-
Posts
2,449 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Downloads
Everything posted by Yue
-
Dear Development Team, I would like to propose a new functionality that I believe could significantly improve the workflow in Ultra Engine. The idea is to allow the import of multiple scenes into a main scene. This feature would facilitate the integration of different elements and structures created in separate scenes, enhancing modularity and efficiency in project development. Proposed Functionality: Scene Importing and Merging Description Allow users to import a secondary scene into a main scene, similar to the "merge" function found in other game engines. This would enable developers to create and manage components more efficiently and reuse them in different contexts within their project. Benefits Modularity: Facilitates the creation and management of modular components that can be reused in various parts of the project. Efficiency: Reduces the time needed to recreate repetitive structures or components in different scenes. Flexibility: Allows developers to work on different parts of the project in isolation and then integrate them easily. Example of Use Scene 1: Contains the main game environment. Scene 2: Contains a specific structure, such as a building or platform. Main Scene: The developer can import Scene 2 into Scene 1, merging the elements of both scenes. Suggested Implementation User Interface: Add an option in the scene menu to "Import Scene". Scene Management System: Adapt the current system to support the integration of multiple scenes, correctly managing the positions and properties of imported objects. Compatibility: Ensure that textures, materials, and lighting settings remain consistent when importing scenes. I am convinced that this functionality will add great value to Ultra Engine and improve the developers' experience while working on their projects. Thank you for considering my suggestion. Best regards, Yue Ultra Engine User
-
-
Exploring New Horizons: My Journey with Ultra Engine and Realistic Map Development
Yue posted a blog entry in The Blog of Yue
In the thrilling world of game development, I've had the incredible opportunity to work with Ultra Engine, a platform in early access that has opened up countless possibilities for creating impressive worlds. My latest project focuses on mapping, a process that has allowed me not only to explore the capabilities of Ultra Engine's map editor but also to actively contribute to its development by identifying and reporting bugs. From the start, I have created numerous prototypes, experimenting with brushes, adjusting scales, applying textures, and gaining a better understanding of PBR (Physically Based Rendering) materials and PBR lighting. This learning journey has been incredibly enriching, allowing me to understand how diffuse textures, cubemaps, and specular textures work together to create a visually appealing environment. One of the most fascinating aspects of this process has been lighting. Learning to use light probes to make lighting more realistic and understanding light bounce has been a rewarding challenge. Light probes not only simulate reflection at a local level but also add a level of realism that brings the environment to life. Every time I use a probe, I can see how the lighting changes and reflects on the textures and surfaces of the map, creating a visually coherent and immersive experience. Despite the challenges, such as issues with prefabs and the precision of the editor's grid, each obstacle has been an opportunity to learn and improve. Prefabs, although still in development, have been a crucial piece in constructing my base on Mars. The editor's grid, while not always precise when scaling, has been fundamental in structuring and organizing the elements of my map. My approach has been learning by doing, repeating processes over and over until I perfect my skills. This methodology has not only improved my proficiency in using the map editor but also allowed me to better understand the limitations and potential of Ultra Engine. I hope that future updates will resolve the issues with prefabs and enhance the precision of the editor's grid. This will enable me to focus even more on developing my base on Mars, taking the project to new heights. Working with Ultra Engine has been a transformative experience, and I am excited to continue exploring and creating on this platform. If you are interested in game development and want to be part of a growing community, I encourage you to join us on this adventure. Creating and exploring new worlds awaits you! -
You are using prefabricated parts?, it happens the same to me, when I bring a prefabricated part and I disassemble it to make modifications, those asterisks appear on the stage.
-
-
Description: I am experiencing an issue with the Ultra Engine while working with prefabricated structures. When I remove prefabs in the editor, their absence is correctly visualized in the editor. However, when running the game, parts of the prefab structures still appear. Steps to Reproduce: Create a scene with prefabricated structures. Remove the prefabs in the editor. Save the changes and run the game. Expected Behavior: The removed prefabs should not appear in the game. Actual Behavior: Parts of the removed prefabs still appear in the game. Screenshots: System Information: Ultra Engine version: 0.9.6 Operating System: [Windows.] Graphics Card: [GTX 1070 8 gigas vram.] Additional Information: This issue seems to occur randomly, and it affects the game's visual integrity. Any insights or fixes would be greatly appreciated. Thank you for your assistance. Map Mars. Mars.ultra. Mars.zip
-
Description: When creating a prefab, saving it, and loading it into the map, disassembling the prefab for corrections appears normal in the map editor. However, when launching the game, the pieces of the prefab are scattered in different locations across the scene, as if the prefab disassembles incorrectly. Steps to Reproduce: Create a prefab in the editor. Save the prefab. Load the saved prefab into the map. Disassemble the prefab to make corrections. Launch the game. Expected Result: The prefab should maintain its corrected structure and positioning both in the map editor and when the game is launched. Actual Result: While the prefab appears correctly in the map editor after disassembly, the pieces of the prefab are scattered across the scene when the game is launched. Screenshots: Additional Information: Ultra Engine version: 0.96 Map file: Maps/Mars.ultra Prefab file: Prefabs/Base/WallWindows.ultra Attachments: Screenshot showing the prefab in the editor Screenshot showing the scattered prefab pieces in the game System Information: Operating System: [Windows] Processor: [Inte I7 2600] RAM: [24 gigas] Graphics Card: [GTX 1070 VRAM 8 Gigas] Please investigate this issue as it significantly impacts the ability to work with prefabs effectively in the Ultra Engine. Thank you.
-
How do I make the character reflect when using light probes?
Yue replied to Yue's topic in General Discussion
Solved. -
Description: There is a noticeable texture misalignment issue when running the game, despite the textures appearing correctly aligned in the editor. This issue seems to occur specifically when different elements are under the same parent, for example, when a door wall has multiple elements that are children of a brush. Steps to Reproduce: Create a brush and add multiple child elements to it, ensuring they have distinct textures. Ensure the textures are perfectly aligned in the editor. Run the game and observe the textures on the elements. Expected Behavior: The textures should remain perfectly aligned in the game, as they are displayed in the editor. Actual Behavior: The textures are misaligned in the game, even though they are correctly aligned in the editor. Additional Information: Engine Version: Ultra Engine 0.9.6 OS: [Windows] Graphics Card: [GTX 1070] Screenshots: Notes: This issue appears to be related to the hierarchical structure of elements within a parent brush. Adjusting the hierarchy or separating the elements into individual brushes might temporarily mitigate the issue, but a permanent fix is needed. Thank you for your attention to this matter. Please let me know if any additional information is required. Chat GPT
-
@Josh I was thinking don't remove the color option from the probes, in other engines I have seen that it is used to create light zones in certain parts or effects like when the player is underwater.
-
Description: When dragging an instanced mesh from the assets into the Ultra Engine editor, it is expected that a collision collider can be added directly in the environment by selecting the mesh in the assets. However, the collider, although visible in debug mode, does not have physical properties and does not react to collisions. On the other hand, if the collider is added to the mesh before dragging it into the environment, it is visible in debug mode and functions correctly with collision physics. Steps to Reproduce: Open Ultra Engine. Drag an instanced mesh from the assets into the editor environment. Add a collision collider to the mesh by selecting it in the assets. Observe that the collider is visible in debug mode but does not have physical properties and does not react to collisions. Remove the instanced mesh from the environment. Add a collision collider to the mesh while it is still in the assets. Drag the mesh with the collider already attached into the editor environment. Observe that the collider is visible in debug mode and reacts correctly to collisions. Expected Behavior: The collision collider should have physical properties and react to collisions when added to an instanced mesh after it is dragged into the editor environment. Actual Behavior: The collider is visible in debug mode but does not have physical properties and does not react to collisions when added to an instanced mesh after it is dragged into the editor environment. Additional Information: Version of Ultra Engine: [Please specify the version you are using] Operating System: [Please specify your operating system] Any other relevant details: [Please add any other details that might help] Thank you for your attention to this matter. Chat GPT
-
Bug Report: Incorrect Local Rotation for Multi-Brush Structures
Yue replied to Yue's topic in Bug Reports
With the gizmo it rotates perfectly when I have several selected With the gizmo it rotates perfectly when I have several selected. They rotate in relation to a center axis, when I pass values directly in the editor window the rotation is done locally on each element. -
In prefabricated products, it is already working properly. But in grouping of several brushes the beam does not coll
-
It already works for prefabs, however if I group several brushes under a parent brush, it does not work