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  2. This is listed in the system requires here, but I did not know the FBX converter also required it. https://www.ultraengine.com/learn The link I have is this: https://aka.ms/vs/17/release/vc_redist.x64.exe I think that includes the required version, but I am not sure. vcredist_x64.zip
  3. XFORM/Maps/xform.ultra at main · UltraEngine/XFORM (github.com)
  4. Can you upload a map that demonstrates this problem?
  5. Today
  6. To reproduce: 1. Add a new Layer. 2. Edit the default layer "dirt01" and change its material (by double clicking). 3. Painting the new second layer results in a white paint. 4. Painting with the first layer uses the old original texture. Not the edited one. 5. Add another new Layer. -> Now the Terrain actually updates to use the first painted layer 6. All new layers are still white though. (no idea what i am doing wrong. I compared it with the default layer and see nothing wrong). --- Unrelated to the above: The "Clear" Button only clears the smoothing between the layers. Not the solid part of the layer. (see screenshot). Might be intended functionality, but then the "Clear" is pretty much useless since you need to paint over it anyway? Can't really tell much since my new layers are white anyway.
  7. I found the Terrain tools a bit unintuitive. 1. Its not really clear, what the upper Buttons belong to. You first think, its to load a material for the layers, not for the terrain heightmap itself. 2. Once you added a Layer and you then notice you don't need it, there is no way to delete it again. Only Replace it with another one. (Or i just haven't found any way).
  8. Editor Crashes and just closes when selecting "None" for Shader family on any material.
  9. If you change the brush type, it'll start working again, but only in one viewport apparently.
  10. Adding to this list: In order for me to attach a NavAgent to a entity already in the world I have to move the entity to 0,0,0 and rotation 0,0,0 then attach it, then SetPosition() and SetRotation() the agent back to the normal spot for it to work. Simply creating the agent, moving it to pos and rot then attaching it causes some weird effects usually resulting in the model/entity being placed all about the map.
  11. Adding to this list: navagent:Stop() is missing in lua.
  12. Nevermind, looks like grid snapping is now an option!
  13. When using the vertex tool, it's a free for all and the point no longer snaps to the nearest grid.
  14. Working on the xform map and noticed that I can't see the size dimensions on brushes. However, on a new map, it works fine.
  15. Also trying to mimic the creation in code results with an error: navmesh = CreateNavMesh(world, 100, 64, 64, 32, 0.25, 0.4, 1.8, 0.5, 45) CreateNavMesh(shared_ptr<World> world, const float height, const int tilesx, const int tilesz, const int tileres = 32, const float voxelsize = 0.25, const float agentradius = 0.4, const float agentheight = 1.8, const float stepheight = 0.501, const float maxslope = 45.01)
  16. Josh, can you expose the NavMesh class to lua? I need to access an editor created Navmesh but i cant cast it and lua thinks its Entity class. So CreateNavAgent(navmesh) fails. navmesh = NavMesh(navmesh) or nav:As<NavMesh>()
  17. You just need to let the edior open while you do something else. But dont minimize it. Just switch the tab in windows.
  18. Is NavMesh creation currently turned off in the editor? Nothing happens whatsoever when I click Build NavMesh. just wondering Strike that, I just realized I was doing it wrong.
  19. FotoMuseo 3D v4.0 Official Trailer: Finally released!!
  20. 0.9.6 Fixed bug when saving animated models with out-of-order bones IDs. Fixed bug where animation controls could crash editor if extract animation window had not been opened yet.
  21. I can see the bone IDs in the saved model do not match the original. This is likely the cause...
  22. 0.9.6 Fixed bug where removing an entity component still saved it in the scene.
  23. I couldn't convert FBX to MDL. I thought it was a bug. Turns out, you need to download VS2012 run-time. https://www.microsoft.com/en-us/download/details.aspx?id=30679 Now the FBX to MDL works. Thanks Josh!
  24. Update WL #5 - Mounts After a lot of changes to how I originally was going to implement mounts, I finally decided on a path and began working on it. To my surprise I did not run into many speed bumps other than animating in blender and getting formats to work as they should. There's still some polishing to do overall with mounts but the framework is there and it's solid. In trying to follow the standard way of doing things in UAGC, I made a prefab for mounts with as little options as possible to keep things simple. That's really all there's needed to get a rideable mount into a game using UAGC, I will be including my horse mount as a starter mount but by using the same skeletal rigging - any mount mesh will work. I have later plans on adding exotic mounts like dragons and bears and such but for now I'm happy with just having this framework completed. This component took a good 2 weeks to complete and contains over 2,000 lines of optimized code. The update: Added: Mounts component Unlimited mounts allowed per map Mounts are configurable with variables such as scale, speed and handling. Mount name label system Mounts can go to sleep after x amount of time of no use. ( they wake back up when the player gets within range ) . Mount component is now intertwined with the player controller routines to provide a submersive experience. Sound effects added for all areas of mount riding. Mounts interact with the environment allowing for collection of powers ups and loot boxes from within the saddle. Added functions to easily allow me to install swimming and water interaction abilities when I get that far along. Added expandable functions for flying mounts. ( wip ) Combat functions are in place, not working yet but they will as soon as I get enemy AI in place. Combat from the saddle will be possible. The animal itself will be configurable for combat. ( battle-mounts* ). And much more ! The media:
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