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With latest updates app crashes when i'm building a brush. Had no problem with exactly method from my example before, but this example from Learn still works tho https://www.ultraengine.com/learn/CreateBrush?lang=cpp #include "UltraEngine.h" using namespace UltraEngine; shared_ptr<Brush> createConeBrush(shared_ptr<World> world, float initWidth, float width, float length, float height, float minHeightArg) { auto brush = CreateBrush(world); float minHeight = minHeightArg != 0 ? minHeightArg * 0.5f : Max(2 * 0.4f, -height * 0.1f); brush->AddVertex(-initWidth * 0.5f, -minHeight, 0); //SW l brush->AddVertex(-width * 0.5, -height * 0.5, length);//NW brush->AddVertex(width * 0.5, -height * 0.5, length);//NE brush->AddVertex(-width * 0.5, height * 0.5, length);//NW h brush->AddVertex(width * 0.5, height * 0.5, length);//NE h brush->AddVertex(-initWidth * 0.5f, minHeight, 0); //SW h 5 brush->AddVertex(initWidth * 0.5f, minHeight, 0); //SE h 6 brush->AddVertex(initWidth * 0.5f, -minHeight, 0); //SE 7 //back auto face = brush->AddFace(); face->AddIndice(0);//SW face->AddIndice(5);//NW face->AddIndice(7);//NE face = brush->AddFace(); face->AddIndice(5);//SW face->AddIndice(6);//NW face->AddIndice(7);//NE //bottom face = brush->AddFace(); face->AddIndice(0);//SW face->AddIndice(1);//NW face->AddIndice(2);//NE face = brush->AddFace(); face->AddIndice(2);//SW face->AddIndice(7);//NW face->AddIndice(0);//NE //top face = brush->AddFace(); face->AddIndice(6);//SW h face->AddIndice(4);//NW h face->AddIndice(3);//NE h face->AddIndice(5);//SE h face = brush->AddFace();//left face->AddIndice(3); face->AddIndice(1); face->AddIndice(0); face->AddIndice(5); face = brush->AddFace();//"face" face->AddIndice(1); face->AddIndice(2); face->AddIndice(4); face->AddIndice(3); face = brush->AddFace();//right face->AddIndice(2); face->AddIndice(4); face->AddIndice(6); face->AddIndice(7); brush->Build(); brush->SetPickMode(PICK_NONE); brush->SetCollisionType(COLLISION_NONE); brush->SetRenderLayers(0); return brush; } int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CLIENTCOORDS | WINDOW_CENTER | WINDOW_TITLEBAR); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a world auto world = CreateWorld(); //Create a camera auto camera = CreateCamera(world); camera->SetPosition(0, 1, -2); camera->SetClearColor(0.125f); createConeBrush(world, 1, 2, 2, 1, 0.1 ); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }
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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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As i understand it now, the maps made in the editor aren't compiled... Would that make the ingame engine able to edit and save or replace .map files? Im intrested in an "Multiplayer VR Map builder"
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I just wonderd if there are any plans at adding the "Brush Cutter" tool from Source Hammer?