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Josh

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  1. Josh's post in Error C1047: Object file created with an older compiler than other objects was marked as the answer   
    If you get this error when compiling a C++ program in release mode, disable "whole program optimization" in the C++ > Optimization project settings. I think the OpenVR lib is causing this. I am making this change in the template files....
  2. Josh's post in Is there a third person player script? was marked as the answer   
    Version 0.9.0 is the default channel. This is the initial release and will never change.
    You can switch to the dev channel to get the latest updates. To do this run the client app:
    Press the uninstall button. Select the dev channel in the dropdown box. Hit install to download the files.
  3. Josh's post in RGBA16 pixel data was marked as the answer   
    Do it like this:
    unsigned short* data = (unsigned short*)pixmap->pixels->Data();
    Each channel will be a half float. Use halfToFloat() to convert that to a floating point number.
  4. Josh's post in End of File and seek position outside of file bounds was marked as the answer   
    I added some code in the FBX convert script that loads the glTF file as JSON data, changes the name and location of the bin file, and resaves it. This fixes the problem and allows use of .gltf rather than .glb.
  5. Josh's post in Texturing was marked as the answer   
    Drag materials onto models in the viewports has been disabled.
  6. Josh's post in Adding folders in the project folder is bugged was marked as the answer   
    Fixed.
  7. Josh's post in Strange Artifacts in viewport and in game on blank starter template. was marked as the answer   
    First reported here:
     
  8. Josh's post in Generate Material creates invalid dds files was marked as the answer   
    fixed
  9. Josh's post in Modifing materials doesn't tigger thumbnail refresh was marked as the answer   
    Es ist nicht kaput gemehr(?)
  10. Josh's post in Editor Color Values Not Saving was marked as the answer   
    Fixed!
  11. Josh's post in How do we stop drawing with primitives in the editor? was marked as the answer   
    There is a setting in the options like "Render during drag" that will do what you ask. Maybe it should be enabled by default.
    There is no gizmo for movement. This is very cool because you can click and drag anywhere on the object. To move vertically, hold the Alt key.
    Drawing and selecting don't require changing between different mouse tools. Leadwerks works the same way. There are some situations that can be a little tricky, but I want to get this out there first, let people work with it, and then get an understanding of how it can be improved.
  12. Josh's post in When will VR export be available? was marked as the answer   
    There is a Steam VR event coming in early December. It would be nice to launch this on Steam during that event.
    I have the basic OpenXR initialization working now...stay tuned...
  13. Josh's post in How do I attach a script was marked as the answer   
    Those are the available scripts you can add.
    To add a new component, you need a JSON file to accompany it that defines the available properties and methods.
  14. Josh's post in UltraEngine Question: Noob alert - how do I import a 3D asset into Ultra Engine? was marked as the answer   
    glTF / glb files are loaded directly. You just place it somewhere in your project directory and it will work:
    https://www.ultraengine.com/learn/modeling
    https://www.ultraengine.com/learn/asseteditor
    The recommended format is glTF because it provides easy access to the texture data, and the JSON-based glTF file can be opened in a text editor and manually edited if needed.
    If you want to use memory-compressed textures (you probably do), there is an option in the asset window to convert textures to DDS or Basis and resave the model.
    We are all noobs right now.
  15. Josh's post in FBX import not working was marked as the answer   
    When an FBX file is present in a project folder, the editor will automatically convert this file to Leadwerks MDL format, which can be loaded by the editor and engine.
  16. Josh's post in Entity's Friction doesn't save within the map. was marked as the answer   
    Fixed in the editor.
  17. Josh's post in Grid Alignment Issues was marked as the answer   
    There was a problem with the model drag-and-drop.
    In the 2D viewports the position was not being rounded to the grid units. The dropped coordinate was calculated wrong, and was offset by the window titlebar. With brush editor, the edges are not intended to snap to the grid position if the grid size is bigger than when the brush was created. The grid determines the increments by which things change. The Leadwerks way was the sloppily coded approach, the Ultra way is what I actually wanted.
  18. Josh's post in Removing Components Doesn't Reflect on Flowgraph was marked as the answer   
    added this functionality in build 193
  19. Josh's post in Searching in Map-Tab leads to crash to desktop was marked as the answer   
    fixed
  20. Josh's post in Face Edit Mode doesn't work anymore. was marked as the answer   
    fixed
  21. Josh's post in Debugging wis VSCode not working was marked as the answer   
    Fixed.
  22. Josh's post in Tmer::Stop not declared was marked as the answer   
    fixed
  23. Josh's post in Save/Load Crashes if two or more entitles are parented. was marked as the answer   
    I got it worked out. Wait for a new build...
  24. Josh's post in [MINOR] Outline does not refresh when object is moved using properties panel was marked as the answer   
    Fixed in next build that goes up...
  25. Josh's post in Map Loading Causes Crash to Desktop was marked as the answer   
    I look forward to it...
     
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