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Showing results for tags 'editor'.
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Component text fields do not save pasted text in the Editor
Dreikblack posted a topic in Bug Reports
If i paste a text with Ctrl-V text is not saved in a field. Had to type something to make it save -
Need to apply different mats to different entities with same model. Since i'm using Quake models making another model file with new mat is not an option
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1. Draw a brush outline (i.e. start creating brush but not hit create button) 2. Change Back viewport grid line with [ button couple times 3. Change brush height on Back viewport 4, Hit Create button on Main viewport My settings:
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1. Create a brush. 2. Apply a texture with console commands: local texture = LoadTexture("/Materials/Developer/trigger.dds") local material = CreateMaterial() material:SetTexture(texture) local selected = program:GetSelection() for n = 1, #selected do local currentBrush = Brush(selected[n].entity) if currentBrush ~= nil then currentBrush:SetMaterial(material) currentBrush:Build() end end 3. Save map - material can be seen in .ultra file. 4, Save map again - material is gone, Brush still have a line in .ultra: "material": 1
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1. Create brush 2. Select face. 3. Apply texture: local texture = LoadTexture("/Materials/Developer/trigger.dds") local material = CreateMaterial() material:SetTexture(texture) local faces = program.facepanel:GetSelectedFaces() if (#program.facepanel:GetSelectedFaces() > 0) then for n = 1, #faces do local currentFace = faces[n] if currentFace ~= nil then currentFace:SetMaterial(material) currentFace:GetBrush():Build() end end return end 4. Select other face and apply other texture: local texture = LoadTexture("/Materials/Developer/grid01.dds") local material = CreateMaterial() material:SetTexture(texture) local faces = program.facepanel:GetSelectedFaces() if (#program.facepanel:GetSelectedFaces() > 0) then for n = 1, #faces do local currentFace = faces[n] if currentFace ~= nil then currentFace:SetMaterial(material) currentFace:GetBrush():Build() end end return end 5. Save map and open again Maps.zip Same for prefabs Also editor starts behave clunky after that - slow with delays and freezes
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1. Make prefab out of brush 2. Make new group 3. Copy and past couple prefabs 4. Drag into new group created before 5. Save and reopen map - prefabs are beside all groups including Root Maybe original entity deleting requires for reproducing, not sure. Maps.zip
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1. Made prefab out of box brush 2. Copied prefab to make a couple dozens of them 3. Brushes are invisible in most cases. 4. I'm not sure how check it properly but picking is also seems to be broken - in my game i can't pick such prefabs at all and have no problems in old maps without prefabs Example map with prefab MapBoxesPrefab.zip
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1. At start.ultra map copy a player. 2. Change a value in copied entity's ThirPersonControls. 3. First entity have same value now
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1. Apply texture to brush 2, Select faces of brush and do auto UV with enabled Unity faces 3. In .ultra file path looks like "texture0": "./Test Project/gfx/all.wad/crate0_top" and after restarting editor (and game) can't load this texture If i fix it manually to "/gfx/all.wad/crate0_top" textures loads correctly I'm using own extension to apply textures from all.wad from rerelase pak0. Textures names "city4_2", "crate0_top". Same happens with usual applied textures from default folders. Extension code: local extension = {} extension.textureField = nil extension.setTextureButton = nil extension.fixModelButton = nil extension.fixYField = nil extension.modelScale = 4.68042326 function extension.hook(event, extension) if event.id == EVENT_WIDGETACTION then if event.source == extension.setTextureButton then if (extension.textureField.text == "") then return end local texture = LoadTexture("/gfx/all.wad/" .. extension.textureField.text) --local texture = LoadTexture("/Materials/Developer/trigger.dds") local material = CreateMaterial() material:SetTexture(texture) local selected = program:GetSelection() for n = 1, #selected do local currentBrush = Brush(selected[n].entity) if currentBrush ~= nil then currentBrush:SetMaterial(material) currentBrush:Build() Print("Seted texture to selected brush "..extension.textureField.text) end end elseif event.source == extension.fixModelButton then local selected = program:GetSelection() for n = 1, #selected do local currentModel = Model(selected[n].entity) if currentModel ~= nil then local entityName = currentModel.name Print("Fixed Quake model: " ..entityName) local fixY = extension.fixYField.text if fixY == "" then fixY = 0.02 end if (entityName == "Marine" or entityName == "Grunt") then fixY = 0.02 elseif (entityName == "Rottweiler") then fixY = 0.1 end currentModel = fixQuakeModelCenter(currentModel, fixY) end end end end end -------------------------------------------------------------------- -- Add extension tab -------------------------------------------------------------------- local sidePanel = program.sidepanel if sidePanel ~= nil then sidePanel:AddItem("QtExt") local sz = program.sidepanel:ClientSize() local panel = CreatePanel(0, 0, sz.x, sz.y, program.sidepanel) local uiY = 20; local label1 = CreateLabel("Wad texture name", 32, uiY, 120, 30, panel) uiY = uiY + 32; extension.textureField = CreateTextField(20, uiY, sz.x - 40, 32, panel) uiY = uiY + 20 + 32; extension.setTextureButton = CreateButton("Set a wad texture to selected brush", 20, uiY, sz.x - 40, 32, panel) uiY = uiY + 20 + 32; local label2 = CreateLabel("Height offset", 32, uiY, 120, 30, panel) uiY = uiY + 32; extension.fixYField = CreateTextField(20, uiY, sz.x - 40, 32, panel) uiY = uiY + 20 + 32; extension.fixModelButton = CreateButton("Fix selected Quake models", 20, uiY, sz.x - 40, 32, panel) end ListenEvent(EVENT_WIDGETACTION, extension.setTextureButton, extension.hook, extension) ListenEvent(EVENT_WIDGETACTION, extension.fixModelButton, extension.hook, extension) function fixQuakeModelCenter(model, fixY) for i = 1, #model.lods do local lod = model.lods[i] for j = 1, #lod.meshes do local currentMesh = lod.meshes[j] currentMesh:Translate(-1 * currentMesh.bounds.center.x, -1 * currentMesh.bounds.center.y - fixY, -1 * currentMesh.bounds.center.z) end end model:UpdateBounds(); model:SetScale(extension.modelScale); return model; end
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{ "component": { "properties": [ { "name": "teamId", "label": "Team id", "value": 2 }, { "name": "health", "label": "Health", "value": 10 }, { "name": "textureName", "label": "Texture", "value": "city4_2" } ] } } Same problem with default component if i move it to same folder
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Editor saves Quake models as: "package": "pak0.pak", "path": "progs/player.mdl" But if game loads a pak0 from not a game folder model is not being loaded. if i change manually to "path": "C:/Program Files (x86)/Steam/steamapps/common/Quake/rerelease/id1/progs/player.mdl" editor can't load a model. I can't find a proper way to edit .ultra map in code. stream->ReadWString() returns hieroglyphs from a map. What's a best approach to make Quake models loads in Editor and in a game?
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If you create a camera and use the Go To function under the map tree for the camera, the editor crashes.
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These attributes are not saved under Material: Intensity Transparent Alpha mask Two-Side Displacement Offset
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When used Crahs the Editor.
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