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karmacomposer

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Posts posted by karmacomposer

  1. The way Leadwerks worked for translate. rotate, scale, etc was excellent. A graphical gizmo is more than just handy, it provides graphical feedback and allows you to work faster and smarter - especially in 4 views.

    Sync between all views

    Terrain editing as in Leadwerks - we are missing all the really good stuff. No smoothing or eco painting. In addition, ramp, erosion and other terrain-specific tools would be stellar. Heightmap import needs to be fixed. Right now, it does not work.

    Drop to floor/terrain for assets - much easier to level design with drop to floor.

    Snap to object - excellent for modular kit bash workflows

    Better Undo/Redo

    Prefabs and/or grouping

    Mike

  2. 15 hours ago, Josh said:

    Click somewhere on the object, hold the mouse, move the mouse, and let go. :)

    In the 3D viewport this will move the object on the XZ (horizontal) plane. If you hold the Alt key you can drag objects up and down in the 3D viewport.

    Not working with the trackball mouse. I know how to click and drag. This ain't working. I'll have to get a normal mouse, which my broken hands don't like very much.

  3. On 11/7/2023 at 10:23 AM, Josh said:

    I plan to add this as a visual indicator only, while keeping the existing method of moving objects.

    And how is that done because I cannot figure out how to move objects around in any viewport without the gizmo. I'm completely confused.

    I installed the latest Dev version. I have a trackball mouse - no middle mouse button to click. I can scroll however.

    Mike

  4. We need a kick *** ocean and water shader with waves, foam, underwater effects and caustics, etc.

    Please make that a reality. I know there is already buoyancy, so great water would really help.

    Mike

    • Upvote 1
  5. 10 hours ago, Josh said:

    Yeah, I just wanted to put this out first and then see how people use it. A few years ago people were insisting that multiple components would allow things like this to be broken down into multiple reusable pieces, although I agree it seems convoluted to me.

    All I know is that the most successful games are mostly 3rd person games (at least is appears that way to me).

    Mike

    • Like 1
  6. 18 hours ago, Josh said:

    Right now it just handles a camera and movement controls. Since Ultra supports multiple components, I was not sure if animation should be part of the same code or if it should be a separate component.

    Don't you think it will look very weird and unnatural to have a camera follow a character you can see on screen but that does not animate (walk, run, etc) as you move it? It needs animations - and my characters are rigged already, so the ability to turn on animations and choose the frames would be a big deal and make the 3rd person camera as well as NPCs look realistic.

    Mike

  7. 2 hours ago, Josh said:

    Currently it doesn't even handle animation, but I am planning on using that robot character to demonstrate animation with.

    I was not sure how the components should be broken down, but I think having a default single component that handles as much as possible is the correct approach, and then if someone wants to separate it into more sub-parts that can also be an option.

    So then 3rd person is not ready yet? If you use a character and walk and run animations don't work then they just slide around (jumping, climbing, swimming, etc)

    Mike

  8. I am trying to import assets and if I am in a blank area of the grid it draws whatever primitive is selected, which is incredibly annoying. If I am trying to import, move, scale or rotate assets, I do not want to be drawing primitives like cubes or spheres.

    Also, I cannot seem to move imported assets in the quad view - they disappear and no move gizmo appears. We need a move gizmo and the assets need to not be hidden on the screen in the quad view.

    It would also be nice to be able to sync the four views so when you move an asset, it moves in all views.

    Mike

    • Upvote 2
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