All Activity
- Yesterday
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Replaced mouse tool menu items and hotkeys with a single menu item called "Next Tool" that can be activated with Shift + Tab. Vertex mouse tool will now make the selected vertex or edge snap to the nearest grid point. Terrain creation properties changed a little bit. Default terrain scale now set to 1.28, for easy brush alignment.
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That would be good. Something like Texture::RemoveMipMap() maybe? Would also be cool if you didn't have to restart the game for it to take effect. You would probably need access to a list of materials to loop through... maybe. Or maybe the user should add there materials to their own list so they can identify what textures should be changed and what shouldn't be.
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Josh started following Manging Texture Resolution in Game
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This is currently not a supported feature, but I am not opposed to adding it. It will just require a little extra care because Ultra has a lot more options when it comes to image handling.
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SpiderPig started following Manging Texture Resolution in Game and SetFileTime()
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SetFileTime() would be nice to have. I want to be able to convert a file to DDS and then set the DDS file to the creation date / time of the source file. That way when I run my converter again it won't re-convert the source file unless it is newer than the already existing converted DDS file.
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How do games mange the texture resolution that's used in game? In the options menu you sometimes have the ability to change the texture detail from Low to High. I guess all it's doing is using a different resolution per setting. For example; LOW 512x512 MEDIUM 1024x1024 HIGH 2048x2048 ULTRA 4096x4096 I'm wondering if it's possible for everything to have 4K textures, but maybe on game load / restart you could remove the higher resolution mip-maps via code depending on the setting? Surely they can't have 4 copies of each texture, that'd be an insane hard drive guzzler.
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This could also an bug from the model it self. Another model is working fine.
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Alienhead started following mdl chind entitys without tags
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https://www.ultraengine.com/community/topic/64026-tags-and-prefabs/ This must be a new bug, as it is wreaking havoc on my initialization routines.
- 1 reply
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Ah so it needs to be a float then.
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Yeah, in one of my projects I made a wrapper for them. I called them CastToScreen and CastToWorld. Naming them to show what they do will help.
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Andy90 started following PBR Bug and mdl chind entitys without tags
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For some reason child entitys from mdl models dont have any tags. Even if they are assigned within the editor.
- 1 reply
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In this model the pbr dont get loaded correct. Whit windows 3D view everything looks fine Blue.zip
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CharlesteBug started following Problem Laptop
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Andy90 started following Convert model from gltf to mdl will copy some materials
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According to my discord post i upload here the model where the problemm happens. https://drive.google.com/file/d/1iqW0j6to9H0XicAe3CFlseViVGf46UN1/view?usp=sharing
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Josh started following Multiple Sublayers
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Vu2n joined the community
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z coordinate is the distance in front of the camera.
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Josh started following Project & UnProject
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Yes, I always forget which is which. Maybe these should be ScreenToWorld and WorldToScreen?
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Ultimate Action Game Controller ( UAGC ) - WL 3
Alienhead commented on Alienhead's blog entry in Ultimate Action Game Controller
I had a guy in the Ultra discord server ask me how to do parkour after I showed a video.. While it's really not a technique to explain over discord, I told him I would post a video and a short description on how I went about doing it. I'm certain there are other methods but I really wanted preformat over drop-dead accuracy. In the video, I attached 2 cubes to the parkour solvers as to better show what's happening behind closed doors. The light blue, or cyan cube is the 'collector' and the purple or magenta, cube is the 'feeler'. What happens here is the feeler tests the area around the player at different update frequencies, it then reports back data to the collector. The collector then decides which data is relevant based off the players location and angle. Once the 'useable' data is determined, it is sent to the player controller where, based off user configurable settings, it is interpolated into an action (hurdling over a box for example). You'll have to pay close attention to see the feeler and the collector in action, the cubes hardly show everything they are doing but at least you'll get an idea. Most geometry sensor systems use up to 14 feelers, while that makes for a very realistic simulation I find it not so practical for game use. I originally was going to use just 'a one pass sample' of the geometry around the player for speed purposes but I found I couldn't do everything I wanted to do with that system. So after reading up on the process I went with a 2 sensor system at little to NO cost on performance. Now that the system is in place I can do a lot more with it rather than just simple vaulting ( as this video demonstrates ), so over the next few months you'll probably see a lot more stuff in my videos based off this system and you won't even know it! Wall runs is on the horizon ! One thing to keep in mind, the map is not staged in any way, this is straight csg brushes made with Ultra editor and dropped into the scene. The system is completely dynamic so there's no extra map configuring required (which is a major plus in my book). I cannot wait until I have time to build a real map with texturing and imported mesh, that's when this system will truly shine I believe, and yes. the system will work with imported geometry. Thanks to Ultra Engine for making this possible! ( and Josh with his emergency bug fixes and API additions. ). -
Also screen_position should probably be an iVec3 like is returned by window->GetMousePosition(), unless there's a need for it to be Vec3?
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This may be silly but I'm constantly forgetting which function does what when it comes to the camera functions Project() & UnProject(). It might be helpful if the first argument of both commands were renamed to "Vec3 &screen_position" & "Vec3 &world_position" respectively. That way it be easy to identify what does what!
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Scoulse joined the community
- Last week
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Hapatapa joined the community
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FrankCox joined the community
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Odin141_Actual joined the community
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This bug still occurs, I can now import a model straight onto the map, give it a tag - save the map, run the map file and the code does not recongize the model as having a tag, If I load the map file back up into the editor the flag is completely gone.
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This seems to be fixed now.
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Roberthag joined the community
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Now that we have a transformation gizmo, a function or shortcut for disabling grid snapping would be helpful. So that you can position entities more precisely
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RobertEvalp joined the community
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CharlesteBug joined the community
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Hmm it crashes with an out of memory range error. My class inherits Object so the function is available and compiles. void NotificationManager_UpdateHook(shared_ptr<Engine::Object> source, shared_ptr<Engine::Object> object) { } ... void NotificationManager::Init() { AddHook(HOOKID_UPDATE, NotificationManager_UpdateHook, Self()); }