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Everything posted by Alienhead
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Testing out my UAGC controller while seeing how far I could push Ultra Engine, so far Ultra hasn't budged. My complements to the chef!
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Continuing on the grass topic. I have my grass setup to look this way - At random times, and there is no pattern to it, my grass looks like this in run mode - Here are my layer and grass settings if that will help at all - ARE WE HAVING FUN YET?
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I am no longer able to paint vegetation onto a terrain.. All I can do is <Fill> to get grass to show up.
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So I should plan and start building with 4 lods 'now'?
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Is LOD 4 allowed ?
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...
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No this is straight media from Sketchup Warehouse
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Colllider seems to be saving now as well as the material.. but no LOD's are saved.
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Not sure whats happened to the lighting on Imposters.. It was perfect at one point but now all my imposters come out dark and mostly black.
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App still exits out 1 out of 3 times for no reason.. I don't see a need to upload the project, it happens with all samples in the docs or anything I try to run. Not really project-specific.
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I just spent many many hours converting, and texturing some rocks. then saved. I just came back into the editor the following day and loaded my map to find that none of the models/mats or colliders got saved,. So I redone a few of the rock formations and exited out the editor again.. To my surprise nothing got saved AGAIN. These models are lod 0, 1 to 3 with degrading materials on each LOD level.. the collider is based off the last LOD model.
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I also seem to get pauses in play mode 'after' using navigation agent. even when Im not Navigating, if it's been used then every so often theres a 1 to 2 second pause in the middle of game play.. Not sure if this is irrelevant to the cause but it could be?
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Heres something more.. And this just started happening with the last update. Im in the editor, I hit f5 or in visual code i hit f5. everything starts loading up and it gets to the point to start the game then it just knocks off.. no errors nothing in the dos window... This happens once every 3 to 4 times I enter run mode. I'll hit f5 again and everything loads up smoothly.. get back aroudn to 3 or 4 more load ups and it knocks off again. And i've also noticed that load times have increased about 50% on my end. Im not even loading textures with my little demo map and it now takes about 20 to 30 secs to start running.
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Hmm maybe, but hasnt happened to me in the editor.. just run mode. To further test it I sat here and watched it happen the last time. it hard locked me up. i rebooted.. thought maybe my card was going bad but its a new card - none the less i loaded up guild wars 2 and let it set idle for 20 mins.. no problems there.
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I see a new problem with the latest update. If i leave the game running and get up and walk away for about 5 mins.. when I come back the screen is black. the game is running, i hear sounds and can move the player.. just a black screen. This hasn't happened prior to todays updates. I thought maybe this was a once occurrence. but its happened three times now.
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All working! and looking good to. Well done.
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Wow Ultra is fast, running all the post effects at once and still frames not effected..
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Solved
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Im pleased to say that all post effects are now loading and working.
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This is me changing the seed values.. I always look for Sync after i do updates so Im never worried about shaders or exe syncs not being right.
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Still flickering, but now it's all laid out in this weird stretched format. That is the same model as this :
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I'm creating an Interface like so. uihotbars = CreateInterface(world, sysfont, framebuffer.size) uihotbars:SetRenderLayers(2) uihotbars.background:SetColor(0,0,0,0) But while loading a new character I wish to delete this interface so I can recreate it with different data. So I use the only means possible to remove the interface - function DestroyHotbarsUI() for t, s in pairs ( tbl_hotbarpanels ) do s.pan = nil s=nil table.remove(tbl_hotbarpanels, t) end tbl_hotbarpanels = nil uihotbars = nil collectgarbage() tbl_hotbarpanels = {} end But it still remains.