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Everything posted by Thirsty Panther
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Thats one strong baby.
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There was some discussion on the weekend workshop about level of detail (LOD) models in the gLTF file format. I came across this extension by microsoft that allows LODs in gLTF files. I have no idea if this will work in Ultra but I thought I would share it with the community. https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Vendor/MSFT_lod/README.md
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game EXE - I can't find a reference to fullscreen
Thirsty Panther replied to N815's topic in Programming
Your right about hiding the mouse cursor. Nothing in the docs about it. It was "window:HideMouse() " in Leadwerks. Maybe try that, as Josh may have missed it in the documentation. Otherwise post it in the forums as a suggestion to be added. -
Looks to be missing its textures. From Kronos gltf validator' https://github.khronos.org/glTF-Validator/ "code": "IO_ERROR", "message": "Resource not found (Column_1_DIF.png).", "severity": 0, "pointer": "/images/0/uri" }, { "code": "IO_ERROR", "message": "Resource not found (Props_1_DIF.png).", "severity": 0, "pointer": "/images/1/uri" In Blender.
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Here you go. Sky.zip
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I'm on Windows 11 and it works fine for me. If you can post your HDRI I will convert it for you.
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Great minds think alike
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I'm trying to find time to do a full beginners guide to importing Cubemaps/ Skyboxes into UltraEngine. These are the basic steps: - Download a HDRI (exr) image (Polyhaven) - Download Kleptos PBR Texture Generator and extract. - Run the texture generator and load in your HDRI image by "File- Import Panorama" - Your image will load into the viewport on the right handside. - Click on "Save PBR Environment" - Open the folder you ran the Texture Generator from and you will see two new files. One will be your sky_diffuse and the other will be sky_specular. I recommend that you rename these so that they don't get overwritten when you generate another scene. Something like Bluesky1 or Cloudysky1 etc. - In UltraEngine Editor. Under the scene tab click on the title of your map. Underneath in the environment section. Select the dropdown next to background and browse to where your secular sky image is. Then do the same for the secular image and finally load in the diffuse image in the diffuse section.
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After reading your comment this video popped into my feed. He highly recommends having a Steam page.
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Can we have spheres added to the list of primitives in the editor?
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Question about curved geometry, brush primitives and such
Thirsty Panther replied to Null's topic in General Discussion
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Just minor one. Links in the GUI- Interface documentation right hand panel lead the user back to the Ultra Engine landing page. The left hand panel works as expected. It only happens for Lua, C++ functions normally.
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You need to be on the latest Dev branch to get the fix.
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Don't forget to wishlist UltraEngine so that the Steam logarithm looks favourably upon in on release.
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Sharing my Original Music and Sound Effects - Over 2500 Tracks
Thirsty Panther replied to Eric Matyas's topic in Game Artwork
You could try "skies are clearing" or "A thousand exotic places" in https://soundimage.org/events-travel-2/ Or if you want something a little more upbeat have a look in city/urban sections https://soundimage.org/city-urban/ -
Fixed. Thanks.
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I'm on the latest Dev build.
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I'm getting a grey box where my sky should be. To replicate : load Start.Ultra map and look up at the sky.
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This is great. A quick and simple way of getting textures and even models into your project.
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I have been playing with the editor. Is there way of rotating/scaling textures on CSGs? Or is that still to be implemented? Can we have "CTRL click and drag" to copy a CSG object. It is so much quicker than ctrl+c and ctrl+v. Otherwise the editor is very good for quick map building. I knocked this one up in less than 20 mins and that was while learning the editor.
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In Ledwerks: Go to scene tab in the editor. Find the object you wish to attached the script to and click on it. The properties tab will now appear below this. It will show "general", "Appearance", "Physics" and "Script" tabs. Click on the script tab. In the Script box click on the folder button. This will open file dialog where you can navigate to the script you wish to use. A more detailed description can be found here https://www.leadwerks.com/learn?page=Tutorials_Games_Marble-Game_Player-Setup
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Could you have a filter on the models folder to show gLTF files only.
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Ultra Engine does come with GUI. https://www.ultraengine.com/learn/GUI?lang=cpp
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Hi Peter, sorry for your loss and thank very much for letting us know of Cassius (Gordon) passing. Always admired Cassius, still programing into his nineties. Sad that he is gone but his posts on the forum will be here to help people in the future.