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beo6

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Everything posted by beo6

  1. Thank you for your video. It seems this only occurs if the Editor is NOT fullscreen. 🙈 When i maximize the Editor window, it does not happen. When the Editor window is not maximized i can create a brush and drag+drop of materials does not work. To fix it, i can either change the view layout change the size of the 4 views (by dragging the "cross" between views. resize or maximize the editor window. All that only fixes the issue when the Brush is already created. If i do that before i create a brush, the issue is there (Unless its maximized initially, which probably works only because the maximized state is saved, the editor window size is not saved.)
  2. It would be nice if we can make Components draw something in the Editor. This can be useful in many ways. For example after a short thought (there are definetly more use cases): A Component to move an object -> Display the Path right in the editor to make it visible right there. A status in case the Component has some checkbox that could be useful to see on a first glance in the editor. Would be also useful to maybe have a global setting to hide these in case the User does not want these in that moment.
  3. Related to this bug, this still does not work (even though its flagged as solved, which it is clearly not). New or loaded Map: - Create a new Box Brush via dragging and right clicking "Create". (probably also with other types) - Select a Developer Material and drag & drop it on the Brush. = The cursor shows the "not allowed" cursor. - Switch to single view and back to 4 view. - Drag & Drop the material on the Brush again. = Now it works. I made a recording again of the bug in action (Sorry for the initial time until i get to the bug, but i made the recording area too small and the bloom was in the way 🙈 actual bug reproduction starts at 35 seconds, but i thought i keep the whole way in it) https://s3.libs.space:9000/share/material-drag_drop_bug.mp4
  4. It has nothing to do with material or texture files. Follow my step by step description and you get the result 100% of the time. But for good measure i add a video recording of the problem with a completely new project. No own materials or anything added. https://s3.libs.space:9000/share/material-bug.mp4
  5. beo6

    Terrain lag

    I have an NVIDIA 3090 GPU, So if it's the same, its not about the driver. And I also don't have any navmesh
  6. beo6

    Terrain lag

    Can you maybe confirm if FPS only drop if Tesselation and Terrain shadows are enabled? See also my bug report here:
  7. Sounds similar to my old issue Yes can confirm this issue reappeared.
  8. Looks like its an issue if both Tesselation and Terrain shadows is enabled. It doesn't matter if Tesselation is set to Low or Ultra. Framerate only returns to good if Tesselation AND/OR Terrain shadows is disabled. Also doesn't matter if i use Material on the terrain with tesselation or not.
  9. Still not sure how that is supposed to work. 1. I can't select anything when in Face select mode. Neither Terrain or any other model. 2. If i select it before with the Cursor Tool and switch back to the face tool its still all greyed out. 3. I don't expect the facetool to be for Terrain at all but for models, since the list of material layers i am talking about is when using the Terrain tool. https://s3.libs.space:9000/share/material-selection_removal.mp4
  10. Where? How? I guess you mean this? But i can't remove anything there since everything is greyed out and does not show any layers. Also it would be very odd to hide it like this.
  11. When enabling Terrain Shadows and using a Terrain that is 512x512 or up, the Framerate in the Editor 3D View becomes unusable and GPU usage goes up to 100% and coolers ramp up audible. Even 256x256 goes up to 90% GPU utilization and low framerate. I have a RTX 3090 with newest drivers.
  12. Seems that the Layers are empty if the Terrain Tab is open. So to reproduce: 1. Open a Project. 2. Switch to the Terrain Tab before loading any map. 3. Load a Map with Terrain Layers. Notice that no Material layers are shown. 4. Toggle Between another mode and back to the Terrain Mode/Tab again. Notice that the layers are now shown.
  13. Forest2.zip Though i don't think its because of the map? I just loaded a different Map and the Terrain Material Layers where empty again. So its probably an issue with loading a new Map after having loaded another map before?
  14. Please.. Or any workaround to remove layers from the Material Painting layers...
  15. I updated an older project and noticed that the Terrain Material Layers are empty. So i have to add the layers again. Luckily it does not seem to replace the already painted layers on the terrain. (though i wanted to do that anyway) After i added 2 material layers, saved the world and reopened it again, i got all layers back.
  16. As already written. To not have to guess the rotation and position manually. You move the editor view to a location, select the entity and press the button and it is moved to where the camera is and is rotated the way the view is rotated. Probably the main usecase is for camera entities so you don't have to manually enter values if you want a specific shot the camera should focus on. But i think it can also be useful for other entity types as mentioned above. See also if you still can't understand.
  17. Every Entity has a Rotation and Position. right? You can take the Rotation and Position of the Editor Camera and apply it to the Entity Rotation and Position. That would help in case a Component needs some specific Rotation and Position. And since for example the Empty Entity does not show any Rotation in its icon, that would help with that. See also my Camera Movement Component to why this would be useful. Unless you have a better idea to do this. Alternatively i would think something like allowing people to create custom entities that you can give some kind of a model to visualize its direction. In Unity for example you have the option `GameObject > Align With View`
  18. This would make rotating a camera entity way easier, and would also allow to align other entities. A viewport preview of camera entities would definetly help too but would prevent this from other entities unless we could use that somehow in our own components.
  19. I think there are some things that could have some improvements. 1. Add a Title over the Materials list, so its clear that the Load, Save and Delete buttons are not meant for the materials. 2. Add a Delete button to the buttons below the list to remove the selected material from the Terrain Materials List. 3. Maybe hide the Materials List when in not in Paint mode, so you don't get confused and think you would paint the Material instead of changing the Terrain. Maybe there is even another way to make it more obvious in which mode i am currently in than just that little dropdown. 4. Maybe a Preview of the currently selected Material could help in knowing what you would paint currently? 5. I think i mentioned that somewhere already, but shortcuts to change the Tool Radius / Hardness etc. are really useful. Maybe like Photoshop and many other drawing tools do it. like holding CTRL + Left Mouse button and moving cursor up/down to change Radius, CTRL + Left Mouse button and moving mouse left/right to change Hardness, CTRL + Left and Right mouse button to change strength. (I would have to check a drawing tool again to see how it is exactly done there, but its pretty intuitive since you also see the cursor change depending on what values to modify this way. These are just some ideas that i think could be helpful in using it.
  20. send model via private message to you since it is not a free model.
  21. Also got a new appearance with the grid. Only help is to restart Editor once or twice so it goes away. Really not sure what is causing this.
  22. I tried it with a fresh project and restarted the editor. Project does not show any files to sync so it should be up2date. Still the same issue. Editor version: 0.9.8c Build 1689 Also your updated shaders to get the foliage to render again works, so shader updating definetly worked. I think this appeared around the time when terrain shaders stopped working, so maybe there is still a tiny problem with the grid shader. Not 100% sure. Edit: Also tested with Steam version which i never really used before. Same issue. Steam Version: 0.9.8c Build 1691 Edit 2: Tried Uninstall, delete all files i can by hand, reinstall. Still same issue.
  23. Rendering Grid has some strange rendering issues. Windows 11 GPU: GeForce RTX 3090 NVIDIA Driver: Version 565.90 (currently newest version).
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