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Showing results for tags 'brush'.
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With latest updates app crashes when i'm building a brush. Had no problem with exactly method from my example before, but this example from Learn still works tho https://www.ultraengine.com/learn/CreateBrush?lang=cpp #include "UltraEngine.h" using namespace UltraEngine; shared_ptr<Brush> createConeBrush(shared_ptr<World> world, float initWidth, float width, float length, float height, float minHeightArg) { auto brush = CreateBrush(world); float minHeight = minHeightArg != 0 ? minHeightArg * 0.5f : Max(2 * 0.4f, -height * 0.1f); brush->AddVertex(-initWidth * 0.5f, -minHeight, 0); //SW l brush->AddVertex(-width * 0.5, -height * 0.5, length);//NW brush->AddVertex(width * 0.5, -height * 0.5, length);//NE brush->AddVertex(-width * 0.5, height * 0.5, length);//NW h brush->AddVertex(width * 0.5, height * 0.5, length);//NE h brush->AddVertex(-initWidth * 0.5f, minHeight, 0); //SW h 5 brush->AddVertex(initWidth * 0.5f, minHeight, 0); //SE h 6 brush->AddVertex(initWidth * 0.5f, -minHeight, 0); //SE 7 //back auto face = brush->AddFace(); face->AddIndice(0);//SW face->AddIndice(5);//NW face->AddIndice(7);//NE face = brush->AddFace(); face->AddIndice(5);//SW face->AddIndice(6);//NW face->AddIndice(7);//NE //bottom face = brush->AddFace(); face->AddIndice(0);//SW face->AddIndice(1);//NW face->AddIndice(2);//NE face = brush->AddFace(); face->AddIndice(2);//SW face->AddIndice(7);//NW face->AddIndice(0);//NE //top face = brush->AddFace(); face->AddIndice(6);//SW h face->AddIndice(4);//NW h face->AddIndice(3);//NE h face->AddIndice(5);//SE h face = brush->AddFace();//left face->AddIndice(3); face->AddIndice(1); face->AddIndice(0); face->AddIndice(5); face = brush->AddFace();//"face" face->AddIndice(1); face->AddIndice(2); face->AddIndice(4); face->AddIndice(3); face = brush->AddFace();//right face->AddIndice(2); face->AddIndice(4); face->AddIndice(6); face->AddIndice(7); brush->Build(); brush->SetPickMode(PICK_NONE); brush->SetCollisionType(COLLISION_NONE); brush->SetRenderLayers(0); return brush; } int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CLIENTCOORDS | WINDOW_CENTER | WINDOW_TITLEBAR); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a world auto world = CreateWorld(); //Create a camera auto camera = CreateCamera(world); camera->SetPosition(0, 1, -2); camera->SetClearColor(0.125f); createConeBrush(world, 1, 2, 2, 1, 0.1 ); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }
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1. Draw a brush outline (i.e. start creating brush but not hit create button) 2. Change Back viewport grid line with [ button couple times 3. Change brush height on Back viewport 4, Hit Create button on Main viewport My settings:
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As i understand it now, the maps made in the editor aren't compiled... Would that make the ingame engine able to edit and save or replace .map files? Im intrested in an "Multiplayer VR Map builder"
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Hi everyone. This is my first attempt at making a level. I know it's just a simple map, and I don't plan on using it to make a real game, but it's just to practice my new skills. Anyway, I started an "Advanced First-Person Shooter" project using that template, and it automatically created two boxes, a floor and a block. I've programmed for years, but I've never been serious about game design until about 2 weeks ago. I decided to give Leadwerks a try after a website listed it as a decent game engine ( --- that also runs on Linux --- ) emphasis added. I have a few questions: 1. Do you suggest I leave the "floor" box at that elevation? It looks like its top side's y coordinate is at 0, if I'm assuming the correct coordinate system. I can see the grid on the top face of the floor, which looks bad. 2. Should I leave the thickness of the floor alone? It looks like it protrudes below the grid plane a ways. Are there good reasons for this? 3. When I have multiple projects, do I have to install addons for each project? That would waste a lot of storage. Is it possible to leave these models/materials/prefab/etc. in a higher parent directory, so that they can use them without wasting unnecessary storage capacity? Thanks, looks awesome so far.
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Add the attached caulk prefab object to an empty map. Now move or rotate it. Letters will "slide" off the brush face. Texture lock is enabled. prefab.zip