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SpiderPig

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Everything posted by SpiderPig

  1. Yeah these are the normals shown in blender, they appear correct. I might remove the top and bottoms caps, although I don't know what that means if something does collide at the top or bottom...
  2. Good point, they might be backwards - I'll check...
  3. Haven't had time to put together an example yet, but here's a video of the issue and the collider I'm using is attached as well as the .obj it was generated from. This has been happening since the fix for Mesh Colliders. Before then this shape didn't work at all. The video is just a player controller getting stuck inside this collider and when it does collide, it jitters a lot. Physics.zip
  4. Yeah I agree. Best to leave it as it is as it's fine in most cases. I'll work something out.
  5. So in the asset editor when browsing for an existing material it will copy the material into the GLTF file and copy textures into the same directory as the GLTF. I wonder if browsing for an existing material should just store the file path to the material instead. I would like that better because if I want to change a material parameter for the pine tree, currently I'd have to do it for each model. I'd rather just change the material file itself once and have it work for everything that uses it. Would it be possible to make the GLTF file do this?
  6. I did have all of the tree objects separated into different folders based on size, so when I saved them through the asset editor it copied all the textures over to each folder. So in that case it would have double ups. I can solve it by moving everything that shares textures into the same folder but it just means I have 100+ files in one folder. I just like to organizes things so I can find files easily.
  7. Ah nice That's good to know, I've just been wondering how to structure files so they don't duplicate textures.
  8. I was more curious about reaching the max material limit. But if we can change that to somthing big it may not matter.
  9. I just deleted a folder in my project with the editor, would be nice I think if it went to the recycle bin rather than gone for good. If possible. Or we could just be really carful.
  10. So, I've been thinking. I have about 10 different pine tree models in GLTF format. Different sizes and styles etc. They all use the same base textures, DIFFUSE and NORMAL maps. My question is if I load all 10 pine trees are 10 unique materials being created? One for each tree?
  11. I haven't actually explored it much till now It's actually really powerful, I like it how you can edit everything all in one window.
  12. Is that just 'alphamask' in the json material? I'll try the green idead too. Never considered that.
  13. I think there's a TransformPoint function that takes a source and target matrix... the matrix for your point might just be Mat4() with no arguments. Target matrix would be the models matrix.
  14. Those tests might be done in local space. You might have to transform your points and lines yourself. I had to that to somthing a while back with bones I think.
  15. Oh. Didn't even think about that. That'll teach me to post late at night. Thanks!
  16. I forgot how to make the black parts of a texture be transparent. How to set this in a material? I tried "alphamask":true but not sure if that's even right.
  17. Generating an item texture atlas to reduce material count. Now to work out UV coords!
  18. I printed to the console the texture format of my pixmap and it said it was 133 but I couldn't find it in the struct - I may be blind... is it a combo of compression and RGBA or something? enum TextureFormat { TEXTURE_FORMAT_UNDEFINED = 0,//VK_FORMAT_UNDEFINED, TEXTURE_RGBA_UINT = 41,//VK_FORMAT_R8G8B8A8_UINT, TEXTURE_RED = 9,//VK_FORMAT_R8_UNORM, TEXTURE_RED_UINT = 13,//VK_FORMAT_R8_UINT, TEXTURE_RG = 16,//VK_FORMAT_R8G8_UNORM, TEXTURE_RGB = 23,//VK_FORMAT_R8G8B8_UNORM, TEXTURE_RGBA = 37,// VK_FORMAT_R8G8B8A8_UNORM, TEXTURE_BGR = 30,//VK_FORMAT_B8G8R8_UNORM, TEXTURE_BGRA = 44,//VK_FORMAT_B8G8R8A8_UNORM, TEXTURE_RGB8 = 23,//TEXTURE_RGB, TEXTURE_RGBA8 = 37,//TEXTURE_RGBA, TEXTURE_BGR8 = 30,//TEXTURE_BGR, TEXTURE_BGRA8 = 44,//TEXTURE_BGRA, TEXTURE_RED16 = 76, //VK_FORMAT_R16_SFLOAT, TEXTURE_R16 = TEXTURE_RED16,//VK_FORMAT_R16_UNORM??????, TEXTURE_RGBA16 = 97,// VK_FORMAT_R16G16B16A16_SFLOAT, TEXTURE_RGBA32 = 109,//VK_FORMAT_R32G32B32A32_SFLOAT, TEXTURE_BC1 = 131,//VK_FORMAT_BC1_RGB_UNORM_BLOCK, TEXTURE_DXT1 = TEXTURE_BC1, TEXTURE_BC3 = 137,//VK_FORMAT_BC3_UNORM_BLOCK, TEXTURE_DXT5 = TEXTURE_BC3, TEXTURE_BC5 = 141,//VK_FORMAT_BC5_UNORM_BLOCK, TEXTURE_BC6H = 143,//VK_FORMAT_BC6H_UFLOAT_BLOCK TEXTURE_BC7 = 145,//VK_FORMAT_BC7_UNORM_BLOCK, TEXTURE_BC4 = 139,//VK_FORMAT_BC4_UNORM_BLOCK TEXTURE_COLOR = -1001, TEXTURE_DEPTH = -1002, TEXTURE_HDR = -1003 };
  19. Yeah confirming a fresh install didn't help. I think Josh needs to rebuild the library.
  20. Yeah recent update didn't fix it so I'm doing a clean install to see if that works. Did you try that too?
  21. Just updated and I'm getting a library corrupt error with UltraEngine_d.lib. Did a fresh install which didn't help. Release is fine.
  22. Hey @Josh do you think this is a bug or is it just my bad shader skills?
  23. Yeah I think it is. I could just make it darker, or make the text darker.
  24. Ah yes they are. One has to be parented to the other I think.
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