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Josh

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Everything posted by Josh

  1. Josh

    Smart Tessellation

    Thanks to @Vida Marcell for his modeling help
  2. Josh

    Model upscaling

    Thanks to @Vida Marcell for making the model to test.
  3. I thought of an algorithm to automatically fix tessellation cracks, and it works. Thanks to @Vida Marcell for his help with the model.
  4. Yes, you can load the assets straight out of the game files, and it's no different from distributing a mod. In fact there are a few custom builds of the Quake engine that act like this.
  5. And this is how I get the install directory for the game: GameManagers.zip
  6. Here is the code for the preview app, which can be used to generate images of those models very easily: preview.zip
  7. May I ask, why are you interested in Quake models? I am curious.
  8. Since your Quake folder does not contain the required shaders folder, it can't render the models. In my examples I copied the pak files into an Ultra Engine project folder. I am working on a solution to this issue, but I want to approach it carefully and choose the right design.
  9. @Dreikblack Were you interested in creating a new plugin?
  10. 1.0.2 Finished model import protocol, updated Quake loader plugin with MDL support. Basis, FreeImage, and KTX2 plugins updated, as the texture import protocol changed slightly. You must sync your project to get the new builds of the plugins.
  11. Now that the thumbnails system is done, my next task is to finalize the model plugin system.
  12. I think this is something I just never programmed in the behavior for...
  13. 1.0.2 Fixed some problems with reading / writing in process streams, so inter-process communication works correctly now. Thumbnail server is now a separate executable (preview.exe). I ended up using Print / Input for the IO, which seems to work well and is cross-platform. Thumbnails for all file types are now working, faster now because it doesn't relaunch a process each time, works with 3D file types too.
  14. A directional light can consist of several shadow maps. Each shadow render is counted separtely.
  15. 1.0.2 You can now hide file extensions from the asset browser. Add extensions you want to hide in the settings.json file: "hideFileExtensions": { "bin": true, "meta": true }, You can also just copy this script code and paste it into the console, and hit return to run it: program.settings.hideFileExtensions = {} program.settings.hideFileExtensions.bin = true program.settings.hideFileExtensions.meta = true Just copy the whole thing and paste it into the console, and it will really work! I will later have a scheme to reset settings to default, where these extensions will be added by default.
  16. Josh

    AABB

    Yes, see Entity::GetAABB and then the AABB center will give you the X/Z center.
  17. 1.0.2 Vulkan-based thumbnail generation is now working, for all materials and models. Currently the editor is launching an instance of itself with some command line parameters to generate a thumbnail. Launching the process takes a certain amount of time, and it's probably not ideal to be creating and recreating Vulkan rendering instances over and over. I think this should be changed so the editor keeps one process open and sends and receives messages to handle the thumbnail generation.
  18. 1.0.2 Added Framebuffer::Capture, for taking screenshots.
  19. There are some known drawing bugs when the GUI is used in a Vulkan framebuffer. I've been considering these relatively low-priority for now. They will get fixed, but not right away.
  20. One way I am thinking this could be used is you have a rule like "if the slope the player is standing on is between 35 and 60 degrees, and their horizontal velocity is greater than some threshold, then the surface normal becomes the new orientation for the player physics". And then you could make the camera tilt gradual over 1-2 seconds, so the whole world would tilt with your view.
  21. I don't see any such option. It says "Advanced options are unavailable right now".
  22. I've actually been thinking about adding a command that lets you change the orientation and/or gravity of the player controller. It won't come out until later this year, but I think there are some interesting things that can be done there. As for resetting the scene, you can reload it, or if the scene is fairly simple just save all the starting positions of all moving objects and restore them later. In Ultra there is a feature to save or reset a scene without recreating all the content, but it's still a little WIP:
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