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Messages - Alex

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Support / Re: BUG: Inconsistent UV coordinates when using UV Padding
« on: October 16, 2018, 07:20:17 PM »
Yeah- that is what I would do.

Support / Re: BUG: Split doesn't work correctly on tiles with UV Padding
« on: October 16, 2018, 03:52:44 PM »
I think this isn't necessarily a bug- it is just a nuance of the padding of the uv coordinates. If splitting is 16x16, it still counts where to position the split based on the pixels from one side of the tile.. so if the tile consists of less than a number of pixels divisible by 16, then the splitting will not align in the center like that- you'd have to use a different splitting number to get more precise and be capable of splitting in the center or whereever else you need to split it.

Support / Re: BUG: Inconsistent UV coordinates when using UV Padding
« on: October 16, 2018, 03:48:43 PM »
Okay, I checked it out and now I understand what you're dealing with.
Since it only pads the edges, a tile that consists of more than one tile will have more pixels fit in.
So if you have 3 tile high, that would be like 16x3=48.. 48-2 (1 padding on either side).. so 46 pixels fit in the 3 tile high tile.. so that's like 15.3333 .. and the 1 tile high has 16-2, so 14 pixels fit.. So when they are positioned next to each other, their pixels don't align perfectly because one fits more pixels than the other..
I'm not really sure if this can be solved since a tile can't use more than 1 uv mapping- and the padding is what adjusts the uv mapping. If you have it set to 1x1, it adjusts the uv mapping of the tile so that the coordinates are inset 1 pixel on each side.

So, basically it's just a limitation of using padding on different sized tiles. If anyone has ideas on a solution, let me know.

Support / Re: BUG: Inconsistent UV coordinates when using UV Padding
« on: October 16, 2018, 02:23:31 PM »
I will look into this issue today and see if I can fix it.

Support / Re: REQUEST: Grid rouding for placing tiles
« on: October 15, 2018, 09:33:46 PM »
Yeah, that sounds like a useful feature. I also want to make an option so that you can resize the default tilesize, so that 32x32 and 16x16 aren't the same size, etc.. Maybe some sort of multiplier value.

Thanks, I also came across this bug recently while I was using the program. Yeah- holding the keys down seems to cause the positioning to become misaligned. I'm not sure why- maybe the keypressed event is triggering faster than the program can update the positions.
It has been a while since I dived into all the code. Maybe I should put together a list of easy stuff to fix and try to tackle it sometime.

Support / Re: REQUEST: Tile picker tool
« on: April 12, 2018, 04:45:36 AM »
This is already implemented:
Copying a tile's UVs to the brush (alt+rightclick in 3d scene in draw mode)

General / Re: Feedback, Requests, & Suggestions
« on: February 21, 2018, 03:48:52 PM »
Does it help any to turn on the Ruler in the settings?
I think it might be difficult to see stuff if the grid is visible everywhere- but it might be something that could be incorporated into the Ruler.

In Development / Re: Space Explorer
« on: February 16, 2018, 03:35:48 PM »
Yeah, I know exactly what you mean with the textures helping reveal new details- There is a lot that can be done with simple shapes/tiles that can build up to larger more complex forms simply by rearranging things in ways you didn't originally plan for. It's exciting to see all the possibilities come alive when that happens.
Thanks! yes, I'm still doing various things, and post my adventures/struggles on patreon :)
Good to know you are still enjoying and finding good use of Crocotile

In Development / Re: Space Explorer
« on: February 15, 2018, 06:44:17 AM »
Nice screenshot! :)
Yes, I find the process fun too- something about seeing depth get added to a texture is really interesting.

Support / Re: Loading OBJ into ThreeJS
« on: February 04, 2018, 04:16:23 PM »
no problem!
I suspect the source code in threejs that reads the mtl/obj files might be a bit selective in the way the data needs to be formatted- it might not take into account all the possible ways a mtl/obj file can be formatted.

Support / Re: Loading OBJ into ThreeJS
« on: February 02, 2018, 10:25:19 PM »
I messed with the code..
It seems like it isn't setting the material variables correctly.. Or it isn't setting the texture variables in the material correctly?
I'm not sure.. but you can set the texture directly, and it will show up..
Code: [Select]
function createOBJ(name, x = 0, setMaterials = true) {
    const objPath = "/obj/" + name + "/";
    const mtlLoader = new THREE.MTLLoader();
    mtlLoader.load(name + '.mtl', function (materials) {
        const objLoader = new THREE.OBJLoader();
        if (setMaterials) objLoader.setMaterials(materials);
        objLoader.load(name + '.obj', function (object) {
            object.position.x = x;

var texture = new THREE.TextureLoader().load( objPath+'texture_1.png' );
texture.magFilter = THREE.NearestFilter;
//texture.minFilter = THREE.LinearMipMapLinearFilter;
var material = new THREE.MeshBasicMaterial( { map: texture } );
object.children[0].material = material;


Support / Re: Loading OBJ into ThreeJS
« on: February 02, 2018, 04:03:15 PM »
If you provide me the files, I can try to work out a solution for you.
You can pm me them if you want to keep them private or you can attach them to a post in this thread.
It'd help to have the crocotile file, textures , obj, mtl, (also obj/mtl of a working model) and some source code for loading into threejs.
I can't promise that I'll figure something out, but I can give it a shot!

Support / Re: Loading OBJ into ThreeJS
« on: February 02, 2018, 06:16:29 AM »
Thanks :)
I haven't tried loading an mtl into three.js before, so I'm not familiar with the process. Have you tried it with an obj/mtl that wasn't exported from Crocotile, to see if the issue may be related to the exported file or your code?

General / Re: Thanks
« on: January 08, 2018, 03:46:50 PM »
You're welcome!
Feel free to share your work anytime. It's always a treat to see what others make with it.

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