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  2. And here is how to retrieve the contents of a Github repository: https://api.github.com/repos/ultraengine/documentation/contents/CPP
  3. Today
  4. Okay, so I found that the LOD models contain extra hierarchy. This is bad because the editor can't correlate which limb matches which. Maybe I can improve this, but the easiest solution is to collapse the models first. Once I did this, the LODs loaded and saved with no problems. I generated a convex decomposition collider and that seemed to work fine. veoneio.zip (This model contains one additional LOD.) When importing large numbers (about 100) of complex models, I had the best results writing a script that automated the process. You can call Collapse() and AddLod() in a script and use the Scripts > Run Script menu item to execute it.
  5. Sneak Peak - UAGC - gets a more realistic map UAGC next mount - Flying Creatures
  6. In the editor, the mesh initially has no collider, I drag it to the editor, and then the mesh that is in the assets, I set a collider. But the mesh that is in the editor, the instantiated one shows the collider, but it does not react to the collision physics.
  7. When and how is this done? In code or in the editor?
  8. I found this: "prefab": { "path": "Models/Prefabs/ModuleA.pfb" }, The prefab tries to load itself. The solution is I need to break the prefabs when a prefab is saved, although I have no idea how you created this one. Unity needs nested prefabs because they treat FBX files as a collection of meshes to assemble prefabs from. Our model format supports a lot of information, and I think nested prefabs might not be needed in Ultra.
  9. Josh, I discovered the bug, when the mesh is put on the stage without previously assigning a collider, and then the mesh is assigned a collider, the collider although visually seen in the map editor, is not reacting to the physics.
  10. I will need to download the model in order to test it.
  11. Oh, okay. The newer build solves a problem some models had, but it was a long time ago and I don't remember what the issue was.
  12. No this is straight media from Sketchup Warehouse
  13. This, in the Leadwerks tools, there are two.
  14. Yesterday
  15. The one in the current build of Leadwerks? It's the same one Ultra uses. I just tried it and it crashed.
  16. I was able to collide the player with the original model in the default project.
  17. This has a sphere collider? I resaved it with a convex hull collider: railing_stairs.zip
  18. Is this goatommetry's castle valley pack? I need a sample model to test.
  19. Colllider seems to be saving now as well as the material.. but no LOD's are saved.
  20. Alienhead

    Imposter

    Not sure whats happened to the lighting on Imposters.. It was perfect at one point but now all my imposters come out dark and mostly black.
  21. And here are some that I find nice with the sRGB update. forest_srgb.json
  22. barandilla_escaleras.zip Model here:
  23. App still exits out 1 out of 3 times for no reason.. I don't see a need to upload the project, it happens with all samples in the docs or anything I try to run. Not really project-specific.
  24. 0.9.6 Shaders are now using correct sRGB > Linear > sRGB transform. If you set the value GAMMA to 1.0 in the file "Shaders/Khronos/tonemapping.glsl" it will cancel the effect, but I recommend using it. Dark areas will be stretched out over the range of visible colors so things look less dark and overly contrasted. Revised environment probes GI calculation, it looks really good now. Also storing cubemaps in half-float color formats now.
  25. I just spent many many hours converting, and texturing some rocks. then saved. I just came back into the editor the following day and loaded my map to find that none of the models/mats or colliders got saved,. So I redone a few of the rock formations and exited out the editor again.. To my surprise nothing got saved AGAIN. These models are lod 0, 1 to 3 with degrading materials on each LOD level.. the collider is based off the last LOD model.
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