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Ubivis

11
Posts
3
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1
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A member registered May 05, 2015

Recent community posts

Good point... my Library is about 1300 Titles, and usually around 100 of them installed. Easier to find what I'm looking for :)

Quick List of wishes :D

- Screenshots (Like Steams functionality, but one that works also without Steam)
- Integration with Freewareportals, to search, download and install games
- Friendlist

If I can think of something else, I will let you know ;)

Thank you Kenney,

I think I will wait until it is a bit more advanced then :) For me, BigPicture is all I need at the moment, but when you have added Emulators and Automatition, I surely will give it a shot :)

Hi Kenney,

I'm just curious:

Why should I use this? It does not look really different to Steam BigScreen to me. Okay, you can have animated banners, but is it really all that makes it better?

I do use Steam BigScreen quite often, when I am playing games with a Controller (sticking to the original screen, when I'm about to play other games, that use Keyboard / Mouse).

Would be great, if you could enlighten me, as I don't really find it useful for me right now.

Cheers

thanks, this seems to be the problem, I guess. When I import the exported .dae file into clara.io, I can see, that this file mainly contains rotation and translations. It looks better, when I export to fbx, but this one created more than one mesh, which makes it also impossible to import to Superpowers.


I guess, I will try again to import it into Maya at home and will try my luck again :

Hi all,

I do hope, someone has already some experience with it, as I can't find anything.

My Problem:

I have a 3D Character I imported to mixamo.com to apply animations (so lovely easy), after that I exported an fbx of the model and the animations I need as .dae Files.

The FBX, I have converted to an .obj file that Superpowers can import it, and the .dae files I have converted to .gltf and .bin.


So far so good. The model itself imports well into my project, but when I try to import the animation, Superpowers tells me that no animation was found.


Anyone has an idea about that?

Thanks for helping, works like a charm ;)

(2 edits)

Thanks to be so helpful bilou84.

Got that one error resolved but now comes up the next... do you mind having a quick look? Feel a little bit lost here :(

http://www.ubiville.de:4237/project/?project=UzbQ


Tried several ways to work it out:

- added a sprite with the texture

- uploaded the texture directly into "advanced textures"

everytime a new error that comes up :(


At the moment, no error comes up, but also no texture updated.

Nice, thank you. Unfortunately, does not work for me: Uncaught TypeError: Cannot read property '__inner' of undefined


But I will keep trying :)

(1 edit)

Thanks Bilou84,

I guessed, that it is wrong, I just wanted to show that I tried to find a solution :)

I am currently trying to find a workaround using the DOM and THREE plugins, but still no big success (it is throwing errors:

Uncaught TypeError: Cannot read property 'mesh' of undefinedCharacterBehavior.update @ Game.ts:13Behavior.update @ components.js:24Actor.update @ SupEngine.js:36602(anonymous function) @ SupEngine.js:36932GameInstance.update @ SupEngine.js:36932GameInstance.tick @ SupEngine.js:36900Player.tick @ SupRuntime.js:1657

[object%20Object]:1 GET http://www.ubiville.de:4238/systems/game/[object%20Object] 404 (Not Found)

)


from this code:

var tmpActor: any = this.actor;

if (Sup.Input.isKeyDown("1"))

{

var tmpSprite: any = Sup.get("Assets/Skins/Adventurer", Sup.Sprite);

var texture = THREE.ImageUtils.loadTexture( tmpSprite );

var material = new THREE.MeshNormalMaterial({ map: texture });

tmpActor.__inner.threeobject.mesh.material = material;

tmpActor.__inner.threeobject.mesh.material.needsUpdate = true;

}



But I will keep on trying and hope that at some point, it will be accessible from Superpowers itself.

That it is possible,

Hi all,

I'm experimenting with 3D Models in Superpowers at the moment and do hope that someone can help me.

I have a sweet little model, which loads up nicely. As I have several textures for that model, I created different Maps in "Advances Textures".


While updating the Map-Field in the Model Windows is working fine, I absolutely can't find a solution on how to change the Map in runtime (I tried to find something in the documentation, but all tries (like these:

if (Sup.Input.isKeyDown("1")) this.actor.tileMapRenderer.setTileSet("Adventurer");
if (Sup.Input.isKeyDown("1")) this.actor.tileMapRenderer.setTileMap("Adventurer");
if (Sup.Input.isKeyDown("1")) this.actor.modelRenderer.setModel("Adventurer");

Did not work at all.

Anyone has an idea? I feel a bit lost at the moment :(