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Everything posted by reepblue
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XFORM/Maps/xform.ultra at main · UltraEngine/XFORM (github.com)
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If you change the brush type, it'll start working again, but only in one viewport apparently.
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Vertex Tool no longer snaps to nearest grid point.
reepblue replied to reepblue's topic in Bug Reports
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Working on the xform map and noticed that I can't see the size dimensions on brushes. However, on a new map, it works fine.
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When moving an object in the 3D viewport, the "dimension display box" gets left behind and doesn't move with the object. Very minor.
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This is a known issue and I try to bring it up to Josh every weekend.
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YES I want to be able to make my maps out of smaller maps. I used prefabs to make the start and end flash chambers in Cyclone and I want to be able to do the same.
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The Leadwerks Stream class lacks such an override.
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I had to use WriteLine for Leadwerks as WriteString wrote extra data at the end. Much appreciated!
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Oh sorry for the duplicate. We probably should continue on that topic.
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How would I save a table without it saving like below? "{\n\t\"Console\": 112,\n\t\"Fullscreen\": 122,\n\t\"InGameControls\":\n\t{\n\t\t\"Crouch\": 17,\n\t\t\"Jump\": 32,\n\t\t\"MoveBackward\": 83,\n\t\t\"MoveForward\": 87,\n\t\t\"MoveLeft\": 65,\n\t\t\"MoveRight\": 68,\n\t\t\"QuickSpin\": 81,\n\t\t\"Use\": 69,\n\t\t\"ZoomIn\": 257,\n\t\t\"ZoomOut\": 258,\n\t\t\"axes\":\n\t\t{\n\t\t\t\"Camera\": 0\n\t\t},\n\t\t\"mousecursor\": 0\n\t},\n\t\"Pause\": 27,\n\t\"Quick Load\": 117,\n\t\"Quick Save\": 116,\n\t\"Screenshot\": 113,\n\t\"Terminate\": 35,\n\t\"mousecursor\": 1\n}"
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Load this in the XFORM project. Open the prefab and pay attention to the texture coordinates. Then make a new map and place the prefab exactly at the origin and notice the texture offset. testarea.zip
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Do you still have your source code? Also, some applications such as Samsung's Disk Magician can prevent Leadwerks from launching in fullscreen from my experience.
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The grate.mat material in the XFORM project seems to be hit or miss trying to select a brush that has this material applied to it. You also can't move it in the 2D viewports nor retexture the brush. Must be something with the picking. XFORM/Materials/Developer at main · UltraEngine/XFORM (github.com)
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Steam - debug build of game failing to start
reepblue replied to SpiderPig's topic in General Discussion
Steam sometimes fails redistributables even with release copies. It's best to package the installers in the game incase anyone needs them. -
After calculating and it sticks around.
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Update: This has to do with FBX to MDL conversion. If you save the model as a gilt then to a MDL, it's fine.
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The selection seems to treat the center as the origin. This isn't ideal for prop design. test.zip On first import it looks fine: On selection: This can make it difficult to align props like doorways, crates, and others to the floors and other surfaces.
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While doing simple mapping, I've ran into an issue with my session where the editor thinks I'm holding control when selecting objects when I'm not. This results in multiple objects getting selected unintentionally. Also, clicking the void doesn't deselect the objects.
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Nevermind, loading is fine, saving is the remaining issue. For the record, this is how I'm saving my json files. bool JSON::Save(nlohmann::json& j3, const std::string& path) { std::ofstream o(path); o << std::setw(4) << j3 << std::endl; return (bool)FileSystem::GetFileType(path); }
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This is for a Leadwerks project and over the few months I've fell in love with tableplusplus and I've used it for my input system in Ultra Engine. I'm trying to port it to Leadwerks but it seems my implementation of the loading and saving isn't correct. My JSON parsers work fine but no data loads, and tables don't save as pretty as when using the json library alone. Anything I'm doing wrong? #ifdef __TABLE_PLUS_PLUS table Table::Load(const std::string& path) { auto j3 = JSON::Load(path); table t(j3); return t; } table Table::Load(Stream* stream) { auto j3 = JSON::Load(stream); table t(j3); return t; } bool Table::Save(table& t, const std::string& path) { nlohmann::json j3 = t.to_json(); return JSON::Save(j3, path); } table Table::Load(const std::wstring& path) { auto j3 = JSON::Load(path); table t(j3); return t; } table Table::Load(shared_ptr<FileStream> stream) { auto j3 = JSON::Load(stream); table t(j3); return t; } bool Table::Save(table& t, const std::wstring& path) { nlohmann::json j3 = t.to_json(); return JSON::Save(j3, path); } #endif
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It seems the resize bounds are set to the sprite's bounds instead of the entity's bounds. You can't resize it like if it was a brush anymore.