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Yue

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  1. Yue

    Create Brush.

    Hi, video on discord. https://discord.com/channels/1175951843118031049/1216537215434358865/1253522266398920726
  2. Yue

    Create Brush.

    When I press enter, the brush is not created, it only happens when I try to create on top of another brush with a much smaller grid.
  3. Yue

    Sky Box Realism

    17 downloads

    CC Attribution Yue
  4. Windows 10. GTX 1070 8 Gigas VRAM. CPU I7 2600 24 Ram.
  5. Ok, so the solution would be to create a camera on the map and search for it from the script.
  6. If the camera is on the map as a created entity, the fog is visible.
  7. No, it's just a simulated class in Lua, which when the map is loaded creates the character's controller and creates a camera to follow it in third person.
  8. Hi Josh, In response to your question about modifying prefabs, I'd like to argue in favor of the ability to modify prefabs once they are created. The ability to modify prefabs adds a lot of modularity to map creation, especially when working with brushes. Here are some reasons: Design Flexibility: During the development of a project, requirements and designs often evolve. Being able to modify a prefab allows all elements using that prefab to be automatically updated, maintaining consistency and saving time. This is particularly useful for making global changes, such as adjusting a texture or changing specific components. Creating Variations: When creating a prefab with two brushes, for example, it is possible that later on, you might want to make modifications to create a variation of the same prefab. This can include changing textures, adding or removing components, and then saving it as a new prefab. The ability to reuse and modify existing prefabs to create new versions is essential for efficient and modular development. Optimization and Maintenance: The ability to modify prefabs makes optimization and maintenance of the project easier. If an issue is found in the design of a prefab, fixing it once can resolve the problem in all instances, avoiding repetitive errors and making project management easier in the long run. Innovation and Creativity: The ability to modify prefabs encourages experimentation and creativity, as developers can try different combinations and adjustments without needing to start from scratch each time. This can result in innovative solutions and a richer, more varied game design. In summary, modularity and the ability to modify prefabs are fundamental for agile and flexible development, allowing developers to quickly adapt to changes and continuously improve the game's design. I hope these points are helpful. Thank you for continuing to improve Ultra Engine!
  9. From the Lua script I create a camera but although the map has fog set, the fog is not visible when I launch the game, I am creating the camera from the Lua script. pt.
  10. Another thing is that when disassembling the prefab and copying ( CTR + C, some of its parts, it does not do it correctly, it creates a kind of pivot instead of copying the part of the prefab.
  11. the camera is created at the moment the level prototype is loaded. A class creates the camera that attaches it to the player. Here a part of the code. -## Define Class. local CPlayer = {} function CPlayer:Create(world, input) local this = {} --## Private Members. local me = { world = world, mesh = nil, character = nil, pivotNeck = nil, camera = nil, pivotCamera = nil, input = input, vel = 0.0, rot = 0.0, forceJump = 0.0, crouch = false, boneNeck = nil, freelookrotation = Vec3(0), mouselookspeed = 0.1, followdistance = 3.0, smoothcameradistance = 0, threshold = 0.1, -- threshold for mouse movement sensitivity -- Animations. idle = "Idle", walk = "Walking", fastRun = "FastRun", slowRun = "SlowRun", crouchIdle = "CrouchIdle", crouchWalk = "CrouchedWalking", falling = "FallingIdle", fallingFly = "Falling", useTablet = "UseTablet", useComputer = "UseComputer", } --## Constructor. function me:Start() me:StartCamera() me:StartPlayer() me:CenterMouse() Print("Create Object Player ... Ok!") end function me:StartCamera() me.input:HideMouse() if me.camera == nil then me.camera = CreateCamera(me.world:Get()) ... Continue.
  12. prueba.zipHere prefab. By putting the prefab on the stage, two cubes, and separating them from the hierarchy father and son, their positions are not updated correctly when launching the game. The same happens with the textures. If I assign a material to this prefab and save it as a prefab, the editor crashes and when I enter the editor again, it does not load the editor.
  13. { "scene": { "entities": [ { "group": "1351923569312", "kids": [ { "brush": { "faces": [ { "indicecount": 4, "indices": 240, "localmappingplane": [ [ 1.0, 0.0, 0.0, 10.0 ], [ 0.0, 0.0, -1.0, 2.0 ] ], "mappingoffset": [ -1.5625, 0.7812498211860657 ], "mappingplane": [ [ 1.0, 0.0, 0.0, 10.0 ], [ 0.0, 0.0, -1.0, 2.0 ] ], "mappingscale": [ 400.0, 400.0 ] }, { "indicecount": 4, "indices": 248, "localmappingplane": [ [ -1.0, 0.0, 0.0, -10.0 ], [ 0.0, 0.0, -1.0, 2.0 ] ], "mappingoffset": [ 1.5625, 0.7812498211860657 ], "mappingplane": [ [ -1.0, 0.0, 0.0, -10.0 ], [ 0.0, 0.0, -1.0, 2.0 ] ], "mappingscale": [ 400.0, 400.0 ] }, { "indicecount": 4, "indices": 256, "localmappingplane": [ [ -1.0, 0.0, 0.0, -10.0 ], [ 0.0, -1.0, 0.0, -0.5 ] ], "mappingoffset": [ 1.5625, 0.5859376788139343 ], "mappingplane": [ [ -1.0, 0.0, 0.0, -10.0 ], [ 0.0, -1.0, 0.0, -0.5 ] ], "mappingscale": [ 400.0, 400.0 ] }, { "indicecount": 4, "indices": 264, "localmappingplane": [ [ 1.0, 0.0, 0.0, 10.0 ], [ 0.0, -1.0, 0.0, -0.5 ] ], "mappingoffset": [ -1.5625, 0.5859376788139343 ], "mappingplane": [ [ 1.0, 0.0, 0.0, 10.0 ], [ 0.0, -1.0, 0.0, -0.5 ] ], "mappingscale": [ 400.0, 400.0 ] }, { "indicecount": 4, "indices": 272, "localmappingplane": [ [ 0.0, 0.0, -1.0, 2.0 ], [ 0.0, -1.0, 0.0, -0.5 ] ], "mappingoffset": [ 0.7812498211860657, 0.5859376788139343 ], "mappingplane": [ [ 0.0, 0.0, -1.0, 2.0 ], [ 0.0, -1.0, 0.0, -0.5 ] ], "mappingscale": [ 400.0, 400.0 ] }, { "indicecount": 4, "indices": 280, "localmappingplane": [ [ 0.0, 0.0, 1.0, -2.0 ], [ 0.0, -1.0, 0.0, -0.5 ] ], "mappingoffset": [ -0.7812498211860657, 0.5859376788139343 ], "mappingplane": [ [ 0.0, 0.0, 1.0, -2.0 ], [ 0.0, -1.0, 0.0, -0.5 ] ], "mappingscale": [ 400.0, 400.0 ] } ], "material": { "path": "Materials/Ground/Mars.mat" }, "vertexcount": 8, "vertices": 144 }, "matrix": [ "0x3f800000", "0x0", "0x0", "0x0", "0x0", "0x3f800000", "0x0", "0x0", "0x0", "0x0", "0x3f800000", "0x0", "0xc0000000", "0x40200002", "0x407ffffe", "0x3f800000" ], "position": [ "0x41000000", "0x0", "0x0" ], "prefabuuid": "3d8c3fc0-09e7-4308-a669-4d765c79676a", "quaternion": [ "0x80000000", "0x80000000", "0x80000000", "0x3f800000" ], "rotation": [ "0x80000000", "0x0", "0x0" ], "scale": [ "0x3f800000", "0x3f800000", "0x3f800000" ], "uuid": "9900d8f9-6f60-4f45-8268-3a581bc31926" } ], "matrix": [ "0x3f800000", "0x0", "0x0", "0x0", "0x0", "0x3f800000", "0x0", "0x0", "0x0", "0x0", "0x3f800000", "0x0", "0xc1200000", "0x40200002", "0x407ffffe", "0x3f800000" ], "position": [ "0xc1200000", "0x40200002", "0x407ffffe" ], "prefab": { "path": "Prefabs/test.pfb" }, "prefabuuid": "1674f7d8-7e90-4a4c-87d1-f7cb6b3b3d08", "quaternion": [ "0x0", "0x0", "0x0", "0x3f800000" ], "rotation": [ "0x0", "0x0", "0x0" ], "scale": [ "0x3f800000", "0x3f800000", "0x3f800000" ], "uuid": "5fa9b8ed-c016-4f2e-8416-b3dda8347b43" } ] } } @ À? €@ À À? €@ À À? €À @ À? €À @ À¿ €@ À À¿ €@ À À¿ €À @ À¿ €À @ À? €@ À À? €@ À À? €À @ À? €À @ À¿ €@ À À¿ €@ À À¿ €À @ À¿ €À Code Prefabs
  14. I have created another prefabricated sijmple, two cubes. And the editor closes when loading the map. test.zip
  15. t is in relation to the prefabricated ones, if for example I disassemble it to modify it. The textures look incorrectly or not updated in the game, although in the editor they look fine. The same happens with objects that are grouped under the same element.
  16. Synchronization between the two threads in mutex programming.
  17. I have thought that if you can, as long as you don't run a render of the world. Possibly it will go into the main loop after doing the load.
  18. A background thread loads the elements and the main thread would show the loading bar or animation.
  19. Yue

    Terrain Collider.

    I think I discovered another strange thing, while I was thinking about how to return to motivation with the broken terrain, it works, but I have to restart the editor, and the collisions go perfectly, a fact is that the scale in the terrain is at 100.
  20. Terrain does not update the collider with the change in its scale axis. The character crosses the terrain.
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