Whenever I try to use a material I downloaded or installed from epic games launcher, I click on the object I want to apply it to, click on the material but what is loaded is the default grey and black box pattern and in the content browser, at the same time I try to load the material, it also changes into the default black and grey box pattern. I've tried this with different materials. The only material that doesn't do this are the ones that came with the blueprint like "M_FGun" or something like that. Please can I have some help with this, I can't use any material for anything. The problem is persistent on both 4.14.3 and 4.15 versions.
It sounds like you've got the materials, but the textures used in those materials have either not imported correctly or somehow the references to them have been broken.
Double-click on the Materials that are malfunctioning and see if there are any errors that show up in the new window.
Compare the materials in your project to the project you downloaded them from. Reselect the textures and it should work again.
Related
I work in an environment where we have to have a security classification banner displayed at the top of each monitor on our Gnome Desktops. Currently, I am using a Perl/Tk window to display the classification of the system. However, that window cannot be moved because of the way it is built (no decorations) and occasionally overlays open windows making it difficult for users to manage those windows.
I would like to be able to do something different, but I'm not sure where to start. Three ideas I have are this:
An icon or something in the Top Bar showing the classification
A banner, like the Top Bar, that sits above the Top Bar
A window, like I already have, but relocatable
I figure the first option would be easiest, but since the Top Bar isn't shown on every monitor, that may not be the best option. I don't even know if the second option is even possible. The third option would require me to use something other than Perl/Tk but that's the only language I'm fluent in at the moment.
So I'm looking for suggestions or examples or Gnome extensions I can use to solve this problem.
Thanks.
There is a classification-banner python utility at https://github.com/fcaviggia/classification-banner. It's no longer maintained, but we've been using it without change for a few years now. It's OK. One problem is that it doesn't "shrink" the desktop screen, so application windows can overlap it; it's set to Always On Top, but it would be nicer if it actually couldn't be overlaid at all.
A simple solution, of sorts, would be to change the desktop background image. This can have issues if you're displaying on multiple resolutions (I don't know if Gnome supports SVG for such purposes) and of course it can be obscured by windows covering it.
Older versions of Gnome let you create multiple bars that worked perfectly, but that disappeared - along with many other customizations - in Gnome 3.
Trying to use AndroidStudio (3.4.2) for the first time and it appers to be substantially different to the tutorial at
https://developer.android.com/training/basics/firstapp/building-ui
For example:
There is no layout editor toolbar let alone a show button.
There is no autoconnect button
It doesn't show any wiggly lines from the middle of the blue square to its edges.
When adding a text box it goes to the top left and can't be moved.
WTF is going on? This is awful!
So I know this may sound like the hard answer, but in the long run it will make life 1000x easier.
You need to learn XML to design the activities. It's fairly simple and really easy to research. The reason the textbox can't be moved is because the default layout is ConstraintLayout. In order to fix this, go to the xml file and change the Constraint layout to either Relative layout or Linear Layout. In the end, its more simple to learn straight xml.
I suggest you learn Android programming from here or somewhere else because the Android documentation can be confusing especially for a beginner like yourself and trust me, I've been there.
I want to create simple 3D-Models in Paint3D and display them in Augmented Reality with arCore using android. But whatever model format I use there are always problem/they are not working at all.
When I save the 3D-Model as .glb I can easily view it using any .glb/.gltf viewer and its working fine. I then converted it to .gltf and imported it in android studio with the Goole Sceneform Tools, but when displaying them in AR they are invisible.
When I save the 3D-Model as .fbx I am able to display them in AR but as they arent rectangular the space around the corners is filled up black.
I suspect that the problem is that the Sceneform Tools mostly are use with external ressources like .mtl and my .gltf have includes ressources, but I dont know of a way the extract them. So does anyone have any experience displaying 3D-Models created in Paint3D in Augmented Reality?
If not, are there any other easy programs to build 3D-Models out of pngs? Because in Paint3D you literally just drag in the pngs and that most of the work already done.
The icon I am looking for is pretty unique, so I think I'm going to have to create my own. (I'm looking for an icon of a closed door) I found a PNG file similar to what I need, but I need to figure out a way to integrate it with the material ui font icon.
Is there a way to create the js file for it, similar to the ones that exist? Like this one: https://github.com/callemall/material-ui/blob/master/src/svg-icons/action/accessibility.js
I don't know where the "path" comes from, does anyone know?
Thanks in advance!
Those were created using design tools specifically created for this purpose. Creating path based SVG Icons will take a bit more time if you're unexperienced in the field, however it is most likely you can create your own with some free online tools and a bit of patience.
Once you did (the data doesn't necessarily have to be in path format for the SVG, you can create any valid SVG using the available syntax and attributes which you can find info about right here), you can simply replicate one of those JS files and import / export them wherever applicable and use it in a similar fashion as you would any Material UI one.
Such an online tool could be this one for creating what you need:
http://editor.method.ac/
Can someone please tell me why I'm getting a green square on my Phaser game canvas as below?
Without seeing any code I can tell you that you'll see that when an image can't be loaded by the Phaser framework.
Open developer tools in your browser of choice and refresh after opening the Network tab. You should see a 404 for one of your images.
I believe if you look at the standard browser console you may also see messages about the name of the asset that it failed to load.
I had a slightly different case. Images were being loaded in the init function, which apparently doesn't work. I renamed that function to preload and suddenly the green squares are gone and the images show up.
My case was also a little different too; it appeared that all my image resources were loaded, but I think I was trying to create the sprites a little too quickly - in order words, I was trying to create and add sprites to my scene before the scene was properly loaded.
I'm going to try waiting until 'scene.scene.isActive(key);' returns a boolean of true.....maybe that's what will solve my issue. Failing that, I might just put in some sort of sleep/await promise of 1 second or something (not ideal, but might work)
ALSO NOTE: Part of the reason I was able to create my sprites too quickly was because I was doing so in my own custom function, not the typical create() function. Actually, the best solution is probably to create my sprites in the create() function and not a custom function...