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91
Support / Re: White line between tiles
« Last post by Alex on October 13, 2017, 05:44:46 PM »
I tried messing with blender, but I don't know how to use it, so I couldn't figure out which settings to use.
You need to adjust the settings for the texture or the way it is rendered. It's not any issue with crocotile3d or the outputted files, it's just the way blender or the other programs render the textures. You'd probably be able to find a solution if you ask the blender community and people more epxerienced using that tool.
92
Support / White line between tiles
« Last post by Shuuichi on October 13, 2017, 03:05:40 AM »
Hello, I get this problem on my 3D softwares while loading exported scene from Crocotile (1.29) into them (blender and zmodeler, I don't have 3dmax so I can't test them there).

Scene in crocotile:



How does it looks in Blender (2.77):



and Zmodeler:



I've tried everything on export window, I get even worst results trying other options.

EDIT: I can add that I'm using two textures in 256x256 resolution each one. I've read here http://c3d.xyz/index.php?topic=159.0 that the problem was related to texture dimension but as I see my textures are not wrong.
93
General / Re: Tutorial basico en castellano
« Last post by Velotech on September 22, 2017, 07:19:17 AM »
I do not think I can get in here, it's great.
94
Finished Work / Re: Simple wrapped gift [First model using Crocotile]
« Last post by fredskov on September 13, 2017, 04:28:58 AM »
Thanks :)
95
Finished Work / Re: Simple wrapped gift [First model using Crocotile]
« Last post by CyrusK on September 12, 2017, 05:58:47 PM »
looks good! I like the texture
Thanks to wartrol sharing this :)
Happy holidays!

Nice one Fred!
96
General / Re: Some questions
« Last post by Alex on August 30, 2017, 03:14:04 AM »
cool :)
would be fun to see what you come up with.
97
General / Re: Some questions
« Last post by loogie on August 29, 2017, 10:59:22 PM »
the definitely looks like it's working. amazing! i believe that would make it a much better route for creating levels then in unity proper or (how i've currently been quickly making stuff. by exporting cube2 maps (an opensource fps that has in-game editing) to obj! consider me sold!
98
General / Re: Some questions
« Last post by Alex on August 29, 2017, 08:42:32 PM »
Oh okay.
I did a quick test (I never tried this before)
Seems like it works- here's a screenshot attached:
is that what you are asking about?
99
General / Re: Some questions
« Last post by loogie on August 29, 2017, 02:41:13 PM »
I understand the need for you to work on other things, I was just making sure it was an ongoing project instead of something dropped from the devs interest.

As for the obj's use.. I'm looking into Unity, which has a mesh collider, so I was wondering if the exported obj would allow the collider to work correctly.  The main use I was exploring was the ability to utilize Unity's navmesh, which can use the objects in a scene to create the nav. I know it can use the colliders, or the actual objects, I was just wondering if that worked.

I really like the look of crocotile3d, but i'm not sure i'm advanced enough to fully use it (my art isn't quite up to par), but if it was a shortcut to creating blocked-in levels for use in collision (using the built-in objects in unity is a pain) then it would indeed be useful
100
General / Re: Some questions
« Last post by Alex on August 28, 2017, 04:53:49 AM »
I use to spend all my time developing it, but I've had to try to get other things moving as well. I want to continue developing it, but there are various realities I'm facing that make it difficult at the current moment. I hope people can be understanding of that. This doesn't mean that I won't update it- just that it might take a while.
In crocotile3d, everything is basically a square tile (two triangles). When you export to obj, there is an option to merge the vertices. As for creating collision boxes, I'm not sure what the standard method for those are. In my own game experiments, I have created an object in the scene that I can hide/show, and place tiles in it where I want collisions, floor, etc. I then exported that object to obj, and used that to test collisions against.
That's how I would do it- split your scene up so that you have a specific object that holds a bunch of tiles that will be checked for collisions, etc.
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