Jump to content

MarKli

Developers
  • Posts

    26
  • Joined

  • Last visited

Everything posted by MarKli

  1. I have the same problem when I make a point light. X = 2 , Y = 10 I'm not sure, but the artifacts disappear for me when I set the min(X) to 0.
  2. Yes, I would like to have my 3D models and textures separated. I would like to create a Props folder with 20 3d models. In the current state it would be totally confusing with the textures because every model has 3 textures. I just want to open the folder and see 3D model over the pictures.
  3. I've now tried to load a model but I think that's absolute horror at the moment. I've already tried out a lot of game engines but the workflow here is still pretty bad at the moment. You don't feel like you have any real freedom as to how you want to manage it yourself, but I just have the feeling that you should do it the way the editor wants. For example. I import an fbx model so far everything is okay. save it in a different folder than glTF and put all the textures in from another large folder with all the textures, now I save the glTF the editor creates 30 textures... in the same folder, but I don't want to have any textures there, only glTF data . Or should I make 1000 folders with 1 glTF file each? If I made 10 glTF files in one folder, all the textures would confuse me and I would no longer have an overview. I think this should all be reconsidered.
  4. I have a lot of unity assets and I made a small program. To convert textures and masks faster. 250 textures in 10 minutes. If you only edit the masks it would take hours. TextureConvert.zip A small window opens in the middle of the screen. just drag and drop textures.
  5. okay i see it. need a plugin ISPCTexComp
  6. Pixmap = Pixmap->Convert(TEXTURE_BC7); not work currect. return Empty
  7. Okay thanks i use this FITextureLoader. But when I load FreeImage I get an error in the console.
  8. I'm not sure if this is a bug. But for some reason the textures are deleted when loading the map.
  9. If you create a camera and use the Go To function under the map tree for the camera, the editor crashes.
  10. All buttons from the right click menu do nothing.
  11. I'll just click Convert to DDS. There are two textures with tif format. Or should this function only be available in the texture window?
  12. These attributes are not saved under Material: Intensity Transparent Alpha mask Two-Side Displacement Offset
  13. Reproducing the error 1. Look at the texture toolbar and close. 2. Open a material and close it. 3. Look at texture toolbar. Or show View.
  14. When creating it I get an access violation when reading at position 0x0000000000000000. #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0]); //Create framebuffer auto framebuffer = CreateFramebuffer(window); //Create world auto world = CreateWorld(); //Load a font auto font = LoadFont("Fonts/arial.ttf"); //Create user interface auto ui = CreateInterface(world, font, framebuffer->size); //Create camera auto camera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); camera->SetPosition(float(framebuffer->size.x) * 0.5f, float(framebuffer->size.y) * 0.5f, 0); //Create widget iVec2 sz = ui->root->ClientSize(); auto treeview = CreateTreeView(10, 10, sz.x - 20, sz.y - 20, ui->root, TREEVIEW_DRAGANDDROP | TREEVIEW_DRAGINSERT); treeview->SetLayout(1, 1, 1, 1); auto node = treeview->root->AddNode("Node 1"); node->AddNode("Subnode 1"); node->AddNode("Subnode 2"); node->AddNode("Subnode 3"); node = treeview->root->AddNode("Node 2"); node->AddNode("Subnode 1"); node->AddNode("Subnode 2"); node->AddNode("Subnode 3"); node = treeview->root->AddNode("Node 3"); node->AddNode("Subnode 1"); node->AddNode("Subnode 2"); node->AddNode("Subnode 3"); while (true) { while (PeekEvent()) { const Event event = WaitEvent(); switch (event.id) { case EVENT_WIDGETSELECT: if (event.source == treeview and event.data == 1) { node = event.extra->As<Widget>(); Print("Selected: " + node->text); } break; case EVENT_WIDGETACTION: if (event.source == treeview) { node = event.extra->As<Widget>(); Print("Action: " + node->text); if (!node->kids.empty()) { if (node->Collapsed()) { node->Expand(); } else { node->Collapse(); } } } break; case EVENT_WIDGETDROP: { auto child = event.source->As<Widget>(); auto parent = event.extra->As<Widget>(); child->SetParent(parent, event.data); } break; case EVENT_WINDOWCLOSE: if (event.source == window) { return 0; } break; default: ui->ProcessEvent(event); break; } } world->Update(); world->Render(framebuffer); } return 0; }
  15. Thanks, that's what i needed.
  16. I'm currently working on a Pick mod and wanted to get the children but I can only find FindChild which doesn't help me. Could you add something like children in the entity. int GetChildCount(); shared_ptr<Entity> GetChild(int index); void GetChildren(vector<shared_ptr<Entity> >& results); Or have I overlooked something ?
  17. If you are controlling a physics object then I think what you are looking for is Josh. But I think they're looking for this. https://gamedev.stackexchange.com/questions/190054/how-to-calculate-the-forward-up-right-vectors-using-the-rotation-angles I use this in the Ultra Engine for a free camera without collision.
  18. Okay, the last update works the editor
  19. I have no file with the name settings.json. I just have a config.json
  20. My GPU is GeForce RTX 2080 Super. The project is able to run with 3D graphics? Yes, I added PostEffects on camera (Bloom,FXAA,SSAO) and have One box with Material and Albedo texture
  21. I have now tried the leadwerks engine for a while now and wanted to test it again to Ultra Motor and the editor . But the editor does not open does only get a loading screen. I can compile the project with visual Studio and there is no problem.
  22. Hey, I think you have to use Redraw() for something like that. void paint() { progress++; for (int x = 0; x < progress * 10; x++) { for (int y = 0; y < 200; y++) { px->WritePixel(x, y, Rgba (20, 250, 10)); } } drawPanel->Redraw(); }
  23. I have it without component at the moment, will only use it for certain things. But in the future it would be nice to know how to disable a component. I have one more question, does SetMappingScale not work at the moment?
×
×
  • Create New...