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  2. I am changing it so the editor will ignore the material pick mode.
  3. The pick mode is set to false. It shouldn't be hit-or-miss, it should just be miss, 100% of the time.
  4. Josh

    Viewport Bug

    I'll probably pick it up tomorrow.
  5. Josh

    Viewport Bug

    I found a 570 for sale locally at Best Buy. Will buy it very soon.
  6. Does this resolve your issue?
  7. Today
  8. Also tried this and it worked correctly: Print(terrain->GetElevation(terrain->resolution.x /2, terrain->resolution.y / 2));
  9. I cannot produce this error in my own testing: #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { auto cl = ParseCommandLine(argc, argv); //Load FreeImage plugin (optional) auto fiplugin = LoadPlugin("Plugins/FITextureLoader"); //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1920, 1080, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); auto sz = window->ClientSize(); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a world auto world = CreateWorld(); //Load the map WString mapname = "Maps/test.ultra"; if (cl["map"].is_string()) mapname = std::string(cl["map"]); auto scene = LoadMap(world, mapname); world->RecordStats(true); shared_ptr<Terrain> terrain; for (auto entity : scene->entities) { terrain = entity->As<Terrain>(); if (terrain) break; } Print(terrain->GetElevation(0, 0, 0)); return 0; }
  10. 0.9.6 Mesh layer rotate-to-normal alignment now works correctly with player physics. I had to change the way mesh layer noise data is stored. If you have an existing map and the mesh layers look warped, change the seed value for the mesh layer, then change it back. This will trigger regeneration of the data.
  11. I'm creating an Interface like so. uihotbars = CreateInterface(world, sysfont, framebuffer.size) uihotbars:SetRenderLayers(2) uihotbars.background:SetColor(0,0,0,0) But while loading a new character I wish to delete this interface so I can recreate it with different data. So I use the only means possible to remove the interface - function DestroyHotbarsUI() for t, s in pairs ( tbl_hotbarpanels ) do s.pan = nil s=nil table.remove(tbl_hotbarpanels, t) end tbl_hotbarpanels = nil uihotbars = nil collectgarbage() tbl_hotbarpanels = {} end But it still remains.
  12. Josh

    Forest Path

    Bloom
  13. Alienhead

    Forest Path

    Is this a custom DOF? or is that just bloom?
  14. Alienhead

    Outdoor GI

    Love this screenie. Needs some rocks though :)>>
  15. Yesterday
  16. I think i have seen that WASD is only used when keeping the right mouse button pressed. So that would be a solution to still use g, s, r. I think currently using WASD without the right mouse button is pretty unusable anyway as it moves with the speed of the keyboard pressed repeat speed. so without mouse button, when i keep W, A, S or D pressed, it first moves in that direction for a little bit, then stops until it starts to move again but more slowly than when keeping the mouse button pressed.
  17. Currently, all textures in any materials used in the terrain need to be the texture resolution the terrain has specified upon creation. Normal maps must be in BC5 format. Displacement maps must be in Luminance 8 format. All other textures must be in BC7 format. This is done because the textures get merged together into an atlas, so the texture lookups in the shader are dynamically uniform. I plan to add automatic resizing and format conversion to make this easier.
  18. 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
  19. XFORM/Maps/xform.ultra at main · UltraEngine/XFORM (github.com)
  20. Can you upload a map that demonstrates this problem?
  21. 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.
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