Jump to content

reepblue

Developers
  • Posts

    2,490
  • Joined

  • Last visited

Posts posted by reepblue

  1. One thing I was trying to do was zip up files by extension and use raw asset timestamps to check if any of the files are newer than the previously made packages. My application didn't work 100% but I think this was before ZipLib was introduced as part of the engine (?) I'm not sure, it's been a while since I tried to make my own tools.

    • Like 1
  2. I think this is really useful despite the UI being a bit overwhelming at first. Some bugs here and there but I see it's potential. 

    Here are my suggestions/ideas:

    1. I would remove Steamworks altogether. People probably aren't going to feel good about putting their Steam information into a 3rd party app. 
    2. Your packager doesn't do what I expected. I expected it to at least act like the Leadwerks publisher by zipping the game content and pasting the package into a new folder along with the executable and the dlls. Also, using separate folders doesn't seem to work. 
    3. If possible, I recommend you rebuild the application using the engine library. It has ZipLib included, and your application can be multiplatform. I'm taking you wrote this in C# or some other .NET framework. 
    • Like 2
  3. 17 hours ago, Josh said:

    However, I did also notice that the light in the asset editor world was being hidden all the time, so I am fixing that.

    I've wondered why my models would magically go dark all of a sudden. Thanks.

  4. I've encountered in my project issues regarding the interface class when used in 3D. 

    1. This example looks broken.
    image.png?ex=65fce482&is=65ea6f82&hm=ad0f3bd6c90e9dbda7a9ae72a8326ba9362a5bb5af4ad7f3121c4b6538c71331&=

    2. My console is broken and I can no longer show/hide the camera projecting the UI.
    image.png?ex=65fce4cc&is=65ea6fcc&hm=dbf3468005cc73099f59ef251eaeaa4509fead44b352de6ba640375d12e9ac2b&=

    Please refer to the codebase I sent you on February 17th to better debug this problem and more.
     

  5. This event no longer gets emitted when the renderer has started. I use this event to hide my splash window and then show the game window. 

    Put a break on the Print call and you'll notice it'll not get triggered.

    #include "UltraEngine.h"
    using namespace UltraEngine;
    
    int main(int argc, const char* argv[])
    {
        //Get the displays
        auto displays = GetDisplays();
    
        //Create a window
        auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);
    
        //Create a world
        auto world = CreateWorld();
    
        //Create a framebuffer
        auto framebuffer = CreateFramebuffer(window);
    
        //Create a camera
        auto camera = CreateCamera(world);
        camera->SetClearColor(0.125);
    
        //Main loop
        while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
        {
            while (PeekEvent())
            {
                const auto e = WaitEvent();
                if (e.id == EVENT_STARTRENDERER)
                {
                    Print("Renderer has started with code: " + String(e.data));
                }
            }
    
            world->Update();
            world->Render(framebuffer);
        }
        return 0;
    }

     

  6. Hello,

    I am making some files that I wish to be treated as an asset, but I don't know how to properly initiate it as such. There is commented code in the Asset.h header but when I tried to intergrate that code into my CreateMyAsset() function, I couldn't cache the asset. 

    I'd like an example of how I would Initiate a new asset. 

  7. Pay the fee, get the appid. Having a repo on Steam allows for easy private testing and you can get started on integrating some Steamworks features. Some features like Leaderboards, Stats, and (surprisingly) Steam Input will not work until your Store page is live. I was in your position when it came to Cyclone but people encouraged me to put it on Steam because they want all their games on one place.  

    Stay away from EGS, they are criminals, lol. 

    • Thanks 1
  8. I was actually using the drop down menu for material under appearance like you would in Leadwerks. I didn't know you could drag and drop the material to a sprite.

    If you do use the dropdown, the material will not apply nor save it's selection. I think the solution would be to remove it and have only one way of assigning materials to objects by drag and drop.

    • Thanks 1
  9. I'm trying to create an extension that'll allow quick material generation by right clicking on the image and selecting "Convert Image to DDS". The documentation with String:Right for lua isn't right and I think it's better that the extention should get the suffixes from the editor's config. 

    Because of limited documentation on the addon system, how would I do this?

    The bad code is commented out for now.

        if event.id == EVENT_WIDGETACTION then
            if event.source == extension.menu[1] then
                if program.assetbrowser.selectedfile then
                    if program.assetbrowser.selectedfile.package == nil then                    
                        local imageext = string.lower(ExtractExt(program.assetbrowser.selectedfile.path))                  
                        if imageext == "png" then
                            local file = StripAll(program.assetbrowser.selectedfile.path)
                            --[[
                            -- TODO: Get the conversion suffix from the editor.
                            if string.right(10, file) == "_normalmap" or string.right(7, file) == "_normal" or string.right(4, file) == "_dot3" or string.right(2, file) == "_n" then
                                extension.ToTexture(program.assetbrowser.selectedfile.path, ".dds", TEXTURE_BC5, true)
                            elseif string.right(13, file) == "_displacement" or string.right(7, file) == "_height" or string.right(5, file) == "_disp" or string.right(2, file) == "_h" then
                                extension.ToTexture(program.assetbrowser.selectedfile.path, ".dds", TEXTURE_RED, true)
                            else
                                extension.ToTexture(program.assetbrowser.selectedfile.path, ".dds", TEXTURE_BC7, true)
                            end
                            ]]
                        end
                    end
                end
            end

     

  10. I wish I knew.

    I was just creating brushes and then it it stopped. I probably had a good amount of brushes in that session before it gave out on me. It was like when I lined up the brush exactly where I wanted it to build, it wouldn't make it. But if I quickly built the brush in a different spot, it worked as expected. 

×
×
  • Create New...