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Thirsty Panther

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  1. Nice Tutorial. Some parts need editing. "Now in Visual Studio (VS) you can compile and run main.cpp to see how it’s looks in game:" Should be replaced with " Press "F5" in the editor, or select "Game" then "run" to run your game. Your "menu" map YouTube dosen't show the save process. Minor I know but newbies might miss this. Where does the user find "main.lua" and how do they edit it? Solution: In the editor select "Projrect" ( top right of screen). Then select "Source". Then double click the main.lua file. This will open Visual Studio Code and show the contents of main.lua. If this fails make sure you have setup Visual Studio Code correctly https://www.ultraengine.com/learn/luasetup?lang=cpp Select all and delete it from Studio Code. Now paste the contents of the file from the tutorial. Save file as main.lua. How do you create the MainMenu.lua file? Solution: In Visual Studio Code Select "File" then select "New file". Type in "MainMenu.lua" and hit return. A dialog box will open asking where you want to save this file. It should open in the source folder by default but if it dosen't navigate to the source folder and hit return. Paste in the contents from the tutorial for this file and save. Where do we find the FPS component? Solution: Select "Project" ( Top right of the editor screen). select "Source", select "Components", select "Player". Double click "FPSPlayer.lua". You also ask for this code snipit to be added at the top but it should be added to line 24. For the mouse position reset code your tutorial says FPSPlayer.cpp should read FPSPlayer.lua. Again a line number for where this code needs to be put would be helpful. (line 286). I know you give a link to a Github for all these files but if a newbie is only following the tutorial they will struggle. There is no mention of where game.lua should be created. ( in the source folder). Add new game include and global variable mentions main.cpp should be main.lua. No mention of where the function call backs should be placed in main.lua. Should be Line 24. Sorry if this sounds picky but you have put alot of work into this tutorial and it needs to be understood by as many new users to UltraEngine as we can. Keep up the good work.
  2. Check this thread. A known problem with the latest AMD drivers.
  3. Here is a list of my feature sugestions. - Water shader - More primitives in the editor (Spere, Arch, Tube etc) - working "undo" button in the editor - Spline for roads, rivers, ropes and powerlines. Like Aggrors Leadwerks one - Day/Night effects - Simiplied HUD/ GUI system. ie not needing to manage multiple cameras. Thanks Santa!
  4. Works. Thank you but shouldn't you be asleep now? Looking forward to tomorrows Weekend workshop Youtube video. As much as I would love to join the disscussion, being at 05:00 on Sunday morning its just not going to happen:)
  5. I'm getting an Error LNK1127 library is corrupt New Project C:\Program Files\Ultra Engine\Library\UltraEngine_d.lib I got this on my current project but even if I start a fresh C++ project I get the same error.
  6. Interesting. I can log into https://arteria3d.myshopify.com/ and see my previous orders, no problem. If I try to log into https://arteria3d.invisionzone.com/ to get to the download section I'm told I not registed. If you read any of the forum posts you will see that 80% of them are about not being able to download the files they have paid for. You could try and contact their admin or post on the forum.
  7. Leadwerks has a built in free look camera script. Its called spectator.lua. It can be found in the Scripts/ Objects/ Player folder.
  8. Re did this, but put all the textures in their own folder and it worked fine.
  9. I have the same problem using the Blood Organ texture.
  10. I've re-installed Ultra but to no avale.
  11. Starting the editor in the stand alone version shows the splash screen then closes.
  12. In the default material, color is black and emission is white.
  13. I found this site to be very helpful. https://www.worldofleveldesign.com/categories/cat-level-design.php
  14. OK I think I have cracked it. The material needs to be setup a little different to the Defalt particle. The color needs to be white. The emission needs to be black and roughness to 1. Transperancy set to true. Then your start and end colors have the desired effect.
  15. I'm using PBR.fam as the shader. To re-create what I have done. I used the Plasmaball8 from the particle Pack off the Ultra Engine website. I setup the material exactly the same as the default material. Then change the start and end color . Result is a white particle.
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