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reepblue

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  1. I recall bringing this issue up with the FPS Template and I was just told not to parent lights for the meantime, lol.
  2. After todays update, the water material now looks like this on a RTX 4070.
  3. reepblue

    VR Player

    Hello, I've spent the day today trying to setup a more useful VR player with teleporting, pickup and the fade effect when the player sticks their head into a wall. I'm using the Leadwerks 4 version as inspiration/code recycling. My current issues are the following: Pickup system doesn't feel right. I think the joint isn't updating. It's like there's a threshold before the boxes will follow the joints/ I tried to do the beam effect like in LE4, but I couldn't get the sprites to align so I made them spheres instead. I want a curtain over the player's eyes for fading effects. One thing I was experimenting with was if the player sticks their head into a wall, the scene would fade out. This breaks after a teleport however. There's no hmd->GetOffset. I'm uploading what I have, hopefully someone here will find it useful or can give me pointers on how to fix. devtest.zip
  4. I think Josh pretty much said he's depreciating the scene Reload functions in this thread.
  5. Here's how you add Texture Lock, and grid-snap buttons. 1) Install the grid snap icons below to your UI\Icons\Menus of your engine install directory. 2) Add the following to your UI\Toolbars\Menu.json after "Options" {}, "Texture Lock", "Grid Snap", "Angle Snap", Save it, and restart the editor. Here's what your final script should look like (0.9.9) { "toolbar": { "left": [ "New", "Open", "Save", {}, "Cut", "Copy", "Paste", "Delete", {}, "Undo", "Redo", {}, "Zoom In", "Zoom Out", {}, "Create", {}, "Rotate X", "Rotate Y", "Rotate Z", {}, "World Settings", "Options", {}, "Texture Lock", "Grid Snap", "Angle Snap", {}, "Run", {}, "3D Perspective", "Front - X/Y", "Back - X/Y", "Top - X/Z", "Bottom - X/Z", "Left - Z/Y", "Right - Z/Y" ], "right": [ "Four Viewports", "Single Viewport", "Two Viewports", "Three Viewports", {}, "Console", "Side Panel" ] } } grid snap.zip
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  6. In today's weekend workshop, we were discussing how we could use an LLM for Lua debugging and error checking. I brought up that I would like the option to use my own AI instead of a possible official server or ChatGPT's server. I want an option to redirect the address and port number like I can do in OpenWebUI. This is how I'm doing it. I first installed ollama from their website. http://ollama.com I then browse and pull the model the model I want/can use with my server limitations. https://ollama.com/search You can then communicate with it with curl with localhost:11434 (It's showing a docker address because OpenWebUI is in docker.) Here's the ollama GitHub. https://github.com/ollama/ollama And here's OpenWebUI if you want to take a peak. https://openwebui.com Pretty much If you're looking to integrating AI, I'd like my own services.
  7. Was this officially patched in an update yet? I hate shadow acne with a passion and I hope this can get reduced as possible.
  8. Here's an example prefab. I've made a new report but then saw this topic. bleh.zip
  9. That, or to allow custom icons.
  10. reepblue

    Lab Hallway

    Screenshot from SCP [REDACTED] https://www.ultraengine.com/scp https://discord.gg/4XhTjkR4fG Collab by me, textures by @Andy90
  11. Once saving a new .map file, the only way to save a new version, you need to override it.
  12. Don't buy it, I am the author and released this for free. https://github.com/reepsoftworks/luawerks Merge the provided with your existing Leadwerks 4.6. I don't support this anymore and it's not compatible with the new engine. If any questions, please let me know.
  13. Not sure. We decided rendering a viewmodel to a different camera was not preferred and I forgot about this bug ever since. I would need to write a new example to test this.
  14. Yay, I'm not crazy!
  15. screenshot1.zip Your output looks correct. Uploaded mine via zip.
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