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Alienhead

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Everything posted by Alienhead

  1. Dev channel yes.. Should I preform a complete reinstall ? What all needs to be be manaully removed?
  2. Uninstalled as you suggested. Upon creating an entirely new project I get the same file structure. Everything is tossed into the projects root directory. A new folder for everything.
  3. I have this same problem, click the Gear icons crashes editor to desktop.
  4. Older projects won't sync either.. Stays orange,
  5. Also projects from last build will not load, it just spins at the splash screen and nothing never happens.
  6. Latest build update 'c'. It seems to have created a directory for everything under the projects folder. Just check if this is correct for continuing.
  7. I turned off all auto convertors and havent had this problem since. Turning them back on results in the same error.
  8. Is tessellation editor side only right now ?
  9. Right clicking an image in the browser then selecting 'Generate Material' instantly closed my editor, no warning box, nothing just 'bip' then back to desktop.
  10. Last problem - A bit of a problem, I have this table mesh with a collider attached to it. But I get no collisions, my character controller falls to the terrain as well as anything else sitting on the table. Why wont this object pickup collision ?
  11. Next question is, "whats the current state of createhingejoint?". I'll borrow some code from UAGC to demonstrate. self.entity:AddTag("UAGC:Rope") self.entity:Move(0,.5,0) self.base = self.entity self.child = {} self.joint = {} self.box = {} self.knot = {} self.tmr = Millisecs() + 100 table.insert ( uRope, {ent = self.enttiy}) local last for t=1, self.segs do self.child[t] = CreateCylinder(world) self.box[t] = CreateBoxBrush(world) self.box[t]:SetCollisionType(0) self.box[t]:SetScale(.1, self.height, .1) self.child[t]:SetScale(self.width, self.height, self.width) self.child[t]:SetColor(1, 1, 1) self.child[t]:SetPosition(self.entity:GetPosition()) self.child[t]:Move(0,-self.dist*t,0) local mass = 2 self.child[t]:SetMass(mass) self.child[t]:SetColor(.5,.5,.5) self.knot[t] = CreateSphere(world) self.knot[t]:SetScale(self.width*3,self.width*3,self.width*3) self.knot[t]:SetScale(.01,.01,.01) self.knot[t]:SetCollisionType(0) self.knot[t]:SetPosition(self.child[t]:GetPosition(true)) self.knot[t]:Move(0,-self.height/2, 0 ) self.knot[t]:SetParent(self.child[t], true) self.knot[t]:SetColor(.5,.5,.5) self.box[t]:SetPosition(self.child[t]:GetPosition(true)) self.box[t]:SetParent(self.child[t], true) self.box[t]:SetHidden(true) if t == 1 then --self.joint[t] = CreateHingeJoint(self.base.position, Vec3(1, 1, 1), self.base, self.child[t]) self.joint[t] = CreateBallAndSocketJoint(self.base.position, self.base, self.child[t]) else --self.joint[t] = CreateHingeJoint(last.position, Vec3(0, 2, 0), last, self.child[t]) local apos = Vec3(last:GetPosition().x, last:GetPosition().y- (self.height/2), last:GetPosition().z) self.joint[t] = CreateBallAndSocketJoint(apos, last, self.child[t]) end --self.joint[t]:SetFriction(111250) self.joint[t]:SetLimits(15,360) --self.joint[t]:SetLimits(-1000,90) self.child[t]:SetPickMode(0) self.box[t]:SetPickMode(0) self.knot[t]:SetPickMode(0) last = self.child[t] end self.bulb = LoadModel(world,"models/misc/bulb/lightbulb.mdl") self.bulb:SetPosition(last.position) self.bulb:Move(0,-self.height/2, 0 ) local apos = Vec3(last:GetPosition().x, last:GetPosition().y- (self.height/2), last:GetPosition().z) CreateHingeJoint(apos, Vec3(0, 0, 1), last, self.bulb) end This code creates a rope, jointed together. That all works great. When I go to attack an object to the end of the rope it falls immediately off. Shouldnt CreateHingeJoint() hold the object in place since im attaching it to a parent ? PS The code above does not add a mass to the bulb, but I've corrected that and still the same results.
  12. I'm workind with a smaller scale than the normal character controller initializes at. Being so, all my collisions are off, meaning I interact with objects well before I should be due to the fact my character scale is smaller than the normal. I don't suppose theres a way to adjust character controller bounding box? or perhaps a custom shape ?
  13. Cleaning up the decal texture and applying a different approach towards decal positioning.
  14. Changing the FOV off anything other than default in the editor causes the manipulation gizmos to be very awkward to use.
  15. "Momma says todays a special day.... so let's not make any messes ... OK......" Still having fun with decals and learning a few new tricks to boot.
  16. Alienhead

    Sexy Decals

    Decals are so cool, if you have the means I highly suggest using them. :)
  17. Verified, setting sun to 0,0,0 does indeed exclude it from the .ultra. Good to know! Ty.
  18. I'm looking for a way to adjust the sun directional light, I need to turn it off, or have its shadows turned off or something. Is this accessible via editor or code only ? I have a map that does not require a directional light so far I just turn the light to rgb 0,0,0 but is it still processing shadows? How can i disable the default sun ?
  19. I wanted to show this - this uses Klepto's temporal reprojection and tentupsampling ssao shader, it's really some fantastic work he's done.
  20. Yes this is what i was originally referring to.. Being able to paint mesh across normal mesh surfaces. Or really even an object dropper. Set a layer of objects and paint them across surfaces, perhaps physics and height for dropping, then save the outcome. Or have a raised the difficulty of the original question ?
  21. To be extended to surface painting, no reason why we should be limited to painting mesh objects on terrain surfaces only? I would like to paint to any surface the brush tool comes in contract with.
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