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Support / Re: BUG: Inconsistent UV coordinates when using UV Padding
« Last post by Alex on October 16, 2018, 07:20:17 PM »
Yeah- that is what I would do.
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Support / Re: BUG: Inconsistent UV coordinates when using UV Padding
« Last post by pkorzeniewski on October 16, 2018, 04:49:57 PM »
Ok now I undestand, using tiles with padding is generally a bit tricky, it's easier to use tilesets without padding and just use correct texture rendering method to avoid edge bleeding.
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Support / Re: BUG: Split doesn't work correctly on tiles with UV Padding
« Last post by Alex 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.
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Support / Re: BUG: Inconsistent UV coordinates when using UV Padding
« Last post by Alex 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.
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Support / Re: BUG: Inconsistent UV coordinates when using UV Padding
« Last post by Alex on October 16, 2018, 02:23:31 PM »
I will look into this issue today and see if I can fix it.
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Support / Re: BUG: Inconsistent UV coordinates when using UV Padding
« Last post by Gittens on October 16, 2018, 01:41:39 PM »
How do you get rid of this inconsistency? It's kind of a big deal.
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Support / Re: REQUEST: Grid rouding for placing tiles
« Last post by pkorzeniewski on October 15, 2018, 10:54:57 PM »
Yes the multiplier is also a good idea, it would make tiles more versatile.
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Cool, don't let the Crocotile die! It's an amazing and unique software, I can't imagine creating low-poly/pixel-art 3D models in anything else, it's sooo easy, fast and fun to create even complex models in Crocotile.
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Support / Re: REQUEST: Grid rouding for placing tiles
« Last post by Alex 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.
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Support / Re: BUG: Holding a key to move vertices/faces results in misaligned positions
« Last post by Alex on October 15, 2018, 09:27:43 PM »
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.
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