klepto2 Posted October 12, 2023 Share Posted October 12, 2023 When i load a leadwerks map file, modify it (maybe also without modifiing it) and save it under the same name, it can't be reloaded. Quote Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
Josh Posted October 12, 2023 Share Posted October 12, 2023 Yeah, I noticed this. I need to make it trigger a file name change because it's not supposed to save map files. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
reepblue Posted October 12, 2023 Share Posted October 12, 2023 Maybe have the asset browser also prompt for a name change when the user saves other Leadwerks assets. 1 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Solution Josh Posted October 12, 2023 Solution Share Posted October 12, 2023 Fixed. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted October 12, 2023 Share Posted October 12, 2023 3 hours ago, reepblue said: Maybe have the asset browser also prompt for a name change when the user saves other Leadwerks assets. Also added this. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
klepto2 Posted October 13, 2023 Author Share Posted October 13, 2023 Another option (which would be IMHO more convenient) would be to add Import and Eport menues. This way you can later support multiple map formats without breaking the original save and save as workflow. Load/Save/Save as -> only for UltraEngine files Import/Export -> reserved for plugins or fixed imports/exports in the engine. Quote Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
Josh Posted October 13, 2023 Share Posted October 13, 2023 Hmmm...I still have not made up my mind. What is our "native" texture format? DDS, Basis, or KTX2? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
klepto2 Posted October 13, 2023 Author Share Posted October 13, 2023 Maybe just simple: provide all 3 and just make a default setting in the editor. This way the user can choose which he prefers. Quote Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
Josh Posted October 13, 2023 Share Posted October 13, 2023 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
klepto2 Posted October 13, 2023 Author Share Posted October 13, 2023 Quote Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
reepblue Posted October 13, 2023 Share Posted October 13, 2023 11 hours ago, Josh said: Hmmm...I still have not made up my mind. What is our "native" texture format? DDS, Basis, or KTX2? I assumed it was DDS for traditional games, basis for simulations, and ktx for if Ultra runs on something like the quest. The question I've ran into is what is the best modeling format since gltf is technically 3 formats. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Josh Posted October 13, 2023 Share Posted October 13, 2023 5 minutes ago, reepblue said: I assumed it was DDS for traditional games, basis for simulations, and ktx for if Ultra runs on something like the quest. The question I've ran into is what is the best modeling format since gltf is technically 3 formats. DDS if you only want to run on PC. Basis if you want to run natively on Oculus Quest in the future. For glTF, use glTF + bin file, with external textures. You should store textures in PNG and DDS / Basis so you can load the models back into a modeling program. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
reepblue Posted October 13, 2023 Share Posted October 13, 2023 I still see DDS as the engine's native texture format as you don't need a plugin to load such textures. 1 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
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