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Alienhead

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Everything posted by Alienhead

  1. Yup it's getting called, placing this code in the Start() method hides the transparent box. ( as it should ) self.entity:SetHidden(true)
  2. Ahhh i didn't see that typo.. and I was sure hoping that was it.. but correcting it still yields nothing. Thanks though.
  3. Placing this code in my main.lua ( before my main loop ) works fine. But if I move the code to my component's Start:Method() nothing shows up. I'm positive its something Im doing wrong.. but Im puzzled as to what it could be. I need a nudge ! function randomFloat(lower, greater) return lower + math.random() * (greater - lower); end misc.lua: ( just a require-module with a bunch of home brew routines in it. ) local amt = 10 crows = {} for t=1, amt do crows[t] = CreateBox(world) crows[t]:SetPosition(randomFloat(-2,0, 2.0), 2.0, randomFloat(-2.0, 2.0) ) end
  4. The latest update I get this when attempting to run a project from within the editor - 2 PS: runs in debug mode ( f8 )
  5. Try creating in the root, c:/ , c:\
  6. c:\games then i tried c:\ then I got it to work with c:\games - after renaming my my project to 'games'. Since the editor makes a sub directory based off the name of the project, I thought I'd use regular ole C:\ then let it make the sub directory.. This is where all my troubles begin.
  7. RaR handles up to 8,589,934,591 GB but still limited by fat32. Besides, rar isn't open source is it? EDIT: Nvm, just found thgis https://github.com/peazip/PeaZip
  8. Fixed it by not selecting the c: root as directory, now my projects are like c:/game/game/home - which sucks but oh well.
  9. Yes dev branch, no folder changes in the thumb view area whatsoever. That was 'one' part of the editor that was working for me. I'm finding hard to believe that all these problems I'm having is AMD related... If i close the editor, restart it the one folder I click on I get this - Then nothing happens again regardless of what i click.. I sure aren't dragging and dropping the folder.
  10. Is it just me or does the last update not display thumbs anymore? No matter what folder I select it just shows the main project directory.
  11. Oh sorry, thought I pasted the link into that message. https://sketchfab.com/3d-models/mech-drone-8d06874aac5246c59edb4adbe3606e0e
  12. Loading this model 25 times results in a -1 error, out of host memory. PC has 32gb.
  13. Hmmm out of device memory, this is a 8gb card.. and the error occurred on Editor load up, no map was loaded. Okay ty for the info.,
  14. Alienhead

    What is

    I get this all the time and not sure what it's related to.. Vulkan error -2. I'm using a RX 6700 XT ( 8gb ) card.
  15. OKay, so we dont have to worry with Time:Speed() and timing in general ? PS: Im super pumped about Ultra Engine, I have 750 for those little fox models walking around on the screen with little to no FPS drop! Of course I'm running a RX 6700 XT card but regardless, this is a HUUUUUGE improivment over LE. I always wanted to make a TD game in LE with a few hundred invaders but could never balence it out ( fps wise ), i'm well on the way now.
  16. How do we handle frame tweening with the lack of a physicsUpdate() caller? I noticed when I loaded 500 animated models that my aniamtion speed was noticbley slower. Normally in leadwerks I could tween the animations to smooth it out. Also, regarding the animated models. I wish to learn to procedure for more than 1 anim sequence within a model. Are we to append these animations via a 3d editor or do I need to load with code in each independent animation sequence ? Does Instantiate() work on animated mesh ? I keep getting an error with I try to animate a copied mesh. I dont understand the method to set a script to a entity in code... Is there a method? Add: oh yah, the LUA example of loadmap in the docs only shows C++ https://www.ultraengine.com/learn/LoadMap?lang=lua Thanks. EDIT: Found the script attach : entity:AddComponent(Mover)
  17. thisObject:SetPosition(x,y,z) Ultra is so new, and If I know Josh I would think he's got plans to do some tut's later on.. In the meantime, Ultra behaves a lot like Leadwerks does and there's plenty of stuff floating around on how to use Leadwerks. Myself, I've made available complete, entire game projects with heavily commented code for people to download and learn by.
  18. transform is just the class in unity that exposes scale, rotate and position to the caller. Josh has saved us from having to redundantly call this class to handle simple operations. I'm quite certain however in c++ version you could simply create a class or header labeled transform and point to those operations if you really required it. I for one am quite grateful that these pointers are hidden and not required, a huge time saver.
  19. I've been trying different things all morning, I just can't seem to get my editor view to show PBR effects such as terrain tessellation. Any advice? ty
  20. Josh is it to late in the engines development to consider a .blender native importer? or would this fall upon the end-user? The idea of a pipeline using a very popular free modeler is very intriguing. Make changes to the .blender file and they appear in the game window etc... Import cameras, lights, lightmaps, materials etc.. A lot of the media on sketchfab has blender download options as well... oh well just a passing thought.
  21. Yah that sucks... Coming from Leadwerks where all my media is in FBX format sucks to. :()
  22. When opening the Poly Haven plugin from the top drop down menu I keep getting a Stack Size error then immediate shutdown. Also the 'settings' option under neath the Poly Haven option on the drop down is of very small scale. Unlike other pop up windows throughout the editor.
  23. Also while I reopened this thread, I really need some advice here. Let's say for practice I'm trying to download a model from sketchfab ( for the sake of argument let's say this character https://sketchfab.com/3d-models/character-for-university-game-project-5751d328d0294242b882219d598e4c6b ). What is my pipeline for getting this model into mixamo, download a single animation sequence then getting that sequence back into Ultra. I've been at this for two straight days with zero luck, I'm feeling very counter-productive and I can't stay that way hehe.
  24. As in LE, ability to make filter folders in the map view list, I got tons of blocks I'm using to make a terrain and my tree view is becoming very sloppy.
  25. Gotcha, thanks a million.
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