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Alienhead

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Everything posted by Alienhead

  1. Hmm those execs. I uploaded also say from the 15th ! I just made that new project and tried to run it right before posting here.
  2. I've not got anything off steam, just from the Ultra client. As far as not matching, I have no clue then. You'd figure if I uninstall everything, reinstall and try they should match. .Hmm well I'm out of things to try.. I'll take a break :0 Ty for trying.
  3. Hmm I've tried everything I can think of. I have completely uninstalled the client and engine, reinstalled it, I've started entirely new projects and tried to run just the start.ultra file without altering anything, I've reinstalled VC runtimes. Still same results. I get about a 1 sec pause after hitting Run. then it drops. This is the executable it makes - AllNew_.rar
  4. I went ahead and uninstalled the client and the engine install.. Reinstalled everything back.. I still cannot get a the editor to F5 or F8 and run.. It just flashes the red bar on the bottom for a split second then returns to the editor.
  5. Well yah, your right - not really the Build, but the packing process or whatever operation is used to setup the final disturbution?
  6. Just to mention once more, I have asked on discord and another thread somewhere but no reply. The in the current latest 0.9.5 I have no Build project option under >File and also hitting F5 or clicking on the Run Game, Debug option flashes and red bar at the bottom of the screen saying Game Is Running ( for about .500 millisecs ) but no game is compiled or ran. This is off a straight new install, loading the default Start.ultra project so no mods were made or changed. Is this common for the current state of the engine ?
  7. What have I missed?? 'Build' from the File menu is gone and Run or Debug do nothing? This is intended ?
  8. I've really found no pipeline or direct route to get my animations into Ultra, accept for the original base animation. Mixamo to blender to gltf to Ultra is a fail.
  9. I'm in the process of of converting some of my LE fbx's over to Ultras GLTF's and so far I've got a heck of a lot of them converted and loading fine in Ultra. I'm declaring this my personal thread to post the models that won't load properly. 1). This one silently crashes the editor after applying convex hull to it. Column_7.rar Hopefully there won't be any more but if so I'll just add to this post. Ty! Column_7.rar
  10. The last two updates, I start the editor.. It shows the Splash screen and immediately closes the window. I have to ctrl alt delete and close the 'preview' process down manually just to try again. All attempts result in the same thing. I've deleted the entire install, redownloaded etc.. started a new project etc.. nothing helps it!
  11. Outstanding.. I outgrew LE and can't run Ultra.. so I been fiddling as of late.. the good news is I now can add c# to my list of coding languages.. I really don't like it but hey, it's good to have another notch on the belt.
  12. Did AMD when? I sure hope so.
  13. Alienhead

    Thumbs

    Also when I do get loaded up, clicking on a some mats or mesh models will crash the editor after a few seconds. I have to manually ctrl alt delete and shutdown preview.exe before I can even attempt another load up.
  14. Alienhead

    Thumbs

    Not sure if this helps any but... with the last few dev builds the editor does not always load up. I would say 3 out out 5 times it sits theres and memory gets used to the point my mouse won't move. I either have to do a power-cycle or get lucky with ctrl alt delete and shutdown the app.
  15. Alienhead

    Thumbs

    Negative, just a silent shutdown. Sometimes I have to power boot my system, it''ll sit there and then slowly become nonresponsive. Is this the same command used to switch to the single viewport mode in the editor? That option in the editor acts identically to trying to run this script.
  16. Alienhead

    Thumbs

    Amd rx 7600 xt. I'll test the function out as soon as I get off work.
  17. Alienhead

    Thumbs

    https://sketchfab.com/3d-models/mule-robot-00fe81652dd54674a15cb661c581eb2b
  18. Alienhead

    Thumbs

    I would say 9 out of 10 models I import this happens to. The ones in the project template are OK. If i click a model I import that does not have a thumb, I have a 50% chance of the editor closing/crashing. If it loads up the preview window and I hit save then I usually get a thumb the next time I load up the editor. Not always though, it's really hit and miss.
  19. Alienhead

    Thumbs

    Is this an AMD thing still? I usually never show generated thumbs for models if it's even getting generated.. And also for MATS, when I create a new mat it shows as blank box. This has happened since the early beta's.. Was wondering if it was tied to the amd drivers as well. BTW, amd released new drivers this week.. No improvements with all the issues I've had using the engine.
  20. Free Stylized PBR substance textures - awesome selection of quality toonify skins. https://freestylized.com/
  21. I'm looking for some additional way to get these gltf animated sequences into the engine. The current animation pipeline is pure torture Would it be anyway possible to add a command allowing us to Append an animation sequence to a preloaded armature ? Or actually, anyway way whatesoever - other then the current way. I've just spent the last 4 hours in Blender video tutorials trying to merge some bird sequences into a single file. I've failed on all accounts.
  22. Sure Josh, I'll send it up.
  23. These are the positions my World:Pick is giving me.. everyone of them are off by some weird amount. I've got to quit for a few days, I'm to frustrated to get anything accomplished. for t=1, self.Amount do local piv = CreatePivot(world) ; piv:SetHidden(true) local c = crow:Instantiate(world) ; c:SetPickMode(PICK_NONE) local pick_info = nil while pick_info == nil do c:SetPosition(self.entity:GetPosition()) c:Move(randomFloat( -(self.aabb.size.x/2),(self.aabb.size.x/2)) , self.aabb.size.y/2, randomFloat(-(self.aabb.size.z/2),(self.aabb.size.z/2))) piv:SetPosition(c:GetPosition()) piv:Translate(0,-50,0) pick_info = world:Pick(c:GetPosition(true), piv:GetPosition(true), .25, true) if pick_info ~= nil then piv:SetPosition(pick_info.position) c:SetPosition(pick_info.position) end end table.insert( self.crows, { piv = piv, mesh = c, }) end
  24. Heh, you just nailed it.. local world = CreateWorld() in the main.lua. I've been messing with LE and lua for to long to let that one slip by hehe, but then again we never had to call the world in LE when creating AN OBJECT. ::>?) TY !
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