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Everything posted by Josh
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The error is on IntersectsPoint. I am testing it in the editor console. Ah, I see. There is an extra padding argument you must supply: aabb:IntersectsPoint(Vec3(0), 0) I will add an overload so this is not required.
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I am happy to say the #1 issue you voted on is now resolved in the just-released version 0.9.5, which works great with AMD cards.
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Version 0.9.5 is now live on the default / stable branch, on Steam and on our site.
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Here is an updated version of the textures. texture_templates2.zip
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The update that fixes this function's declaration is out now.
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Bug fixes Camera::SetMSAA renamed to SetMsaa Camera::SetSSR renamed to SetSsr
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To install this, extract the Zip file contents to Blender/4.1/scripts/addons, then in Blender select the Edit > Preferences > Addons menu, search for "MDL" to find this plugin, and check the box to enable it. @SpiderPig Since our PBR materials system is derived from glTF, this page might be useful to you: https://docs.blender.org/manual/en/2.80/addons/io_scene_gltf2.html
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What I am saying is I think this problem will automatically go away if I switch to GPU culling.
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All fixed.
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The new MDL format is not yet a supported feature.
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The only required thing is "Desktop Development with C++" but I am not sure if this will work, since you are just trying to get the runtime working. https://www.ultraengine.com/learn/cppsetup?lang=cpp
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I think that alternative installer completely messed up your system.
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I do not know what those all are. You only need the file I linked to. Installing repackaged redistributables from a third party that "removes bloat" is highly suspicious. Installing Visual Studio Community Edition 2022 is also a guaranteed way to get it installed right.
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I do not know what that site is linking to. This is the Visual Studio runtime: https://aka.ms/vs/17/release/vc_redist.x64.exe
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Do you have this extension installed?: https://marketplace.visualstudio.com/items?itemName=actboy168.lua-debug When I installed it I was able to produce the same error.
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Why is there no .vscode folder here?
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You do have the Lua debugger extension installed, right?: https://marketplace.visualstudio.com/items?itemName=devCAT.lua-debug Do you have other Lua extensions installed that might be interfering with this? Projects can be created in any folder. This is the only mention I can find of this same error: https://stackoverflow.com/questions/76122037/how-do-i-set-up-to-run-love2d-lua-game-when-i-want-to-the-only-way-i-can-finagl Have you tried added a variable "program"? Do the JSON settings recognize this value, or does it show a yellow curvy underline under the word "program"? "program": "${workspaceFolder}/Controller_d.exe",
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You don't have to save or load any file formats. You just copy data into their mesh structure to process it: https://github.com/jpcy/xatlas/blob/f700c7790aaa030e794b52ba7791a05c085faf0c/source/xatlas/xatlas.h#L108 Looks not very hard.
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I have replaced the function declaration with this code, which will handle all variations: "IntersectsBrush", sol::overload( [](Brush& b, shared_ptr<Brush> bb, std::nullptr_t, float e) { return b.IntersectsBrush(bb, nullptr, e); }, [](Brush& b, shared_ptr<Brush> bb, shared_ptr<Face> f, float e) { return b.IntersectsBrush(bb, f, e); }, [](Brush& b, shared_ptr<Brush> bb, std::nullptr_t) { return b.IntersectsBrush(bb, nullptr); }, [](Brush& b, shared_ptr<Brush> bb, shared_ptr<Face> f) { return b.IntersectsBrush(bb, f); }, [](Brush& b, shared_ptr<Brush> bb) { return b.IntersectsBrush(bb); } ), An update will be available tomorrow.
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I have added some commands in the API and I guess I did not update the Lua declarations to match. This is the method syntax: IntersectsBrush(shared_ptr<Brush> brush, shared_ptr<Face> face = NULL, const float epsilon = 0.0f) I am adding the required overloads now. NIL probably won't work for the face until I add the right syntax.
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If you are running in debug mode it should tell you more information about the error.
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This is correct. This is a common behavior in almost all game model formats. You are doing it correctly. The second UV set is available in the .zw coordinates of the texcoord value.
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AO will only be rendered when the AO map is assigned to the AO texture channel...BUT... The AO map and the metal-roughness map can be the same texture. So if you assign it in both slots, you have AO. This is the way glTF does it. I don't think it really requires an extra texture sample in the fragment shader, because of the texture cache.
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@reepblue pointed out this library for UV unwrapping: https://github.com/jpcy/xatlas I added these values to the AssetEditor class: asseteditor.model: the open model, if it exists. asseteditor:Invalidate(): Triggers a viewport redraw. asseteditor:Modify(): Causes the file to be set as "modified". asseteditor.modelmenu: Menu displayed when a model is loaded. The event EVENT_INITASSETEDITOR is emitted when an asset editor window is initialized, so you can add a menu item to the modelmenu at this time. Since Lua can call functions from a DLL, that should be everything needed to create an unwrapping extension.
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There is a typo in my declaration of this function. You can work around this temporarily by supplying a second Vec3 to the function arguments like this: local joint = CreateBallAndSocketJoint(parent.position, Vec3(0), parent, child)