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  1. Today
  2. 0.9.6 Adjusted mesh layer instances alignment to terrain, it's very precise now. May not match physics exactly until I adjust that.
  3. 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.
  4. I'm on Win10, haven't experienced any other app freeze after inactivity the same way
  5. This issue will be fixed in the next build.
  6. Sorry, I got mixed up and uploaded the wrong EXEs. It's fixed now.
  7. I get the error when hitting f5 in the editor, or attempting to launch from Vcode.
  8. Yesterday
  9. 0.9.6 Adjusted bloom, SSAO, and godrays effects.
  10. Josh

    Forest

  11. 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.
  12. 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?
  13. 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.
  14. Can you please upload the model?
  15. 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.
  16. I don't know what you mean by "skinning the mesh". You showed the working animated mesh above. What causes it to stop working?
  17. 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.
  18. 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):
  19. I never tried it but I would think not. I think the controller is like the kinematic joint.
  20. Josh

    Pine Variations

    Here we are using four variations in a single mesh layer.
  21. Hello team!! Long time no see each other!! I'm very excited, this May 18th I will publish Version 4.0 of my game FotoMuseo 3D on Steam. One month ago I published the v4.0 Teaser that I want share here too: Original in Spanish (Youtube): -------------------------------------------------------------------- English Version published on Instagram -------------------------------------------------------------------- I'm still working on the "GRATEFUL MAZE" level map (one of 4 new secret maps) where I will tag all of you who have helped me in the Leadwerks/UltraEngine community along my way working with Leadwerks. I will tag you with your avatars. Something I already asked your permission for in this thread: "GRATEFUL MAZE" - Acknowledgments Puzzle Map A big maze with 5 unlockable areas solving puzzles and the objetive will be "recover all UltraEngine Corps Trophies. Of Kadett Corsa course in the center of the laberinth will be the area with @Josh @shadmar and @Eric Matyas trophies. In the 4 areas of corners will be the trophies of everyone else... @Marcousik @Thirsty Panther @havenphillip @SpiderPig @ ... etc, etc, etc. The idea/objetive is recover the trophies inside the maze and deliver them at the exit (unlocking something if we recover all of them). But I haven't decided yet if we'll carry all trophies one by one with our hands. Or if we will put them in a backpack. I will only say that so that the level does not become a bloody scumbag if I decide that we will recover the trophies one by one, I will put unlockable marks on the ground that will appear when we discover each 5 areas and the exit from the maze. Aishhhhhhhhh!! I'm very excited this 2024!!! Cya team!! Postdata/Postscript: "I will publish the OFFICIAL TRAILER from this v4.0 of FotoMuseo 3D on Saturday 18th on this link:"
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