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  1. Past hour
  2. 0.9.6 Terrain LOD issue fixed. Terrain meshlayers member is now public in C++ lib.
  3. Today
  4. I have noticed Ultra projects having trouble with fullscreen mode when built from the library. Adding an application manifest seems to be the only reliable way to make programs DPI-aware: <?xml version="1.0" encoding="UTF-8" standalone="yes"?> <assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0" xmlns:asmv3="urn:schemas-microsoft-com:asm.v3"> <asmv3:application> <asmv3:windowsSettings> <dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true</dpiAware> <dpiAwareness xmlns="http://schemas.microsoft.com/SMI/2016/WindowsSettings">PerMonitorV2</dpiAwareness> </asmv3:windowsSettings> </asmv3:application> </assembly>
  5. How would I go about removing an attachment from an entity after it's been attached to something? Entity::Attach() But no Entity::Detach() ? I tried Entity:Attach(nil, nil) but no go.
  6. 0.9.6 Adjusted mesh layer instances alignment to terrain, it's very precise now. May not match physics exactly until I adjust that.
  7. No update this week, mainly because the next update has been a huge undertaking. I'm still putting the final touches on it but without giving to much away before it's complete - I'll leave this screenshot with you.
  8. I'm on Win10, haven't experienced any other app freeze after inactivity the same way
  9. This issue will be fixed in the next build.
  10. Sorry, I got mixed up and uploaded the wrong EXEs. It's fixed now.
  11. I get the error when hitting f5 in the editor, or attempting to launch from Vcode.
  12. Yesterday
  13. 0.9.6 Adjusted bloom, SSAO, and godrays effects.
  14. Josh

    Forest

  15. 0.9.6 Add mesh layer file requester now accepts multiple files, so you can select a folder of models and it will create a new mesh layer with a variation for each model. Fixed compatibility with some DDS files. Mesh layers are now compatible with effects like SSAO.
  16. I'd like to propose 2 things: 1. I see the 4 numbered icons as "what am I selecting?" (object, vertex, face, terrain) and 3 "manipulators". I propose the numbered ones be moved together, followed by (spacer?) the 3 manipulators. 2. I'd really like hotkeys for these, 1-4 would be ok for the selectors. but i don't know about the 3 manipulators? some software use g, s, r but i like being able to use wasd for movement. so what do you all think?
  17. I've had this happen aswell, happens sometimes when i've been at another app for a while, can't make it consistently happen tho. I'm on Win11 which might be a factor. there was an update this week and i might have seen it happen in another app, tho im not sure.
  18. As soon as I place a texture ( skin ) on the mesh and hit save.. the model become deformed. Actually I don't even have to texture it. Just resaving the model from the model editor corrupts the bones somehow.
  19. I don't know what you mean by "skinning the mesh". You showed the working animated mesh above. What causes it to stop working?
  20. About 9 out of 10 animated models I bring into Ultra result in the following: Bringing the unskinned mesh into Ultra is fine, all animations show up correctly. After skinning the animated mesh, I get all kinds of deform. Oddly enough, while playing the animation in the Ultra model editor and skinning it, the animations are fine. This deformation only occurs after hitting save and exiting the model editor then reloading the model. Now if I completely skin the mesh in Leadwerks and do all my animation extractions etc.. then bring it into Ultra where I dont have to hit SAVE in the model editor, it works fine.
  21. Some bugs i found while playing with the terrain meshlayer system in the editor: Per-Vertex Alignment has wrong lighting: fix in Vertex.glsl line 148: the if statement needs to be removed Slope and Height settings are not working and not updating the already filled instances (update might be intendedm but feels unnatural) slope see image slope (completly undefined) height see image 2 (it seems like the min height is an offset from left and right, the maxheight acts a bit similar to the slope settings) Weight settings are not intentional When you add a new variation: the previous variations are divided by 2 and the new variation gets the remaining possible weight Samples: 1 Layer: weight = 100 2 Layers: L1 = 50, L2 = 50 (ok) 3 Layers: L1 = 25, L2 = 25, new L3 = 50 4 Layers: L1 = 13, L2 = 13, L3 = 25, new L4 = 50 ... this also leads to problems when editing the weight per variation as you can not exactly make everything lets say 25 percent as the other variations are also updated and readjusted. to solve this, I would suggest the following: for each variation, let the weight be a range of 0 to 100 (or whatever value someone would like to set up) for distribution, calculate the probability by summing up all variation weights and then calculate the real probability by dividing the specific variation weight by the total weight of all variations Sample 1: 4 Layers each have a probability of 100% total weight = 400 weight per layer = 100 / 400 = 0.25 Sample 2: 4 layers: L1 = 30 L2 = 100 L3 = 10 L4 = 70 total weight = 210 weight per Layer: L1 = 30 / 210 = 0.142 L2 = 100 / 210 = 0.476 L3 = 10 / 210 = 0.047 L4 = 70 / 210 = 0.33 Total: ~ 1.0 Image (Slope): Image (Height):
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