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Topics - Alex

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Finished Work / Llama
« on: August 19, 2017, 11:01:13 PM »
Created a llama creature today. Printed it out using Pepakura designer, and cut and glued it together. I wanted to try this over a year ago, but never got around to it. Was interesting work. Took some time to make and gluing it was tricky. I have some other ideas I want to try.

Support / If you don't receive your key..
« on: November 12, 2016, 04:14:43 AM »
Apparently there is a chance you may not receive the email after registering if you use an outlook/hotmail/live account due to microsoft's spam filters. Microsoft has performed some delisting of ips so that emails can be sent, so this shouldn't be a problem in the future.

However, if you do use one of those emails and find that you haven't received an email with your registration key, then you can email my hotmail address that is listed in the paypal payment confirmation/details. I will try to reply as soon as I can with your key.

Also, if this occurs, you may also have trouble registering on the forum as it require email confirmation to activate the forum account. I can manually activate those as well.
If you use a different email besides the outlook/hotmail/live accounts, then you shouldn't have to worry about anything.

Support / If you have issues with activation..
« on: April 30, 2016, 06:35:54 PM »
If you have issues with activation, there is one thing you can try doing to work around it.
Create a text file and name it licensekey.txt
Edit the file and type the email you used to register on the first line, then hit enter and type your key on the second line.
The key should have all uppercase letters with the dashes removed.
Place this file in the same location as the crocotile3d.exe
Then try running the program to see if it is activated.

General / Earn a free Key for Crocotile3d
« on: February 21, 2016, 12:01:46 AM »
I will be handing out keys to people who create tutorials for Crocotile3d.
  • The tutorials must cover a majority of the features in the program and I will determine whether the amount of content is sufficient for a key.
  • You must also use a different tileset/texture than the default one that is included in crocotile3d.
  • If you do a text-based tutorial, it must include pictures.
  • Video tutorials must have audio dialogue.
You can post links to your tutorials in this thread.

Support / Exporting files
« on: June 16, 2015, 05:14:36 PM »
If you have registered and activated your program, you'll have the ability to save and export.
Here is some information about how exporting works. It is important to understand this information if you are using multiple tilesets.

Edit: As of version 1.2.4, you can now export an .mtl file with your .obj file, along with textures for each tileset.
If you don't choose to include the .mtl file, the following describes the export process:

If you are using multiple tilesets to construct your scene, you will have to export for each tileset. When you export, it attempts to create a mesh, and a mesh can only use one tileset. So it looks at the current tileset that you have selected and checks to see if there are any tiles in the scene from that tileset. If there are none from that tileset, then it won't export. When you choose a tileset that has tiles in the scene, the export will work and an .obj file will be created with tiles that use only that tileset.

Each .obj file will contain tiles from one tileset, which means that your scene will be split up into multiple parts. Then when importing into another program, you can load all of the exported .obj files, apply the correct tileset texture to each one, and position them to the same coordinates. Your scene will look fine, and everything will be together.

Support / Known Issues/Bugs
« on: May 31, 2015, 06:29:40 PM »
This thread will contain presently known issues/bugs, and related information.

Support / Window glitch
« on: May 29, 2015, 08:36:28 PM »
On old windows operating systems, a user might experience windows that don't display correctly- causing the content to appear offset.
If this occurs, you can try right-clicking the crocotile3d.exe, go to Properties, then go to Compatibility tab, and check the Disable visual themes option.

General / Todo List
« on: May 26, 2015, 08:16:00 PM »
In no specific order:

Skyboxes/backgrounds implemented
Active selection mode(editing only the active faces) implemented
Align verts(quick method to round a bunch of verts to current rounding level)
min/max space setting
brush presets(implemented)
double sided tile option(implemented)
Orthographic projection implemented
lowpoly to highpoly subdivisions
tile outline option / show mesh
gui improvements
3d gizmo and view cube (gizmo implemented; arrows on crosshair)
2d sprite entities
flood fill action(apply tile uv to multiple faces)
Japanese localization
linux(now available!)
refresh tilesets(implemented)
group tiles(implemented)
layers/sub layers(implemented)
pad UVs/Tilesets option(implemented)
animated tiles
internal resolution settings/aspect ratio(implemented)
terrain generation
vertices brush displacement tool (push,pull verts)
vert flattening/averaging tool
paint snap tool (place tiles at different angles)
merge verts export option(implemented)
modifier key for rotating objects clockwise/ccwise(implemented)
jump crosshair to object origin(implemented)
export if scene consists of only objects(implemented)
export option to keep groups/names(implemented mtl files)
+other stuff!

In Development / Alex's work
« on: May 11, 2015, 04:39:14 PM »
I plan on creating a scene with a desert theme. It'll have sand, with cliffs and worn down looking buildings you might see at abandoned mines.
Here is an image showing a test of a few tiles I am working on. I'm working on the tiles first so that I have a bunch to pick from when I build the scene.

Support / Getting Started with Crocotile 3D
« on: May 10, 2015, 11:10:17 PM »
Here I will explain how to use Crocotile 3D.
I will update this post when I have time to expand on the details, so consider this post a work in progress.

When you open Crocotile 3D, you're presented with a window that consists of the 3d world space(where you'll be placing the tiles), and a tileset window where you can cycle between tilesets and choose which tiles to draw into the 3d world space. At the top of the 3d window are a set of buttons allowing you to create a new scene, save a scene, load a scene, export to a 3d file format (currently only .obj). There is also a button in the tileset window with options to load a tileset, replace a tileset (the current one being viewed in the tileset window), remove a tileset (current one being viewed, as well as remove any tiles using that tileset).

There is a Drawing mode, and an Editing mode. Pressing the Tab key will switch between these. The ways to differentiate if you are in drawing or edit mode is by whether a tile(the brush) can be seen under your mouse in the 3d world space. Drawing mode allows you to draw tiles to the space, while edit mode allows you to edit the tiles in the world space. In edit mode you can right-click to open a context menu to access commands.

Each tile consists of two polygons which can be referred to as a quad. These quads use UV coordinates that correlate to positions on the tileset and help to define what part of the tileset gets displayed on the quad. In other words, you can click the tileset to select what section gets tiled into world space. You can change the default tilesize by adjusting the uv tilesize values shown near the bottom of the tileset window. You can also click and drag on the tileset to select larger areas.

If you are using multiple tilesets, you can click the next and previous buttons in the tileset window to cycle through them. Pressing E, and Q will rotate the tile uvs on your brush(if you are in Draw mode). You can also press R to mirror, and F to flip the uvs(Draw mode).

When you draw a tile, it will try to draw it facing towards the camera. You can rotate the camera to draw tiles facing a different direction. To control the camera, you hold down the Spacebar and use the mouse buttons to rotate, pan, and zoom.

You can draw back over tiles to replace them if those tiles are flat on the same plane as the brush, and you can right click to erase them as well. Holding Alt, and right clicking a tile will copy the uvs from that tile into the brush, whereas a left click would apply the uvs from the brush to the tile being clicked on.

If you want to move the plane that you draw on, there is a 3d crosshair that can be controlled by pressing the W,A,S,D keys. W and S shift the crosshair up and down in relation to the viewing angle of the camera, and A, and D will move it left and right. You can also hold Spacebar and press W and S to move the crosshair away from the camera or towards the camera.

This is all good, but what if you want to adjust the tiles geometry? By pressing Tab and switching to Edit mode, you can now select tiles. When you click a tile in edit mode it will select the face of the quad. Click again and it will deselect it. As you may notice, there are also white square positioned at the corners of the tile, these are its' vertices, and they can be selected as well. Multiple vertices and faces can be selected by clicking and dragging the mouse over them. When you hold shift, it selects only the faces. Without holding shift it will only select vertices. Multiple vertices and faces can also be deselected in a similar way, but require the Alt key to be held as well. Another way to deselect is to hold Ctrl and press D. Pressing once will deselect the vertices, and pressing again will deselect the faces.

With a selection made, you can move them around using the W,A,S,D keys in the same way you move the crosshair. Holding shift will move only the crosshair without moving the selection. This is useful if you need to re-position the crosshair before applying a rotation. Selected vertices and faces and be rotated using the Q and E keys and it will pivot around the crosshair. Change the camera angle to change which direction the selection is rotated. In addition to rotating, selections can be mirrored (R key), flipped (F key). Faces can also be reversed (Ctrl+R), and have their edges flipped (Ctrl+F).

At the bottom of the tileset window there is a grid rounding value. This value equals how many pixels the grid spacing is and the amount vertices will move when re-positioned. By default, everything can be moved by 0.5 units (half of whatever the tilesize is). By lowering the value, it allows you to have more freedom with positioning your tiles, but it could be more difficult to manage.

The uv precision values correspond to how many pixels uv coordinates get shifted when you move them. When vertices are selected, you can move their UVs by pressing the arrow keys in Edit mode.

There are other useful features, such as the ability to copy and paste selected tiles (Ctrl+C and Ctrl+V). And also take note that there are Undo states and Redo states (Ctrl+Z and Ctrl+Y) that allow you to reverse any changes you've made.

How to Export

to be continued.

General / Changelog [latest version 1.2.9]
« on: May 09, 2015, 11:07:38 PM »


Added: new Object Mode Constraint option in the settings. When editing an instance of an object, this will prevent selecting/editing of tiles that are not part of the object.
Changed: The Active selection key binding is now Shift+Enter. There is also a new key binding for the Object Edit mode (Enter). When you select an object instance, you can now simply press Enter to begin editing the object, or Enter to stop editing the object. You may also have to delete your keyconfig.ini file to prevent your old key bindings carrying over to the new version.
Fixed: It would not select tiles, vertices, objects that were positioned behind invisible objects.
Fixed: Deleting several hundred tiles at once would freeze the application for a while.
Fixed: Due to a nw.js bug, the Debug.log file would grow in size everytime the application is closed- Implemented workaround that removes file when starting app.
Changed: Importing prefab objects will now use the filename as their default name instead of a random number.
Fixed: Exporting the scene wouldn't work when using only imported prefabs in the scene.
Fixed: Importing a file that isn't an image for a tileset would break various tileset functionality. Files are now validated to check that they are images.
Fixed: Clicking off the input boxes in the sub-divide dialog would prevent refocusing the input boxes.
Fixed: Key bindings should now be disabled during some dialog boxes to prevent key issues.
Added: Eye icons for objects and layers in the Scene window. These can be clicked to hide/show objects.
Changed: Context menu will disable menu items for actions that are currently inaccessible. For instance, if no tiles are selected then the Faces menu item will be disabled.
Fixed: Centering camera now includes selected objects/instances.
Added: Objects now become highlighted in Scene tab when an Instance is being edited.

Added: New crocotile themed Viewcube for rotating/panning/zooming the scene. Click and drag the crocotile to rotate/pan/zoom. It can also be positioned by dragging the small white transparent circle. Also can hide/show it by right clicking the circle.
Added: New tile swapping feature. You can swap tiles by selecting tiles in the tileset window and then right-click and dragging them to the desired location. UVs of tiles in the 3d scene will get updated to the new UV locations if their UVs were inside the tile area you are repositioning.
Added: New UV Padding input boxes in the Tileset window. When you select from the tiles the corresponding UVs that get generated will be padded inwards by the amount set in the input boxes (x,y). This may be useful to prevent pixels bleeding across the edges of tiles.
Added: Tileset window now has a dropdown list for tilesets. This will allow you to pick your tilesets without having to cycle through them.
Added: Shortcut keys for cycling through Tilesets (ctrl+[ , ctrl+])
Added: Middle mouse button for toggling Active Selection mode.
Added: Mouselocking while rotating/panning/zooming.
Fix: Copying a tile's UVs to the brush (alt+rightclick in 3d scene in draw mode) would trigger a keyup for the modifier keys. This would potentially cause it to erase tiles instead of copying UVs.
Fix: Dragging onto tileset canvas would inadvertently select tiles.

Fix: Exporting wasn't working. The updated version of nwjs that crocotile3d uses in v1.2.7 has a bug, but a workaround has been implemented now to solve the problems when exporting.

Change: nwjs version has been updated to improve compatibility on newer operating systems. Please report if you experience issues running the program.
Fix: alt-tabbing would cause keys to stop triggering due to window losing focus while keys are down. This has been fixed.
Fix: notifications for new versions of the program weren't working correctly due to caching.
Fix: Toggling double-sided mode wouldn't work for tiles that were deconstructed from an object.
Fix: Clicking Crosshair Arrows without dragging them after dragging once would add the drag again to the undo stack causing undo to be inaccurate.
Fix: Tileset window not being displayed under other windows.
Change: Tileset window shouldn't display in taskbar unless minimized.
Added: Rotate clockwise and counter-clockwise now accessible via context menu (right-clicking 3d view while in Edit mode).
Added: A shortcut key for toggling crosshair arrows (the X key).

Change: Unregistered users can now save if the scene has 100 tiles or less (including tiles in objects). This will allow users to test the program more freely before registering.
Added: Tile spacing texture option on export.
Added: Power of two texture option on export.
Added: Tile count info at bottom of scene window.
Added: Export multiple objects (objects listed in the scene tab). To export, go to File > Export Objects.
Fix: brush/eraser tool not drawing with single clicks is now fixed.

Fixed: Zooming in and out could cause the panning to move too slow or stop completely.
Added: Ctrl+A will now select all faces in the scene if no faces or verts are selected.
Added: Ctrl+shift+A,D to select/deselect all object instances in the scene.
Changed: Pressing delete key will now also delete any object instances that are selected.
Added: If a new version is available, it will notify you when you start the program.

Fixed: Exporting a scene that consists only of objects would misplace the first tile of the first object.

Fixed: Adjusting UVs in Active Edit mode would adjust UVs of unselected faces if their verts were selected.
Added: Merge vertices option on export.
Added: Save/Save As in File menu (moved other buttons into menu as well); File path is now stored so it will save to current document when saving, or open save as dialog box if you choose the Save As menu item.
Added: Save As key binding; ctrl+shift+s
Added: When saving, it will show brief message when save is successful. That way if you press ctrl+s to save, you will know if it has saved.
Fixed: Saving/Loading/Exporting now remembers the current directory.
Fixed: Exporting scene to .obj would fail if consisted of only instances of objects.
Change: Exported scenes with many objects will include each object as a separate group in the .obj file. This is useful if you are importing the .obj into another program and need to keep everything separated.
Added: New export option for .MTL files. This will allow you to import .obj files into other programs and have all the textures applied correctly. This will export every texture too, and the .mtl file will reference these.

Fixed: Program would become unresponsive and crash when quitting if new scene was created previously.
Fixed: Selecting vertices with the marquee would sometimes not work.
Fixed: Moving tiles that are a part of an object at the same time with tiles that are not a part of an object would move them in different directions.
Added: Crosshair arrows can now move Objects.
Added: Textures can now be double-sided by pressing number 9 on keyboard. This toggles double-sided mode on/off for the currently selected tileset. This is more of a temporary solution for those requesting the feature.

Fixed: Mouse wheel wasn't working for zooming.
Fixed: Resizing tileset would mess up UVs for objects.
Fixed: Object points would appear larger when using a lower resolution.
Added: Options to select/deselect all objects in the scene regardless of type. Accessed in the context-menu by right-clicking the 3d scene.

Added: New keybinding system. Read help file for more information and also be sure to report any bugs or issues if you find any.
Added: Ability to rotate selection clockwise/counter-clockwise when holding Shift key and pressing Q,E.
Added: Hold space in tileset tab now allows panning of the tileset if zoomed in.
Added. Option to move crosshair to an object's origin point found in an object's menu when right-clicking an instance.
Added: Rename object points except for the origin.
Added: Subdivide tiles into columns and rows.
Added: Pixel resolution and window size can be configured in the settings.
Fixed: Sometimes applying a UV to an existing tile or copying the UV from a tile would accidentally draw or erase tiles if the mouse was dragged in the process.
Fixed: Moving the origin point of a prefab object would cause issues when rotating tiles immediately afterwards.
Added: Experimental normal map and height map image generation of prefab objects, accessed by right-clicking objects in the Scene tab.

Fixed: Scenes would fail to load prefab objects if the scene had no single tiles placed. This would prevent the scene from loading everything.

Added: Objects/prefabs can be constructed from tiles in the scene. This allows a greater control over how you can build your scene/model. You can edit one instance and see those changes occur in every other instance of the object. See the documentation for a full list of features related to Objects/prefabs, and to understand how to use them.
Added: Layers have been added as a way to organize your objects. These can be added/removed in the Scene tab of the tileset window, and objects listed can be dragged into them. You can show/hide a layer, effectively hiding/showing the objects within them as well.
Added: Combine Tilesets option in the tileset menu. Allows combining duplicate images.
Added: Skybox images are now saved and loaded with projects.
Added: Hide/show Skybox setting now gets saved in the configuration.
Fixed: Paint bucket tool would not handle contiguous mode around edge of a selection.
Fixed: Redoing the Removal of a tileset now doesn't clear the redo states.
Fixed: Issue related to undoing/redoing the loading of a tileset and copy/pasting tiles that use that tileset is now fixed.

Added: Paint tab with full set of paint tools for editing tilesets. Check documentation for details on how to use these new features.
Added: Documentation howto.html file
Change: version number to 1.1.0 due to the significant additions.
Fix: Tile uvs wouldn't be updated in tileset window when tileset was resized, or when resize was undone/redone.
Fix: Selecting a face wouldn't register if the mouse was hovering over a hidden vertex.
Fix: Hidden vertices could be dragged accidentally.
Change: Tileset images have their modified time cached. When refreshing, it checks if file has been modified after the cached time.
Added: Auto-refresh Tilesets option in the settings. Tilesets will refresh every couple of minutes if changes have been made to the image files outside of Crocotile 3d.

Fix: Replacing a tileset, switching to another tileset and then undoing would update the wrong tiles in the scene. Same case with redoing. This is now fixed.

Fix: Gizmo would reposition tiles that were larger than 1 by 1 size.
Fix: Moving a highlighted tile via the gizmo and then adding verts from another tile and moving via the gizmo wouldn't create separate undo states.

Added: Refresh tilesets button in tileset window will refresh any tileset that was modified outside of crocotile3d program. This assumes a path to the tileset file has been located (saved scenes from previous versions of crocotile3d will need their tilesets replaced so that the paths to those files are recorded).
Fix: Selecting tiles in first column of tileset wouldn't display the correct selection in the tileset window.
Fix: Minimizing and then restoring tileset window would change window size.
Change: Minimizing main window now also minimizes tileset window.
Added: A button on main panel to toggle camera-based selection on/off and also act as a visual indicator.
Fix: Undo/redo of remove tileset action wouldn't work correctly.

Added: Arrows on 3d crosshair to move vertices/tiles while in edit mode. Can hold shift to move just the 3d crosshair.
Added: Option in settings to turn off/on the crosshair arrows.
Change: Rotating a tile UVs now readjusts size of tile if tile isn't square.
Added: A message pops up if you are attempting to export with a tileset that hasn't been used in the scene.
Changed: Tileset button and settings button now show an arrow to help indicate there is a menu.
Fix: Sometimes the tileset window would not have the correct name in the title bar.

Fix: Selecting multiple vertices or faces with lasso would not work.

General / [SOLVED] Registration issue
« on: May 09, 2015, 05:41:31 PM »
There was an issue with registrations, which prevented a few people from receiving their activation codes. The issue has been solved. If you haven't received your code, I have sent an email to the corresponding emails used in the transactions with further details. Sorry for the inconvenience.
If any further issues arise, don't hesitate to contact me and I will do my best to sort things out.

Off-Topic / Official Off-topic Thread
« on: May 08, 2015, 10:53:48 PM »
This is the official off-topic thread.
Feel free to post any random stuff here that doesn't fit anywhere else.

General / Feedback, Requests, & Suggestions
« on: May 08, 2015, 10:44:40 PM »
If you have any feedback, requests or suggestions, please post them in this thread.
I will read all of them and take into consideration what has been said when developing Crocotile 3D.

Please include what you like about the software along with anything you don't like.

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