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karmacomposer

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Everything posted by karmacomposer

  1. Where do you get an API key for the AI texture option? Mike
  2. Is this still available for Leadwerks? Can we use newer Xbox controllers with it? Thanks Mike
  3. 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
  4. I tried to add a terrain to a new level and when I started sculpting, Ultra Engine crashes with this error popup: vkWaitForFences returned error -4 Mike
  5. I also noticed the reason I cannot move assets is because I need to set the grid ([ or ]) smaller or larger - then my assets can move. Is this also a bug?
  6. I started a new project, new map and I was shown the quad view with no grid I used the [ and THEN the grid became visible It should be visible and usable from the start. This will confuse people. Mike
  7. 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.
  8. 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
  9. 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
  10. All I know is that the most successful games are mostly 3rd person games (at least is appears that way to me). Mike
  11. 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
  12. 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
  13. As soon as I find a character amongst my 3d asset collection, I will test the 3rd person camera. I assume it has to be rigged with animation. Mike
  14. Now that I have the dev version installed, I added a camera and went to add a component - no third person camera. How do I do this? Is there a 3rd person project I can download to get started? Mike
  15. I restarted and same thing - does not run. I tried running as admin - nothing. It's not running as a task in task manager either. ... then ... I tried to run Ultra Engine editor and it told me to login and then the client worked. Weird!!! Mike
  16. I deleted the file and it still does not run. I will try a reboot and see if that helps. Mike
  17. Ultra Engine client will not run for me. I double click the application icon and nothing happens. Ultra Engine Building software works fine. Windows 11 ASUS ROG ScarStrix 64gb ram, 1tb ssd, GeForce RTX 3080 Mike
  18. I am sorry to be so dim. Uninstall button where, exactly and which dropdown box? Is this a github thing? Mike
  19. I only have first person scripts in there. No third person and no VR, Mike
  20. I would like to create third person games with a character as player. Is there a Lua camera/player script available for Leadwerks/Ultraengine? Thanks. Mike
  21. 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
  22. OK, I found the problem. I accidently saved as a text and not binary version. Now it works. However, another problem. When I drag and drop an asset into the editor, I cannot delete it. I think it's a bug. Mike
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