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reepblue

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Everything posted by reepblue

  1. I launched the editor yesterday with it still being attached to my Cyclone workspace. It tried to convert all the fbx files into gltf and made a bunch of broken files. Good news is that I can load Leadwerks models fine. Bad news is that I have to delete of garbage data.
  2. Really cool. This is nice in situations when you need something in an area, but you're foggy as what it should be. It looks like that this is being generated on some server farm and not the local machine though. I rather just use Stable Diffusion and use the GPU which I overpaid for. Good thing you bailed out of your Marketplace idea. 🙃
  3. I have a Stable Diffusion server on my machine with a RTX 3060. Since I installed Easy Diffusion and not something like Automatic111, I don't seem to have much flexibility, but Easy Diffusion had an automatic installation.
  4. FYI, loading Leadwerks material assets no longer works. I think this is because it gets tripped up with the "./", which the Leadwerks editor inserts by default.
  5. Not 100% those will tile correctly, but these should be fine for a base texture. I'm sure eventually we'll see plugins for Stable Diffusion that'll make the all the textures for a PBR material and be accurate.
  6. I was wondering how Json was gonna work in lua, that's pretty neat.
  7. Can the engine support delayed signals without needing a delay relay component in the middle? I want to say X tell Y this after 0.125 milliseconds. Or will this be hard because there will need to be a timer for every output imaginable?
  8. I use Gimp to do my icons. You create the "Mipmaps" on each layer and save it as an ico. I still don't get why people hate Gimp so much.
  9. Idk why I didn't think of that before. I guess that could work too. I ended up making a wrapper function but I wanna revisit that to make sure I'm not losing anything.
  10. Yeah, as long as the editor is smart enough to know hierarchies, it should work. I should be able to derive from CameraControls_ to make MyCameraControls with still getting the same values from the base class.
  11. I'm also happy with this and I plan for most of my work to be done this way. I find entity component systems to get confusing, but I understand why people like them.
  12. I do agree that the actor class is redundant. If I wanted to identify an entity as a puzzle box, I can just set it's tag to "puzzlebox" and assign the needed components to it. This tag can be used for filtering as I would not want another physics object (like a soda can or a crate) to activate my puzzle button. The idea of the actor was to have a body for the components, but the entity class can already do that. An idea I have is to use the header files to automatically generate the entity property json file. Point application to where your source code is and it should all magically work. Nobody likes making configuration files, and it should remove a lot of friction. I also think a similar application should be used to generate sol bindings automatically, but it's not that necessary. Also interested in how I/O should work. Ultra needs to do better than the existing flow graph in Leadwerks.
  13. I can't seem to open any file now without getting an "End of File" reached error. This happens for both an Ultra Engine project and a Leadwerks project.
  14. Question about the paths for zip files: Will the model still get integrated into the filesystem like it did before or do we have to name our packages based on the folder we want to search?
  15. Yeah, like I said, most people these days are happy with one viewport. Trenchbroom does 3D CSG editing the best out of everything so far. It would seem out of touch not to support this. I still like my 4 viewports so please still support that. 🙂
  16. Cool, but is it practical? I never had the need to edit my packages before. Maybe it's different for modding. I recall the pain of extracting files from gcf/vpk files if I wanted my own version of a file. This could help with that maybe. I was wondering if I should be doing this with my packaging program, but touching the package will still cause Steamworks to reupload the file.
  17. Ok, should be good then. Couldn't tell if you scaled the dpi down to test it or not.
  18. That does look a lot better as the window stretched above my monitor height. I can't say "it's exactly how it was before" without trying it on my machine with my app. The window does look bigger than expected in that screenshot, but it could be a few things going on. Thanks for the quick response. 🙂
  19. The last update broke my app. I'm forced to use WINDOW_TITLEBAR for my UI application for the time being. I bet this relates to you improving the scaling with the editor. It breaks with 100% scaling. This example should reproduce the error as falling back WINDOW_TITLEBAR "fixed" it. #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the display auto displays = GetDisplays(); Vec2 displayscale = displays[0]->GetScale(); //Create a window auto window = CreateWindow("Example", 0, 0, 600 * displayscale.x, 600 * displayscale.y, displays[0], WINDOW_DEFAULT); //Main loop while (window->Closed() == false) { if (window->KeyDown(KEY_ESCAPE)) break; } return 0; }
  20. Hopefully the scroll bar will be fixed in the next update. I have seen it look a little crushed with 100% scaling. I'm assuming you're running your app at 150% which is why things look bigger that how it would on my machine. All looks good though!
  21. You know, that makes most of the buttons on the left side redundant. Just have one for CSG edit and another one for models. CSG should be static and for level creation while making models is good for actors and components. This could save a collapsing step of the brush has an actor assigned to it. But when it comes to collision clips and triggers, I think the CSG tools are better suited.
  22. Refreshed my memory on it a bit. Yeah leave the 2D brush creation system alone as it's perfect. Adopt Trenchbroom's brush creation within the 3D viewpoint as a lot of people (mostly artists) prefer one viewpoint for level editing.
  23. What ideas are you interested in? I still prefer the Hammer way of doing things but I know people will argue with me. Might be the best to adopt the best of two worlds.
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