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Yue

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Everything posted by Yue

  1. In the editor, the mesh initially has no collider, I drag it to the editor, and then the mesh that is in the assets, I set a collider. But the mesh that is in the editor, the instantiated one shows the collider, but it does not react to the collision physics.
  2. Josh, I discovered the bug, when the mesh is put on the stage without previously assigning a collider, and then the mesh is assigned a collider, the collider although visually seen in the map editor, is not reacting to the physics.
  3. This, in the Leadwerks tools, there are two.
  4. barandilla_escaleras.zip Model here:
  5. With the old Leadwerks converter the conversion to mdl works.
  6. What are the steps to create a sky for Ultra Engine?
  7. The button clear layer no Work. The material is still there, but in the field you can see the void where the material was.
  8. Description: There is an issue with rotating multi-brush structures using the properties window in Ultra Engine. When selecting multiple brushes that form a single structure and applying a rotation value (e.g., -90 degrees) in the properties window, the brushes rotate individually rather than maintaining their local relationship within the structure. However, using the rotation gizmos in the viewport works correctly and rotates the entire structure as expected. Steps to Reproduce: Create a structure using multiple brushes. Select all the brushes that form the structure. Open the properties window. Enter a rotation value (e.g., -90 degrees) in the rotation field. Observe the result in the viewport. Expected Result: The entire structure should rotate as a single unit, maintaining the local relationships between the brushes. Actual Result: Each brush rotates independently, disrupting the structure. Additional Information: The rotation gizmos in the viewport function correctly, rotating the entire structure as a unit. This issue is illustrated in the attached images: the first image shows the incorrect rotation using the properties window, while the second image shows the correct rotation using the gizmos. Thank you for your attention to this issue. Looking forward to a resolution. Best regards, Yue
  9. I have found that it is because they are grouped under the same element, if I ungroup them it works.
  10. Confirmed One thing that happens with prefabricated ones is that they lose collision with lightning as well.
  11. When saving the prefab and then trying to load it into the map, the map editor closes unexpectedly. https://www.mediafire.com/file/yfnsoo2c6zh4ter/TestMap.zip/file
  12. Yue

    Canyon WIP

  13. Prefabs lose collision with lightning. Let me explain, I have a room and if I save it as prefabricated the beam that should mark the collision point of the camera does not work.
  14. I can confirm the same thing, when I am coding in visual Code, and I go back to the editor it is frozen, it does not respond anywhere, I have to restart it. When it happens to me I make a video.
  15. The editor here does not launch, you see the vegetation screen and it closes but you do not see the editor.
  16. Yue.rar I cannot convert the file to mdl from the editor.
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