silent Posted October 21, 2014 Share Posted October 21, 2014 werner.poetzelberger We will surely provide a detailed documentation about terrain usage when stable version will be released. Not at this moment, I'm afraid. Diffuse, Normals, Specular is working, but I do not get any mask image/array. The mask seems to be the issue, as it is not created and assigned. Could you please give us your terrain with world file? We will check this particular issue. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
werner.poetzelberger Posted October 21, 2014 Share Posted October 21, 2014 Thx. I have uploaded it to 'myuploads'. Can you access those files? Best werner Link to comment
silent Posted October 21, 2014 Share Posted October 21, 2014 werner.poetzelberger Could you please sent me a link via PM? Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
werner.poetzelberger Posted October 21, 2014 Share Posted October 21, 2014 sure. Thx.! Link to comment
sebastianbah Posted October 22, 2014 Share Posted October 22, 2014 Hi Werner,Thanks for your sample. Please, try to do the following: - Decompress terrain textures using Nodes -> ObjectTerrain -> Parameters -> Decompress - Downsize refined mask to paint with no lags. - Resize array textures for materials to force their update. - Check that arrays are correct. Link to comment
helmut.bressler Posted October 23, 2014 Share Posted October 23, 2014 Hello, I noticed the editor is always running world_save at exit. I could be wrong but I guess this is not intentional :-) The following lines in editor.cpp seem to be responsible for that: if(unredoIsWorldDirty() && engine.app.dialogMessage("Question","Do you want to save changes in the current world?","Yn")) { engine.console.run("world_save"); engine.console.flush(); } Replacing "Yn" by "Oc" in line 373 helps (I would guess the return value of dialogMessage() in case "no" is pressed is not zero under windows, but I didn't check that). Otherwise the alpha preview is working very well for me as programmer! Cheers Helmut Link to comment
silent Posted October 24, 2014 Share Posted October 24, 2014 helmut.bressler Yes, there was a problem with world saving on quit, but we fixed it few weeks ago: if(unredoIsWorldDirty() && engine.app.dialogMessage("Question","Do you want to save changes in the current world?","Yn") == 2) { Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
werner.poetzelberger Posted October 24, 2014 Share Posted October 24, 2014 @Sebastian: Thank you. It is working now. I have to go into detail to look at all the features. I guess you will be working on the interface of the terrain. (In the Nodes Panel). It seems a bit unorganized. I also like, that you are using colors in the Gui. (overlap/overlay) Imo this is a good idea, as the gray in gray is slick and looks cool but this doesnt make it easier to use. Just another thought came into my mind today. As working with Terrains, the .world file can get really long. Would it make sense to exclude the Terrain in a separate file and the just include it in the world file? Cheers. Werner Link to comment
binstream Posted October 25, 2014 Author Share Posted October 25, 2014 Werner, Terrain UI is still in the very active stage of development, so there will be much more improvements in the next releases. Link to comment
honya Posted October 25, 2014 Share Posted October 25, 2014 Added recursive classes function calls. The functions can be called in the following way:mesh.getBoundBox().getMin(). The type of a return variable is equal to return type of a user function or return type of an external C++ function. Because of that advanced detection of reference returning classes have been added. It nice working on core classes, but i get errors when i use it on my classes. Do you extend it also to user defined classes in script? Link to comment
honya Posted October 26, 2014 Share Posted October 26, 2014 What bone limit is now for one surface? I get this error: engine\framework\direct3d11\D3D11Shader.cpp:932: Assertion: 'size <= parameter.size && "D3D11Shader::set_parameter(): bad parameter size"' When i try load skinned mesh that have a lot of bones on surfaces, in previous version(2014-07-07) it work fine. Thanks. Link to comment
werner.poetzelberger Posted October 27, 2014 Share Posted October 27, 2014 @Terrain: cool. Like it already a lot, thanks! Cheers Link to comment
sebastianbah Posted October 28, 2014 Share Posted October 28, 2014 Hi Honya, What bone limit is now for one surface? For the present moment limitation for skinned mesh is 80 bones per surface.Also could you please send us your problematic model?It would be very helpful.Thanks! Link to comment
sebastianbah Posted October 30, 2014 Share Posted October 30, 2014 Hi Honya, We've added this issue to our internal bug tracker.As a workaround you can use OpenGL instead or DirectX 11 to avoid this crash. Also, I'm afraid there may be some graphical artifacts with surface where you have more than 80 bones. Link to comment
elvieness Posted October 30, 2014 Share Posted October 30, 2014 Hi Honya, It nice working on core classes, but i get errors when i use it on my classes. Do you extend it also to user defined classes in script? To use this feature with the user defined classes in the script, you can cast the return value of the 1st function to the corresponding type.For example: // the 1st user defined class class Foo { void print() { log.message(__FUNC__ + ": called\n"); } }; // the 2nd user defined class class Bar { Foo get_foo() { return new Foo(); } }; int init() { // create an instance of the 2nd class Bar b = new Bar(); // cast the return value of the b.get_foo() to the Foo type and call the member function of the Foo class Foo(b.get_foo()).print(); } // This code will print the following in the console: Foo::print(): called Thanks! Link to comment
werner.poetzelberger Posted November 3, 2014 Share Posted November 3, 2014 Hi, will there be a 3dsmax erporter for 2015 in the next SDK, please? cheers Werner Link to comment
silent Posted November 5, 2014 Share Posted November 5, 2014 werner.poetzelberger 3Ds Max 2015 plugin should be already inside <SDK>/plugins/Max directory. Could you please check it? Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
werner.poetzelberger Posted November 6, 2014 Share Posted November 6, 2014 OMG. Super. I Downloaded the tools and didnt find it there. Thx. Best. werner Link to comment
silent Posted November 11, 2014 Share Posted November 11, 2014 honya What bone limit is now for one surface?[/size]I get this error:engine\framework\direct3d11\D3D11Shader.cpp:932: Assertion: 'size <= parameter.size && "D3D11Shader::set_parameter(): bad parameter size"'When i try load skinned mesh that have a lot of bones on surfaces, in previous version(2014-07-07) it work fine.Thanks. We've managed to fix this issue for DirectX 11 renderer by increasing bones limit per surface up to 128. Now OpenGL and DirectX renderers have similar bones per surface limit. Also, there will be no crash when model with more than 128 bones per surface will be added into the world.Sorry for the inconvenience caused. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
rpl89 Posted November 12, 2014 Share Posted November 12, 2014 Hello I am trying to upgrade my existing meshes to become compatible with Unigine 2.0 Alpha using USC, but i'm having a few technical issues. I have placed the upgrade/mesh/path/terrain/world.usc scripts in the same folder as my meshes, I then run the 'Upgrade' script but unfortunately it hasn't updated my files. Thanks Link to comment
silent Posted November 12, 2014 Share Posted November 12, 2014 rpl89 Could you please provide exactly command line that was executed? If there is any output (errors or just normal messages) in windows cmd, please post it on forum. For generic unigine project: Project data meshes nodes terrain ... usc.exe upgrade.usc mesh.usc world.usc ... Running usc.exe upgrade.usc should give a correct results. There is also slightly modified world.usc version, which is recommended to use for upgrade process in this forum post: https://developer.unigine.com/forum/topic/2869-unigine-20-alpha-preview/page-3#entry15486 Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
rockinrob2 Posted November 12, 2014 Share Posted November 12, 2014 Hi, I had been getting the same issues running the browser.bat as some of the others. I have since fixed the problem by running windows update, replacing the browser_x86.exe and dropping the dll in the correct location. I can now run the browser but i am seeing a message in the command line windows that reads "Problem creating accessible interface for: Browser(0x3af7e8) Make sure to deploy Qt with accessibility plugins." Everything seems to be working but just wanted to check that this was nothing i should be worried about and also wanted to let you know about it. Thanks Link to comment
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