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CJO Games

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Everything posted by CJO Games

  1. Any suggestions on how to get them across to you? Its quite a large set...
  2. I found this recently and thought it was a useful resource so posting a link here for others: GitHub - stevinz/awesome-game-engine-dev: Awesome list of resources for Game Engine Development.
  3. Admittedly, I was trying to push the boundaries of the engine with this one. The attached map contains a number of complex KitBash3D models - each with 2k texture files. The files have been exported from blender into the engine and have been placed in the editor (although it was rather slow). I then save the map and exited - this morning I'm unable to open the map as it crashes the engine to desktop. I've attached the map file - if you need more please let me know. Another World.zip
  4. I noticed that I had multiple instances of editor.exe; preview.exe and that they had pushed my cpu useage up to 100% - I think these were from previous running of the game engine and had been left over when I'd experienced crashes. I was able to close all of these through the task manager.
  5. That's great - thanks. The vertical scaling was mostly borne out of mu own laziness rather than it needing to happen that way :-)
  6. Hi Josh I'll let you know if I find any more issues with it - thanks!
  7. Run Game is failing with index out of range. Thea.zip
  8. Generating materials within the editor from Leadwerks .tex causes a crash to desktop with a loss of all previous work...
  9. Ok I think this is working (I think). The original looked as though it was doing something because the built in one was still in the scripts/start folder. To get this to work the original script should be removed from that folder put it in a backup folder outside of scripts/start and it'll then not interfere; you should then be able to see if this is doing what it is intended to or not. This one has been renamed to remove the 'CJO' bit at the end as the engine is looking for FBX2glTF. I've kept the original option within the script so you can switch back to the original by changing the comments in the script. Let me know if its working or not if you use it and suggestions/improvements etc... FBX2glTF.lua
  10. Ah! That post might have been a bit previous... ignore the above it doesn't work I'll post again when it does...
  11. After a few days of testing and playing with Ultra and quite a few false starts and mis-steps I think I'm getting more and more comfortable with the terrain tool and have my first map ready to showcase. This one is designed to look like a sub-polar tundra like terrain. All I need now is some vegetation but as an empty map I think its looking pretty good for a starting point...
  12. I've adapted the model converter so that it copies all gltf models into a specific model folder - specifically they are being written to the following directory: Models/gltf_models. It appears to be working as hoped so that they are separated from the .mdl and .fbx formats for me at least this makes it easier to deal with the project when you have a large number of models to work with - especially if they are being converted from .fbx or .mdl. In case this is of use to anybody else I'm placing it here. For use add this to Scripts--> Start--> Converters--> and the engine will do the rest. Hopefully, this is helpful rather than redundant... FBX2glTFCJO.zip
  13. The settings for min/max slope; min/max height and texture mapping are consistently reset each time the engine is started -this is the case on all maps.
  14. Playing newly created terrain sees the player falling through the terrain - unlike the last terrain issue the player falls continuously as though the physics in the map are not working at all. Thea Mk2.zip Thea Mk1.zip
  15. Trying to load Leadwerks .map files into Ultra causes a crash to desktop after initial pop-up with "index out of range message." Attached are the .map files I have tried so far from my Leadwerks project all of these have failed in the same way. Island Community.zip Coastal.zip Another World.zip
  16. Not sure if this is relevant but it would seem that Godot game engine are relying on their own build as the upstream is (according to their website) no longer maintained - link here: FBX Import (godotengine.org) perhaps there is some useful additions in their build that could be used to fashion something for Ultra? FBX2glTF-master.zip
  17. is this what this part eludes to? > FBX2glTF --binary --draco --verbose \ --input ~/models/source/butterfly.fbx \ --output ~/models/target/butterfly.glb so if the existing FBX2GLTF.lua included this in the process parameters?
  18. Oddly enough, I was just writing to suggest this as the possible problem as I had isolated each model type within there own folders .fbx; .mdl & .gltf and the problem had gone away... I also created a separate texture and materials folder with textures a sub folder of materials - I'm sure somebody better at code than me could explain how to do this automatically... thanks Josh!
  19. I would but as soon as I get to the files that are in .gltf format in the editor (however I do it) the error boxes come up and then as of today the editor crashes to desktop. If I use the editor to scroll the .fbx files it doesn't crash and no errors are present it is only once it reaches the .gltf files that the editor seems to have a problem.
  20. The original fbx files are here so that you can convert them yourself - I can't send you the mats as the folder is too large and I'm not actually sure which atlas is the correct one for the model... the only .bin file in the folder is attached - not sure if this is the correct one or not. buffer.zip Yellow_Ladder_02.zip Yellow_Ladder_03.zip
  21. Hi Josh; yes, just seen that. Looks like its in hand...
  22. I've noticed that when painting the terrain the sensitivity(?) of the entity select is such that I continuously select objects already in the map when dragging the pain tool to extremities of the map - it appears, to me at least, that the orange outline is the limits of painting tool use before the entity select takes over; unfortunately I keep grabbing models in the map when painting. I wonder if its possible to turn this off like with Leadwerks where you have to switch to the model tab to interact with them?
  23. I've attached tow random gltf meshes from the folder for you to look at and will send some mats separately. Yellow_Ladder_03.zip Yellow_Ladder_02.zip
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