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Josh

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Everything posted by Josh

  1. I am changing it so that event listeners store a weak pointer to an extra object and automatically self-delete if an extra object is defined but gets deleted elsewhere.
  2. I updated pro build on Steam this morning. You sure this is happening with the latest build?
  3. Josh

    Zone Roads

    This is one of my favorite old shots and I was having trouble finding it anywhere in the gallery, so here it is. :)
  4. I was able to easily fix this and will have an update for you later today. Thanks for your help!
  5. That is interesting. I assumed the camera in Windows Object Viewer was always the same scale. I will take a closer look at this after the live chat is done.
  6. The problem here just seems to be that the model is really big. In the glTF spec it states: So the best solution is to point out to the maker of whatever software you are using that the glTF units are always in meters so that they can fix the error. Since we have an open specification that describes exactly how things work, we don't have confusion about who should fix what. We all just conform to what the spec says. If you know the name of the top-most model, you might be able to manually edit the gltf file in a text editor and insert a scale property, since it's just a JSON file.
  7. It looks like @Dreikblack has managed to isolate this issue. I am working on the solution now:
  8. 3ds max does support glTF: https://help.autodesk.com/view/3DSMAX/2023/ENU/?guid=GUID-5B4C8EC2-2230-4F9F-B3C6-48D9E347E37D https://help.autodesk.com/view/3DSMAX/2023/ENU/?guid=GUID-7ABFB805-1D9F-417E-9C22-704BFDF160FA Maya doesn't appear to support it. There are some third-party exporters, but I don't know how well those work. An FBX to glTF converter is included in Ultra, and it should just work if you drop the FBX file in your project. The main problem with FBX is it doesn't support PBR materials, so you wind up having to adjust a lot of materials after importing the model, whereas glTF just works.
  9. Awesome, thank you, I can produce this error very easily. Now to solve it...
  10. While some of these features may be useful as general tools, I am wary of committing time trying to fix issues that belong to Blender. The whole idea of an open standard is it makes it clear where any problems are. Blender gets a lot of free money from various corporations, they should be able to improve their workflow without my help. If you find a glTF file that loads properly in other programs but does not in Ultra, that is what I should be focused on.
  11. I just updated again, to make sure the right thing got uploaded. Please try it and make sure you updated your project, I tried your original Lua example with no problems.
  12. Don't forget the event Saturday at 6 PM GMT: https://discord.com/invite/EkRkvks2?event=1201580508677668964
  13. Prefabs can now be dragged into the scene and saved. They will be loaded as a prefab, but child entities will probably not work correctly yet. Some bug fixes.
  14. If that is the case, that probably indicates some kind of error in your Blender export process, like something needs to be "baked" or something. I am not a blender expert, but their support forum might be able to help you. If you find a situation where Ultra is not loading a model that works in other third-party programs, then that would indicate a problem, and I would definitely like to see it.
  15. I am not sure I understand what the problem is? What is wrong in these images?
  16. Okay, so fortunately glTF is an open standard with support across many different programs, including Windows 3D Viewer, which is included in Windows 10 and 11. We can use this to get a second opinion and see if the glTF file is exporting correctly. When I open your .glb file in this program I see two issues. It's very big, and it looks like maybe the faces are flipped? It's difficult to investigate anything else when we know there are these issues present, so I recommend seeing if you can fix your export process from Blender first.
  17. Okay, this was simply caused by the animation send state sort of getting out of sync when different worlds are used. Once I figured out what it was it was an easy fix. I think @Dreikblack deserves a big round of applause.
  18. Hi, can you upload the .blend and .glb files please?
  19. I can see the send / receive is out of sync. Sending Wait result OK Sending Wait result OK Sending Wait result OK Sending Sending Wait result OK Wait result
  20. Okay, I know where it is stuck. It is stopped waiting for a result from the animation thread that never comes...
  21. 16 * 16 * 2 meshes * 2 subpasses = 1024 instances. Looks correct to me.
  22. Try calling camera->SetDepthPrepass(false) and don't use any lights.
  23. Okay, it looks like there is something going on with the animation system. If I comment that out I can load and reload with no issues, many times...
  24. It seems like it is being caused by the player model or component somehow, because this scene with just a camera works fine: start.zip
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