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CJO Games

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Everything posted by CJO Games

  1. I'll give it a go and see what happens. I'll let you know...
  2. I can't track-down exactly which model it is because it appears to be happening as the thumbnails are created and I've no idea which model's thumbnail the editor is up to, largely because the editor crashes to desktop and then restarts this process again from the beginning.
  3. Thanks for the information - though the texture file above was not being used on terrain - indeed I'm not even using terrain at the moment so, although useful information it's not really relevant to the issue - unless I'm missing something? I've attached again the grass floor material with the needed textures and the output from the material file in .txt format - hopefully that will be everything you need... Please note that these are proprietary assets and should be treated as such. 1077302805_GrassFloorOne.zip
  4. here is another one to try - again from a proprietary pack - in this case its a material that was created previously and worked previously but which now causes a hard crash when I try to view it in the preview.exe Please note this is a proprietary texture and should be treated as such. Grass Floor 1.zip
  5. Josh, can you try the following steps with this .png file? To reproduce simply right click and create material and, hopefully, it will do what it does to me and create the .cpp error and crash to desktop. This has just occurred for me within the last few moments. Please note that the attached is a proprietary texture and should be treated as such. Screen_distortion.zip
  6. Well, if you notice the folder name highlighted this is a folder of glTF models that are not yet wrapped (no textures) so, even if there was a way to provide them they would be no help because despite what your cpp is saying there aren't any textures in this folder (the asphalt ball is a blank sphere with the name asphalt). I prototype (or try to) with unwrapped models first and add the materials in once in scene - the scene is currently a blank one - I haven't been able to get to the stage of wrapping models because the editor is so unstable since the update. This is the case on Stable and Dev channels.
  7. Notwithstanding all of the above but this error would appear to be linked to the separate clip out of bounds and is not causing a crash to desktop but is happening when the thumbnails are being generated.
  8. Any folder with materials textures and models in it - even folders that have previously had the thumbnails produced.
  9. This error occurs with no input into the editor and seems to be directly related to the generation of the thumbnails. This error will repeat again and again until all thumbnails are generated or until the editor crashes to desktop - curiously if the crash to desktop occurs then preview.exe will hang.
  10. That was my understanding too Josh. The error out-put is not terribly difficult to decipher even for a none .cpp developer. The problem, I think, is that although the code output is indicating some kind of pixel format error - the only thing that has changed at my end is the version number of your editor. With 0.9.4 this error was not being caught - with 0.9.5 it is. I haven't changed any textures, materials, image formats or, indeed, pixel formats and, so would suggest that this could be a bug somewhere catching a none existent or, maybe existent but previously unseen problem with texture or material generation. I suggest this is further backed-up by the fact that this is then causing preview.exe to hang and the resulting crash to desktop. I can't freely share my textures or materials with you they are not mine to share.
  11. Yes as described and any material it doesn't really matter - I use and reuse materials consistently across versions and haven't seen this error before I can assure you that its not incompatible materials though.
  12. This is a new one introduced with 0.9.5 and as the title suggests is caused when applying materials or creating materials from textures. This error will result in a preview.exe hang which is only recoverable by force close through the task - manager. This is a new map and has only one material.
  13. I can confirm that this is the case for me too (when I can even run the editor without continuous crashes to desktops) when it does run the editor is very much slower than it was before. The more assets that are added to the map/terrain then the more unstable the editor appears to become the more likely it is to crash the more likely it is that FPS count reduces etc.
  14. It was already destroyed Josh, so that point is somewhat moot... The point was the missing braces - not the contents - if the braces are missing in the map that won't open but not from those that do then that suggests a problem writing to the JSON file - hence the fact that it wouldn't open in the editor. The editing of the JSON file was, instead, to prove to myself that editing it couldn't make a difference. I hope that makes sense and isn't distracting from the original issue I raised at the top of the page as I think that is the more important part of this chain - namely, that the Preview.exe is still causing a hang and its rebuild hasn't solved anything - in fact it would have appeared to have made matters worse.
  15. I opened up the JSON and found that some of the braces were incorrect - or at least the closing braces were missing. Unfortunately, fixing these errors didn't allow the map to open. I think the crash to desktop is obviously causing some alteration to the JSON file which prevents it from actually loading.
  16. It should load with or without the assets and only load what is available to the engine as a default ( the CSG built boxes) of which there are quite a few because of the way I build maps. The assets aren't necessary and I can't attach as my assets are proprietary. Like you though, I get nothing - its as though the JSON is being ignored by the engine.
  17. Sorry Josh but it has made no difference to me - I am still getting the crash to desktop and preview hang and it still appears to be corrupting maps - this is in the 0.9.5 version. Attached is a map I worked on yesterday which, although opens would appear to be corrupt as there is nothing there at all. The hang is caused when creating materials or working with materials in other ways (such as for instance applying them to a model or opening a model that has previously been wrapped). WoodenFort.zip
  18. Hi Pleca, thanks for your comments. In this map the assets are all from Synty. They are available from Humble Bundle. I paid £0.79 for four sets and, having paid so little was intrigued to see what I could put together with them - this is my first mini-map - there are more to follow. At the moment this is more for show than any serious attempt to make anything available with these assets - I'm waiting for some more work on the engine to be completed before I start making maps available. I like the challenge of taking ready made assets and seeing what can be created with them. As to creating my own art - my focus for the moment isn't on that, rather creating intricate maps/levels with ready made and freely available assets from various sources.
  19. And now something a little bit different to whet a low-poly appetite...
  20. Some more screenshots with work on two different maps to showcase - the first set is the map above with an extended area to the town above the rail tracks and the second set is a newer map which could be used alone or together with the one above - both are built without using the terrain tool so have modularity in mind...
  21. I've found that using the Autodesk FBX converter to change everything to 2013 standard first can help with this issue too. Also, this isn't confined to Ultra any other editor I've used in the past is capable of this problem including Godot; Game Guru Max and even Unity. I've attached the program but its available from here in case it doesn't attach for any reason: FBX Converter 2013 for Windows 64 : autodesk : Free Download, Borrow, and Streaming : Internet Archive Often, the most reliable way to convert to glTF is to convert from a different model format such as .OBJ or .MDL - this seems to have a more stable conversion than from FBX which is unreliable (not in Ultra, everywhere). fbx20133_converter_win_x64.zip
  22. I know this is (hopefully - fingers crossed) going to be helped by the upcoming update but I thought it would be useful to let you know that I have narrowed down the cause of this to creating materials from textures. It's not something that happens all the time and it isn't contingent on a specific set of textures (as far as I can tell it doesn't matter where they come from). To reproduce try (for instance) the Modbuilder pack from the Leadwerks workshop or the Port pack from the Leadwerks workshop and choose any of the textures and create a material from one of them. The chances are it'll work fine but if you work with the engine for long enough it will crash to desktop but preview.exe will remain open in the background and will need to be force-closed. Hopefully that is a little more clear...
  23. I saw this yesterday too when I was messing about with a water shader - I assumed however that the output you have above was the way it was supposed to work i.e. the engine loads in the shader to compile it and then deletes it once it has become compiled. I notice this is how other game engines appear to work (see X Plane Vulkan processing). I'd be interested to know if this is wrong...
  24. to better illustrate this point the picture below is the tool working (as expected) in the stable branch 0.9.3. Note the orange highlighted area which allows the accurate application of materials to specific sides of a model. Hopefully this is clear but do let me know if more information or explanation is required.
  25. Previously it was possible to select individual faces within the 3d editor and apply materials directly to the selected face but which would not affect the other faces of the model. This seems not to be working within 0.9.4 dev channel - instead the whole model is textured no matter which face is selected; either directly or through the face selection menu on the right-hand side.
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