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reepblue

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  1. The setting works per material, but the entity values aren't being applied. indicator_strip_shared.zip
  2. I brought this up in the discord and now I'm posting it here. It seems that models that have a collision mesh get additional padding on the 2D grid view. This can make it hard to scale certain models like pipes. No collision box After adding a box collision shape.
  3. All good with 572.70 with my 4070. I kind of don't want to upgrade now seeing what's happening. :|
  4. Agreed. I've brought this up multiple times. I only used the local gizmo to see what was considered an entity's forward direction.
  5. K3nt on Discord has been begging for this feature for the longest time. You can hide faces in the editor. There's no need for a tool brush. I suggested this back in 2023.
  6. I'd like to see thumbnail images of the prefabs in the editor like I could in Leadwerks 4.
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  7. Like I said on a workshop meeting, I like to take an existing particle effect and use it as a starting point for my own effect. Having a library of effects would be very helpful.
  8. virtual bool Attach(shared_ptr<Hmd> hmd); virtual bool Attach(shared_ptr<VrController> controller); I've tried these methods per your suggestion and both don't work as intended. When you attach a model to the Hmd, it's doesn't seem to consider the offset even when you move the said model it is. if (!head) { head = CreateSphere(world, -0.14f); head->SetCollider(nullptr); head->SetShadows(false); head->SetColor(0.0f, 0.0f, 0.0f, 0.0f); head->SetPosition(entity->GetPosition() + hmd->GetPosition()); head->Attach(hmd); auto mat = CreateMaterial(); mat->SetShaderFamily(LoadShaderFamily("Shaders/Unlit.fam")); mat->SetThickness(0); mat->SetTransparent(true); head->SetMaterial(mat); mat = NULL; } The entity update at all when attach to the controller. // Update the model. auto mdl = GetController(weapon_controller); if (weapon && mdl) { if (weapon->extra == NULL) { weapon->SetMatrix(mdl->GetMatrix(true), true); weapon->SetHidden(false); mdl->SetHidden(true); weapon->Attach(hmd->controllers[weapon_controller]); weapon->extra = Self(); } else { //weapon->SetMatrix(mdl->GetMatrix(true), true); } } If you need the project, let me know.
  9. While it's confirmed that the listener is attached to the hmd by default, it seems that the listener's position doesn't update when Hmd::SetOffset() is changed.
  10. Maybe it might be worth considering drawing both eyes like you've done in Leadwerks 4 as you can better watch what's actually happen.
  11. 1. Open up editor. 2. Create Box. 3. Select it. 4. File -> New, ignore changes 5. This should be the result.
  12. Do other games do this, or do they make a third camera in the center of the eyes and project that result?
  13. Self explanatory, happens with the stock VR Player component.
  14. I recall bringing this issue up with the FPS Template and I was just told not to parent lights for the meantime, lol.
  15. After todays update, the water material now looks like this on a RTX 4070.
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