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Posts posted by Dreikblack
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11 hours ago, Josh said:
I have not yet added functionality to "break" prefabs, which would turn an object from a prefabs into a regular non-prefab object that gets stored in the map.
Yeah, probably it should be enough. Currently prefabs are just useless if i need to change anything in component values.
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cam2:SetUniform(1, "Thickness", 4);
-- Get the displays local displays = GetDisplays() -- Create a window local window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[1], WINDOW_CENTER | WINDOW_TITLEBAR) -- Create a world local world = CreateWorld() -- Create a framebuffer local framebuffer = CreateFramebuffer(window) -- Create a camera local camera = CreateCamera(world) camera:SetClearColor(0.125) camera:SetPosition(0, 0, -2) -- Create a light local light = CreateBoxLight(world) light:SetRotation(45, 35, 0) light:SetRange(-10, 10) light:SetColor(2) -- Create a model local model = CreateBox(world) model:SetColor(0, 0, 1) model:SetRenderLayers(1 + 2) local cam2 = CreateCamera(world); cam2:SetClearColor(0, 0, 0, 0); cam2:SetRenderLayers(2); cam2:SetFov(camera:GetFov()); cam2:SetMatrix(camera:GetMatrix()); cam2:AddPostEffect(LoadPostEffect("Shaders/Outline.fx")); cam2:SetUniform(1, "Thickness", 4); -- ERROR HERE local sz = framebuffer:GetSize(); local texbuffer = CreateTextureBuffer(sz.x, sz.y); cam2:SetRenderTarget(texbuffer); -- Display overlay local sprite = CreateSprite(world, sz.x, sz.y); local color = Vec4(0, 1, 0, 1); sprite:SetColor(color); sprite:SetRenderLayers(4); local mtl = CreateMaterial(); sprite:SetMaterial(mtl); mtl:SetTransparent(true); mtl:SetTexture(texbuffer:GetColorAttachment()); local cam3 = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); cam3:SetClearMode(CLEAR_DEPTH); cam3:SetRenderLayers(4); cam3:SetPosition(sz.x * 0.5, sz.y * 0.5, 0); -- Main loop while not window:Closed() and not window:KeyDown(KEY_ESCAPE) do model:Turn(0, 1, 0) world:Update() world:Render(framebuffer) end
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Still same issues on latest build in Steam. Tried existed maps and tried resaving.
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Made more changes for improving UI/UX. Any feedback on that regard will be useful for further improvements.
Path Notes: https://docs.google.com/document/d/1sPg_Wgm__OZURARMKyilFPaRNFzDSxv69Q8B_ngK-qo/edit?usp=sharing
Latest Build: https://drive.google.com/drive/folders/1d5QKGvv0ikCDG9Pe1gIS8sg0hhkbybn_?usp=sharing
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1. Made prefab out of box brush
2. Copied prefab to make a couple dozens of them
3. Brushes are invisible in most cases.
4. I'm not sure how check it properly but picking is also seems to be broken - in my game i can't pick such prefabs at all and have no problems in old maps without prefabs
Example map with prefab
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Tried again with other components. It loads properties after all, but original values from prefab, not from edited fields in map which should override it i think because otherwise prefabs are way less useful.
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Prefab's components lack of properties - can't be found in Component::Load(), also map.ultra lack of component properties
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1. Make prefab out of brush
2. Make new group
3. Copy and past couple prefabs
4. Drag into new group created before
5. Save and reopen map - prefabs are beside all groups including Root
Maybe original entity deleting requires for reproducing, not sure.
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Freezes still happens (Steam, beta, W11)
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Yeah, with 3D camera it does not look good, especially while moving. SetLineStipple(LINE_STIPPLE_DASHED) was best when it was working before switching to OpenGL
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Made it work with strippleMaterial->SetTransparent(true);
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8 minutes ago, SpiderPig said:
Maybe the shader needs to be applied to the mask section of the shader family as well?
Same result. Not sure if i did it right tho
{ "shaderfamily": { "root": "Shaders/PBR.fam", "static": { "float": { "opaque": { "default": { "base": { "vertex": "Shaders/PBR/PBR.vert", "fragment": "Shaders/Editor/Stipple.frag" } } }, "mask": { "default": { "base": { "vertex": "Shaders/PBR/PBR.vert", "fragment": "Shaders/Editor/Stipple.frag" } } } } } } }
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How does discard work? Looks like it ignores any mesh, not only mesh with this shader
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Thanks! Will try do to so later.
Looks like i was thinking about recently for 3D GUI elements (circle to show range for example) and noticed it in latest Workshop.
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Model just became invisible with it. What am i doing wrong?
#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); camera->SetPosition(0, 0, -4); //Create a light auto light = CreateBoxLight(world); light->SetRotation(45, 35, 0); light->SetRange(-10, 10); light->SetColor(2); //Create a model auto model = CreateBox(world); model->SetColor(0, 0, 1, 0.5f); auto strippleMaterial = CreateMaterial(); ChangeDir(AppDir()); auto strippleShader = LoadShaderFamily("Shaders/Editor/Stipple.fam"); strippleMaterial->SetShaderFamily(strippleShader); model->SetMaterial(strippleMaterial); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }
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Changes for last month:
- New special shot for Shotgun - aimed shot (bigger distance and damage but only for single target)
- Now in a first round only a first team have action and movement points
- Outline thickness setting
- Outline optimization which increased FPS a lot
- Different color for LoS lines when target is flanked
- No camera moving by cursor if it’s on GUI or in menu
- Camera movement with RMB and rotation with MMB
- Load Map button to play any map regardless difficulty setting
- Codex with tutorials, weapons and enemies
- Mini Codex with current points for enemy can be opened with MMB on them
- Inventory opening for Marine that under cursor with MMB
- Showing now max action distance with red circle for enemy that under cursor
- Showing potential tiles to go for enemy when cursor on them
- Glowing and sound when targeting a tile
- Which team turn now shown at top
- Current weapon name above weapon bar- 2
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Seems to be resolved at some point in beta branch
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I did not noticed significant issues with current FPS limit implementation so it was already better than nothing.
Beside 500 Hz 360 and 240 screens are also a thing. Also VSync adds an input lag which is crucial for action games, especially for multiplayer ones.
Even for g-sync fps limiter needs to be to eliminate input lag (to make it lower by 3 then screen hz - 141 if 144 etc).
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Does it matter? Option is an option.
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It's not dumb. VSync does it only for Screen HZ which can be even 500 HZ and a lot of players turn VSync off and use fps limiters.
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Why was removed int maxframerate from World::Render()? Is there a new way to limit max fps now?
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1. Create brush
2. Select face.
3. Apply texture:
local texture = LoadTexture("/Materials/Developer/trigger.dds") local material = CreateMaterial() material:SetTexture(texture) local faces = program.facepanel:GetSelectedFaces() if (#program.facepanel:GetSelectedFaces() > 0) then for n = 1, #faces do local currentFace = faces[n] if currentFace ~= nil then currentFace:SetMaterial(material) currentFace:GetBrush():Build() end end return end
4. Select other face and apply other texture:
local texture = LoadTexture("/Materials/Developer/grid01.dds") local material = CreateMaterial() material:SetTexture(texture) local faces = program.facepanel:GetSelectedFaces() if (#program.facepanel:GetSelectedFaces() > 0) then for n = 1, #faces do local currentFace = faces[n] if currentFace ~= nil then currentFace:SetMaterial(material) currentFace:GetBrush():Build() end end return end
5. Save map and open again
Same for prefabs
Also editor starts behave clunky after that - slow with delays and freezes
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Np, i hope it will be fixed sooner now. Can't make a maps for my game without normally working prefabs.
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Sounds as an issue that i met before
Disable scroll for combobox in editor when it's minimazed
in Suggestion Box
Posted
I think combo box for component field should not be changed by mouse scroll until i open it. I'm changing a values all time by accident when i scroll entity proprieties widget.