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Posts posted by reepblue
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Please see the attached video. I want my textures to be in their own subfolder but saving the model causes it to generate and link the textures relative to the model and I'm unable to reassign it.
Every time I save it, it forces the texture to be in the same folder as the model!
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In my current map, creating a new brush and then hitting enter fails to create the brush.
Here are videos of me trying to make a floor brush.
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If you were to save this as a material, open it the editor, then do File -> Save on it, the custom property (myproperty) will be deleted.
{ "material": { "displacement": [ 0.05000000074505806, -0.02500000037252903 ], "metallic": 0.0, "roughness": 1.0, "shaderfamily": "Shaders/PBR.fam", "shadow": true, "texture0": "./grid01.dds", "texture1": "./grid_normal.dds", "myproperty": 1 } }
I want to store the surface property in the material without worrying about it getting overwritten.
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Seems you can see some artificing with the cluster rendering when having the camera preform a zoom, The best way to demonstrate this is to install this component in a CPP project and replace the character in the start map with a simple camera that has this component. Use Z and X to toggle zoom.
The zoom out code isn't right, but that's not important. I just recycled code I already had.
Also, I might add that the starting zoom value needs to be stored on start because Zoom affects the camera's FOV value.
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Somethings I've brought up during the call.
General- Beams (Like lasers but just stretches a sprite between one point to another w/o a raycast.)
- Script (For loading and calling lua script functions.)
- Ballsocket (For swinging ropes, lights, etc)
- Tag Filters (Used with triggers to only allow entites with certain tags to trigger.)
- An Animation Controller (Used to animate models that otherwise don't need any additional functionality.
Logic
- Relay (Much like the one I posted)
- Random Outputs
- Auto Save
Like I mentioned, I recorded the conversation so we can refer to that.
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The separate window is the better route imo but I also hate losing the window.
It's much better when you got a dual monitor setup though.
I really don't like the idea of "It has to be one way or the other" since everyone had different setups.
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Download the AmbientNoise component and scale the right sidebar around. -
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When using the Print Message component (Found here) the message value doesn't save.
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Wanted to get a start on these after today's discussion. Here is the first draft of the logic components. I'm kind of limited on what I can do without any argument support.
I've made the following:
- Auto - Used to start things on Start or Level Load. (Inspired by logic_auto)
- Relay - Used as a switch or a delay between connections. You can toggle the component to cut or rejoin connections. (Inspired by logic_relay)
- RelayTimer - Fires outputs on every interval. (Inspired by logic_timer)
- PrintMessage - Simply prints whatever to console.
This is only my first draft to continue the discussion!
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LZMA is in the ziplib repo and should be easily compilable. Josh just has to include it.
I actually rearranged ziplib so it all compiled in one fat static lib and it worked fine.
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5 hours ago, SpiderPig said:
If this is a limitation if zlib then this might be an opportunity for a 7zip plugin.
The library that 7z uses should be apart of ziplib unless Josh excluded it.
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No. Unlike Epic Games, Josh isn't 40%+ owned by a Chinese firm.
What modifications you have on mind? I'm sure Josh will be able to see if he can add it in as a future update. He has been pretty open in discussing how everything works too so you shouldn't need to do much reverse engineering.
Source code would be nice but I personally don't see a need for it if everything is working.
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This makes sense but I understand why this would be annoying.
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16 hours ago, Josh said:
Yeah, I was thinking the brush fragments should be placed under a single pivot that gets created, if a carve operation results in more than one brush.
If/when the group feature is implemented, it would be better to auto group the brush segments.
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I had this happen many times. It happens when editing in face selection mode.
Try having all the faces selected and try to grab only one of the faces.
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5 hours ago, tumira said:
@reepblue are you using the beta branch ?
Yes, and I'm seeing the same issue.
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I didn't see any changes on my end ether. I even used the sliders to move the UV around and the material stayed still.
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I imagine you'll still notice it on slower hardware but it'll be less obvious than Debug.
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This lua script will generate a working VS project with Premake. Replace "Game" with the title of your project. I store premake5.exe and this script in a "Tools" folder where my preprocessor also sits.
I might make a git repo in the future depending how often this will change.
-- Define Ultra Engine Paths UltraEnginePath = os.getenv("ULTRAENGINE") if UltraEnginePath==nil then return end -- Define Game Directory (Relative to this premake script) GameDir = path.getabsolute("..") -- Define Root Source Directory SourceDir = GameDir .. "/Source" -- Define Soultion Directory SoultionDir = GameDir -- Define tools Directory ToolsPath = GameDir .."/Tools" -- Workspace workspace "Game" location "%{SoultionDir}" startproject "Game" configurations { "Debug", "Release"} filter {"system:windows", "configurations:*"} architecture "x64" project "Game" targetname ("Game") location "%{SoultionDir}" language "C++" cppdialect "C++17" staticruntime "off" editandcontinue "on" flags { "MultiProcessorCompile" } conformancemode (false) -- Game Location targetdir("%{GameDir}") debugdir ("%{GameDir}") -- OBJ Output Location objdir ("%{prj.location}/.vs/%{cfg.buildcfg}") -- Include Directories includedirs { -- Engine "%{UltraEnginePath}/Include", "%{UltraEnginePath}/Include/Libraries/zlib", "%{UltraEnginePath}/Include/Libraries/Box2D", "$(UniversalCRT_LibraryPath)", "%{UltraEnginePath}/Include/Libraries/freetype/include", "%{UltraEnginePath}/Include/Libraries/OpenAL/include", "%{UltraEnginePath}/Include/Libraries/RecastNavigation/RecastDemo/Include", "%{UltraEnginePath}/Include/Libraries/RecastNavigation/DetourCrowd/Include", "%{UltraEnginePath}/Include/Libraries/RecastNavigation/DetourTileCache/Include", "%{UltraEnginePath}/Include/Libraries/RecastNavigation/DebugUtils/Include", "%{UltraEnginePath}/Include/Libraries/RecastNavigation/Recast/Include", "%{UltraEnginePath}/Include/Libraries/RecastNavigation/Detour/Include", "%{UltraEnginePath}/Include/Libraries/sol3/include", "%{UltraEnginePath}/Include/Libraries/Lua/src", "%{UltraEnginePath}/Include/Libraries/enet/include", "%{UltraEnginePath}/Include/Libraries/newton/sdk/dTinyxml", "%{UltraEnginePath}/Include/Libraries/newton/sdk/dExtensions", "%{UltraEnginePath}/Include/Libraries/newton/sdk/dlkSolver", "%{UltraEnginePath}/Include/Libraries/newton/sdk/dJoints", "%{UltraEnginePath}/Include/Libraries/newton/sdk/dModels/dVehicle", "%{UltraEnginePath}/Include/Libraries/newton/sdk/dModels/dCharacter", "%{UltraEnginePath}/Include/Libraries/newton/sdk/dModels", "%{UltraEnginePath}/Include/Libraries/newton/sdk/dParticles", "%{UltraEnginePath}/Include/Libraries/newton/sdk/dNewton", "%{UltraEnginePath}/Include/Libraries/newton/sdk/dCore", "%{UltraEnginePath}/Include/Libraries/newton/sdk/dCollision", "%{UltraEnginePath}/Include/Libraries/NewtonDynamics/sdk/dVehicle/dMultiBodyVehicle", "%{UltraEnginePath}/Include/Libraries/NewtonDynamics/sdk/dVehicle", "%{UltraEnginePath}/Include/Libraries/NewtonDynamics/sdk/dMath", "%{UltraEnginePath}/Include/Libraries/NewtonDynamics/sdk/dgCore", "%{UltraEnginePath}/Include/Libraries/NewtonDynamics/sdk/dgNewton", "%{UltraEnginePath}/Include/Libraries/NewtonDynamics/sdk/dAnimation", "%{UltraEnginePath}/Include/Libraries/NewtonDynamics/sdk/dgTimeTracker", "%{UltraEnginePath}/Include/Libraries/NewtonDynamics/sdk/dContainers", "%{UltraEnginePath}/Include/Libraries/NewtonDynamics/sdk/dCustomJoints", -- Local Source Directory "%{SourceDir}" } files { "%{SourceDir}/**.h", "%{SourceDir}/**.hpp", "%{SourceDir}/**.cpp", } -- Global Defines: defines { "_NEWTON_STATIC_LIB", "_CUSTOM_JOINTS_STATIC_LIB", } -- Shared PCH pchheader "UltraEngine.h" --------------------------------------------------------- -- Visual Studio Exclusive --------------------------------------------------------- filter "action:vs*" systemversion "latest" entrypoint "mainCRTStartup" pchsource "%{SourceDir}/UltraEngine.cpp" files { "%{SourceDir}/**.ico", "%{SourceDir}/**.rc" } libdirs { "%{UltraEnginePath}/Library" } defines { "NOMINMAX", "_HAS_STD_BYTE=0", } linkoptions { "/delayload:openvr_api.dll" } -- Preprocessor prebuildcommands { --"\"%{ToolsPath}/preprocessor.exe\" +path ../" } filter {"system:windows", "configurations:Debug"} links { "UltraEngine_d.lib" } filter {"system:windows", "configurations:Release"} links { "UltraEngine.lib" } filter "configurations:Debug" defines { "DEBUG", "_DEBUG" } kind "WindowedApp" targetsuffix "_d" runtime "Debug" symbols "on" filter "configurations:Release" defines { "NDEBUG" } kind "WindowedApp" runtime "Release" symbols "off" optimize "off" --------------------------------------------------------- ---------------------------------------------------------
My batch script:
@echo off :: Check to see if Ultra Engine is installed and defined. if not exist "%ULTRAENGINE%" ( echo ERROR: Unable to find Ultra Engine installed on this PC! Try running the editor first! pause EXIT /B 999 ) echo Found Ultra Engine at: "%ULTRAENGINE%" :: Go into the Tools folder. pushd . cd Tools premake5.exe --file=premake5.lua vs2022 popd pause
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Rough materials still reflecting
in Game Artwork
Posted
I'm curious why if a material has a roughness of 1.0, it's still reflecting the scene with a probe. I want this texture to be 100% mat.