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reepblue

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Everything posted by reepblue

  1. I got to play with it and my first reaction was: The example models snap right into place where I want it to go. It feels so much better. For uniformed models, this is perfect, but I understand not every model is like this. Making brushes seems much better, but it might be a placebo effect. I'll have to play with it more. But I was the only one complaining about this, I guess let's see if anyone else finds this a step forward or backward.
  2. Maybe a small viewport should draw within the existing 3D viewport showing the camera render when the camera entity is selected.
  3. Most of the time, I place objects in the 2D view since it's closer to the File Browser panel. Maybe that should be more grid locked than the 3D view port? One of the few reasons I would use the 3D view to place objects would be to place objects on surfaces having the model's align to the surfaces normal which doesn't seem to be in the editor currently afaik. Also one feature (or bug) I don't like is when you place an object on the Top 2D grid view and the item gets placed on it's side. It's like the Top grid viewport is being handled the same way as Back/Side. I'll try to play with your changes tonight and get back to you.
  4. Here's the glass shader I used in Cyclone. You'll have to write code that'll replace texture slot 7 of the material with the probe's cubemap texture. LeadwerksGlass.zip
  5. Thought so (It's still a bug tho). This is why I thought it was the normal messing this up. Read this too fast. While the current system is correct I don't think it feels right. In Leadwerks, placing models in the scene snaps the model to the nearest grid point. This felt great especially when the model's origin accommodated the model. I don't want to manually type in the entity's position to get it back on the grid. This is what I want in the new editor with the option to turn it off for more natural placement of objects for rocks and such.
  6. Ok, this makes sense why it's not working as intended. I don't think the AlignToVector/pickinfo.normal on brushes is working as intended. This is my visual result on a model: Same code on the brush All I'm doing is: auto end = LoadModel(GetEntity()->GetWorld(),"Models/Developer/Widgets/normal.gltf"); auto p0 = GetEntity()->GetPosition(true); auto p1 = TransformPoint(0, 0, viewdistance, GetEntity(), NULL); pickinfo = GetEntity()->GetWorld()->Pick(p0, p1, radius, true, InteractionPickFilter); bool lookingatvoid = !pickinfo.success; if (!lookingatvoid) { // Set the end point to the position. end->SetPosition(pickinfo.position); end->SetRotation(0, GetEntity()->GetRotation(true).y, 0); end->AlignToVector(pickinfo.normal); } Edit: Maybe it doesn't have anything to do with it? It's a bug regardless..
  7. Cycles are fine since Leadwerks uses Blinn-Phong shading. I usually just bake the AO and everything else I do is in gimp. I'm not a professional artist! Also, you might find this helpful.
  8. Was this fixed in Build 201? I set my grid size to 2.56 and released my model exactly on the grid line and it's still off. This doesn't feel good.
  9. New build is up. This has the hands-off approach to pausing and the new SetActionSetCursor function for the game controller. Bug fixes and other small adjustments have are also included. There is also commented code for the Console as I was experimenting with how it should work. I've reached the conclusion that the Console Window will be enabled by a macro define by default. The next step regarding this is to restructure how UI Elements can work. You should be able to draw the same UIElement with the Interface or in Vulkan. This will also be useful for the settings too. Last, the Preprocessor application is the UAK version cutting down in file sizes.
  10. So far, I've found: Camera's Clear Color doesn't save within the map. Material's color (In the asset browser) will show a gray in the preview no matter what color it is. The Probe's color resets after a Global Illumination rebuild.
  11. Here are some materials, models, and textures you may use. Sources included. Github
  12. Well, the git repo is open to anyone. Maybe people will contribute to it. I personally just need Acheivements/Stats, Leaderboards, and Steam Input and I'm happy, but I get that people might need more. I can look into porting some of your code into this in the future.
  13. I was looking for this command too until I found the mesh pointer. Maybe this should exist?
  14. If you were to modify an entity's friction, close the editor/open a new map, then reload the previous map, the entity's value will be reset. Also, the effect has no effect in-game so the widgets are lying.
  15. Ok, thought it was just the string rounding.
  16. I personally don't think a 1.0 release can't exist without proper grid snapping. I found level editing frustrating with the model's origin not snapping to the grid. This was way better in Leadwerks. Also, not being able to see the origin point is also unhelpful. If we can just get a sphere drawn at the model's origin when it's selected, that would be great.
  17. If Josh is ok with it, it would be cool if someone can port the code into this code base. I'm not sure I should be the one that should be doing this. My networking experience is nil and I don't have a good way of testing this.
  18. When resizing the grid in the editor, I notice that the reported grid sizes go by the following. 5.0mm 1.0 2.0 4.0 8.0 16.0 32.0 64.0 1.3 2.6 5.1 10.2 I dunno if this is just visual but I've ran into an issue with brushes no longer being on the grid when making geometry and I'm under the impression this is the cause. While I'm here, placing models doesn't feel right like it was in Leadwerks. I'm having issues placing models exactly where I want them. This seems to be the issue of the drag and drop system. To guarantee the model is on the grid, I have to set the position to 0,0,0 and then everything seems to work as intended. I should point out that most of my trouble is working with the 2D grid viewports.
  19. Was the fix pushed out yet, or no? I'm still getting the crash.
  20. This will be fixed in the next update. The console will no longer pause the game. It will instead change the Action Set to null before storing the previous set. Then it'll reapply the last Action Set when it's closed. I tried making it swap Action Sets based on what window was selected but I got weird results. I think it's time to make an in-game one and only have this as a fallback. You'll now be able to set mouse cursor types to an Action Set. It'll tell the application to swap cursors when SetActionSet() is called. If one isn't set, the default cursor will be used. controller->SetActionSetCursor("InGameControls", CURSOR_NONE); The only thing that'll pause your game is if you press the assigned Pause action key. Not even Terminate will pause the game.
  21. Sometime in the near future, I would like to give materials custom tags like I can for entities. This way I can mark a material to a surface type (concrete, metal, plastic, etc) , where it's intended to be used (space ship, shopping mall, etc) or any flags I want to apply to it (eg nocyclone). Then sometime later, I wish to search materials via tags.
  22. I can't seem to manipulate brushes using the face tool as I could in previous builds. Not a huge deal for how I do things, but I thought you should know.
  23. This is now an Ultra App Kit project. I've been using this all day today and it seems to be doing what it's supposed to do without any issues.
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