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CJO Games

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Posts posted by CJO Games

  1. 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

  2. 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

  3. 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... 

    Editor_RSiseCzGkN.jpg

    Editor_qe21kJBfeW.jpg

    Editor_LazPUeglaK.jpg

    Editor_kUA0z2P4GC.jpg

    Editor_iV639qZftc.jpg

    Editor_d619sEh2oZ.jpg

    • Like 7
  4. 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

  5. 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!

  6. 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.

    • Haha 1
  7. 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?

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