component Preprocessor. This is kind of tricky to do since we need to store the previous pause state and I'm not sure where to store it. The softlock is due to the stock Components not being setup to unpause the game. Must be the component/engine. The system just calls World::Save()/World::Load() functions. In due time. This went from being something you dropped in your existing project to a full template. I decided to go this route because adding all the files was tedious, and it helps prevent any conflicts Josh may want to push out. Just set up a UAK project. I had to change a few things so I'm gonna battle test it before releasing it. But yes, went from 20MB to 744KB!
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Ok, makes sense. Sometimes the most convenient setups aren't the most secure.