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Everything posted by reepblue
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Not sure about that error. I would recommend pin pointing what's causing it and sharing your code.
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FYI, I really miss the live chat. I like seeing and posting quick updates. The old Status system was also good for this.
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You can access the variable of your prefab/instance script with something like trail.script.active. Script is a member of the entity class. Just make sure you check to see if the script member is not nil. I also ran into issues instancing entity's and the script doesn't carry over. In this case, you would use SetScript to correct it.
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Hmm, I wouldn't release the flashes then. Restructure your code to show and hide the effect. Only release entities if you want them completely gone.
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Can we see the whole script? I don't know what "m" is and not sure why you are making it nil. Did you mean m.ent=nil instead?
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To be honest, most of my attention comes from my YouTube channel which I'm fortunate to have an established viewer base. My itch.io for my game gets as much traffic as the savannah desert.
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Emitsound() & Source issues (bug?)
reepblue replied to EvilTurtleProductions's topic in Leadwerks Engine Bug Reports
Only downside to this is you're responsible for releasing your sound sources unlike using entity->EmitSound which will auto relesse for you. -
MouseDown not working with Uak + Leadwerks example.
reepblue replied to Vida Marcell's topic in Programming
I have code somewhere that does exactly what you want it to do. I'll need to find it first. -
I think I reported this years ago but I think I know what you need to do to cause this to happen. The textures on a brush will rotate their UV's back to 0 when they do both of the following: The user rotated the brush in the editor The user then applied a rotation transform to some of the brush faces. I don't know what will trigger the reset besides a random reload in the editor. The editor seems to show the correct rotation information too. The only way around this is to make decorative brushwork a prefab as everything goes to how it was saved on level load both in the editor and in-game. I've used this trick for my flash chambers, window frames, and now I'm using it for my platform pits. Might be related - but when you add such a prefab, and the prefab's rotation is not aligned to the world, then the textures will be messed up as shown below. However, reloading the map fixes it since it's a prefab. It would be a also be a shame if this bug survived to also be in Ultra Engine.
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MouseDown not working with Uak + Leadwerks example.
reepblue replied to Vida Marcell's topic in Programming
Haven't really played with UAK in a while. Verify the mouse hit if statement is actually turning true with a breakpoint or a print out., also I don't recall being able to get the values of the Vec2 class like if it was an array. Try using this instead. model->SetRotation(0, mouseRot.x, mouseRot.y); -
MouseDown not working with Uak + Leadwerks example.
reepblue replied to Vida Marcell's topic in Programming
Wouldn't this be easier with events? -
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Steam: https://store.steampowered.com/app/1803590/Cyclone/ itch.io Page: https://reepblue.itch.io/cyclone Discord: https://discord.gg/Hh7Ss9fWaW Cyclone is a puzzling first-person action-platformer from the creator of the hit Portal modification, Blue Portals. Solve a series of perplexing puzzles by placing gravity-bending vortexes in the world. Launch objects, redirect projectiles, and fling yourself across the room to reach the exit! Due for Early Access Q2
© 2022 ReepSoftworks
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Most of the time, I want as much light coming through as possible, but cases like this is a great example of how to use this effect. Here we have the default setup with no shadows being cast. Now with that brush hack applied. Then we apply the cubemap during map load and this is the final result! It took like 5 years, but now Leadwerks now has a solution for glass.
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Emitsound() & Source issues (bug?)
reepblue replied to EvilTurtleProductions's topic in Leadwerks Engine Bug Reports
Most of my sound issues went away when I implemented FMOD and I have not looked back. Leadwerks + FMOD Studio - reepblue's Blog - Ultra Engine Community - Game Engine for VR -
I mean, you already are in the readme.txt because you wrote the engine. 🙂
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Thanks. I was still going to add the dummy boxes via code but if it can just be collapsed with the scene with no artifacts, I might add it manually.
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That's an idea, but it might register as another drawcall or a light effect. My glass needs a script attached to it anyway so it doesn't get collapsed with the rest of the scene., What I can do is make each glass plane an actor that'll create an invisible box with it's AABB size and have it use that shader. I can also toggle the effect to help performance if it's much of a hit. I can also probably do this when my screne applies the correct cubemap to the shader too. I can pass the entity through a function that'll create the box on level load. Lemme try that first since that'll be easier. I'll see what I can come up with, thanks.
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I would like to make custom default settings for user's running AMD/Intel integrated graphics to prevent current issues on boot up, How could I go about this?
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It seems not to work with Z-Sort enabled and that's how my glass works. I don't want any dithering on the material as seen with @havenphillip's screenshots.
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I'll have to try this. I have a lot of glass in my game.
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Finalizing Shaders and Real-time Global Illumination Progress
reepblue commented on Josh's blog entry in Development Blog
Ahh nice. If you don't mind sharing it, that would be great. -
Finalizing Shaders and Real-time Global Illumination Progress
reepblue commented on Josh's blog entry in Development Blog
Ok, I would have to play with it. Hopefully it's not much of a performance penalty. -
Finalizing Shaders and Real-time Global Illumination Progress
reepblue commented on Josh's blog entry in Development Blog
Hope this means I can avoid using SSAO. The effect looked gross in Leadwerks in-game imo. -
It seems you can also use the newest compiler too which is neat. You can also download older compilers in the launcher if you need to. I always told it to use 2017 in the past because I was used to having to use very old compilers when I was using Source.