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Josh

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Everything posted by Josh

  1. Sorry, but I have to trim things that are holding me back from finishing the vegetation system, particles, and decals. It's hard for me to justify spending more time on Quake files. I sent a PM, feel free to discuss with me.
  2. I don't know. I wrote this code a couple years ago and haven't used it much. The plugins system is technically impressive, but I wonder if we might be better off just integrating things like the FreeImage load/save routines into the engine itself.
  3. 0.9.5 on Steam Zip packages are now case-insensitive. >4 GB zip files now supported. AES zip encryption now supported, I think. CreatePackage, Package::AddFile, and Package::Flush commands are removed (zip files are read-only). Other bug fixes abound.
  4. I replaced ziplib with libzip in the next build. Packages are now read-only. Package file names are now case-insensitive. >4 gb files should be supported. AES encryption should be supported, although I have not tried it yet.
  5. I am honestly reluctant to put effort into helping someone rewrite major parts of the engine, when it's just going to lead to more and more custom features requested that only split the user experience.
  6. I don't know what your suggestion is. I don't know if you are talking about the plugin SDK side or the engine.
  7. It doesn't get used very often and it's difficult to debug.
  8. I recommend using .gltf instead of .glb. There is a glTF extension for LOD support but I have found having separate files is easiest. Yes, I wish 3D modeling programs would just export glTF files with DDS. The easiest way to convert these is with this tool. glTF embedded materials can have a name applied to them. Perhaps we should make the loader so it looks for a file by that name and loads that, if it exists. I think you will end up running into a lot of limitations if you are going through the plugins system.
  9. Okay, do you need to go through the plugin system for that, or can you just make a LoadSPG() function you call in your program?
  10. I found a pre-generated project for libzip here: https://github.com/kiyolee/libzip-win-build Apparently, this also supports the newer zip encryption system.
  11. Yeah, but why are you making a custom model format? It's impressive that you can do this, but what is the reason for it?
  12. Both LibZip and minizip-ng have errors when running cmake to create projects for them. https://github.com/nih-at/libzip
  13. Yes, that is the only reason.
  14. Why are you using a plugin at all for this? What are you trying to do?
  15. I need to trim some things down in order to focus and make progress. The Quake plugin will be removed from the distribution and will no longer be supported, but the source code is available here: https://github.com/UltraEngine/PluginSDK/tree/master/Plugins/Quake Loader
  16. I think I am going to rewrite this using this lib: https://github.com/zlib-ng/minizip-ng
  17. It's a bug. I am not sure right now if ZIP should even be used, or if ziplib should be swapped for libzip...
  18. #1 won't be changed. Environment maps have to be set for older map files. #2 will be fixed in the next build.
  19. #3 and 4 are already fixed.
  20. 0.9.5 Implemented specular / gloss shader family IMPORTANT: You must delete your C:\ProgramData\Ultra Engine\settings.json file, or at least open the file up and remove the currently opened folder setting. You must update any project's shaders before opening it, because the material structure in the shaders has added members and is no longer the same size. If you don't do this, you will get no rendering and your graphics driver may crash.
  21. Are you using the standalone or Steam build?
  22. It seems this will happen with any model, with any component, but does not occur with brushes...
  23. face.size is the number of vertices in that face. Each face can have any number of vertices, so it can combine quads, triangles, or anything else with three or more vertices. Most of the time this will just be triangles.
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