
beo6
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I tested this again on 0.9.8c Build 1689 and this is still an issue.
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I guess red means the files are supposed to be deleted, however i always get this error on 2 projects i tried.
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On each Map Save and reload, models i have in the map, childrens are duplicating each time. as shown in this screenshot, after saving and reloading the map twice, i got 3 children. However only the first one is highlighted in the editor map view when i select it.
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When drawing a new Brush, Drag + Drop of a material on the Brush does not work
beo6 replied to beo6's topic in Bug Reports
No. still an issue. Maybe make sure the Editor is freshly started. then follow my steps. -
It seems the Shader of the Terrain Foliage is broken since the last update. I updated the Engine and allowed it to update all files in the Project, but now the Terrain looks like this. Hand placed models like the two normal looking trees do work and look correct.
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i haven't thought about that. I was in the impression you can use Lua components with C++ as well.
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- lua
- camera path
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Looks like it is another issue with Nodes being a child of another node. When i use the exact same component on the same node type but that node is on root level, it saves correctly. In This screenshot you can see the state right after loading a newly created map. I had added p3 to the flowgraph as well, but since it is a child of the CameraPath node, it was not saved. the `test-root` however was saved and loaded correctly.
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Dragging and dropping a node with a component into the Flowgraph, looses the Flowgraph component after loading the map again. Reproduce: - Open Map - Add a Component to the Flowgraph via Drag & Drop - Save the Map - Open the Map again - notice that the Flowgraph entry is gone. Video: https://s3.libs.space:9000/share/flowgraph-not-saved-bug.mp4 Also tested with a completely new map. Node with SlidingDoor Component is saved, CameraDolly component is not saved for some reason. Tried it with this component:
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I have a component with a property for other nodes. ``` { "component": { "properties": [ { "name": "pointCamAt", "label": "Point Camera at", "value": null }, { "name": "pathEntity", "label": "Root Camera Path Entity", "value": null } ] } } ``` But when i selected a node, i have no option to make that field empty again in the editor. - pressing ESC does nothing. - selecting and pressing backspace does nothing - pressing DEL deletes the Node, not the property value. - The button on the right side does not have an option to make it empty again. - Right click does nothing
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I just created a completely new Project, moved some components into the project. Things i noticed. - Editing Properties of the Component does not work and shows just empty values. (floats = 0.0, booleans = false) even if defaults are defined differently then that. - Drag + Drop into Flowgraph does not show any Events. - Not sure if related, but the Camera node where i added a component onto, was gone after restart even though i saved the map. And all Empty nodes where still there that i created after the camera node.
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Frame-Independent calculation (in Leadwerks called "Time:GetSpeed()")
beo6 replied to beo6's topic in Suggestion Box
But if i understood it correctly, the Update method is independent of the rendering thread. So in case you are rendering too complex objects and your framerate drops below 60 fps because of that, it should still not affect the Update call? Or i still don't get how these are working together completely. -
Here the current Camera Dolly Component i created. It consists of 2 Components. The Camera Dolly Component itself. The Camera Dolly Event Component. Usage Extract and place it into your `Souce/Components` directory. Add a Camera to your Scene. Add a "Empty" Node to your scene that will contain the Camera Spline Path. Add "Empty" Nodes inside this CameraPath node that defines the path the camera will move along. (takes the rotation into account as well as long as no "Point Camera At" node is selected. Name each "Empty" Node path point "p1", "p2", "p3" and so forth. (subject to change) and order the nodes accordingly. At the end this should look something like this in your Scene list: In the Camera itself with the CameraDolly component added, select the CameraPath node and optionally a node where the camera should point at. If you want to do something as soon as the Camera reaches a point along the path, add the CameraDollyEvent Component to one of the path nodes and add it to the Flowgraph. Todo and known issues The order of nodes in the Editor is not always the same as returned by the API (see https://www.ultraengine.com/community/topic/65647-moving-entities-in-editor-looses-order-and-cannot-be-moved-to-top/ ) Its difficult to determine the rotation of points without visualisation. Its difficult to guess the path the camera takes along the spline without visualisation. Movement speed is not yet Update thread independent. (unlikely but possible, still thanks to Josh for adding `World:GetSpeed()`). Rotation might not work (see https://www.ultraengine.com/community/topic/65628-lua-entitygetrotation-always-returns-vec3-000/ ) Download CameraDolly.zip
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- lua
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Lua wrong documentation. ToEuler() is actually named Euler()
beo6 replied to beo6's topic in Bug Reports
Not sure what you are asking sorry. What has ToUtf8String() to do with ToEuler()? -
1. When dragging and dropping a bunch of entities, they always get randomly ordered. They should keep their order. 2. I cannot move an Entity to the top of the list. In the screenshot, i try to move p1 to the top right below `CameraPath`, but it does not work and is ignored. 3. The Order returned by. self.entity.kids Is not always the order in the Editor.
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Option to Rotate an Entity in the Editor without affecting the Children.
beo6 replied to beo6's topic in Suggestion Box
are all property types for components documented somewhere? That would be really helpful. -
In Lua, the function ToEuler() for Quaternions is actually called just `Euler()`.
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I would like to Rotate an Entity (and possibly move?) an Entity without also rotating or moving child entities. This should be an optional thing because you probably want to rotate everything at once most of the time, but there are cases this is useful, for example in my Camera script where i might want to rotate the camera that has Pivot entities that define the path it takes.
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probably only returns 0, 0, 0 when it is a child. I moved the childs out of the parent in the editor because i wanted to rotate the parent independently. After i moved the children back into the parent, suddenly i got rotation values...
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In LUA, entity:GetRotation() always returns a Vec3 with 0, 0, 0 no matter what i rotated it in the editor. also does not matter if i call `entity:GetRotation(true)` or `entity:GetRotation(false)`
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I am trying to get all Entities children that start with a name: function MyComponent:Start() local targets = self.entity:FindChild("p*") end This does not work. targets will always be "nil". and as in the documentation function MyComponent:Start() local results local targets = self.entity:FindChild("p*", results) end does not work because there is no function with that amount of arguments. What works is using the full name without any placeholders: function MyComponent:Start() local targets = self.entity:FindChild("p1") end
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On a new Project and new Map, - Create a new Box Brush via dragging and right clicking "Create". - 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.
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When Carving or Hollowing a Brush, the resulting new Brush pieces are moved to the Root node. Might not be a bug per se, but i don't see a reason why they should not stay in their special Brushes Folder.
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First time adding Miscellaneous "Empty" object shows wrong right-click menu
beo6 replied to beo6's topic in Bug Reports
I think you need to create a primitive first. Does not seem to happen if it is the very first object you try to create. Then the same happens when trying to create a camera, Spotlight or probably all "single point" type of objects.