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91
General / Re: Problems with Crocotile 3D and Unity?
« Last post by Alex on March 31, 2017, 05:08:08 PM »
I imported them into Unity and changed Filter Mode to point, and it looks fine. I attached a screenshot.
I use Unity 4 because Unity 5 doesn't work on my computer.
You originally mentioned that you don't want to disable anti-aliasing. I checked my anti-aliasing settings: Edit/Projectsettings/Quality
I have mine disabled. And when I turn it on, I do get some lines showing. Is there a reason you don't want to disable anti-aliasing?
If it is aliased, the edges will blur together, causing pixels that sit on the outside of the tile to bleed into it.
92
General / Re: Problems with Crocotile 3D and Unity?
« Last post by Jake on March 31, 2017, 04:35:06 PM »
Here is the screenshot of it in Unity: http://imgur.com/K1rPEvb
It looks like the new dimensions I created in Crocotile 3D appear in Unity. Each time I import the model and texture I create a new project, so there aren't any previous files there. I'll attach the obj and the texture with the new dimensions in a zip, just to be on the safe side  :P

EDIT: If nothing appears to be wrong, I could always upload or link to the Unity project, so you could have a deeper look and see what settings I've used.
93
General / Re: Problems with Crocotile 3D and Unity?
« Last post by Alex on March 31, 2017, 03:44:28 PM »
Can you provide a screenshot of it in unity? If you click on the texture in unity, does it show it having the correct dimensions? I'm wondering if it was imported correctly. I know that when I reimported, I had to delete the previous files in unity for them to correctly update..
You can also attach the obj,etc again if you want me to take a look at that and try importing it myself.
94
General / Re: Problems with Crocotile 3D and Unity?
« Last post by Jake on March 31, 2017, 03:05:49 PM »
Yeah, You have to resize the texture in crocotile3d. When you resize it in crocotile3d, it will also readjust the UV coordinates of every tile to correctly map the new texture dimensions. Then you will need to export it from crocotile3d to get an obj file that contains the updated UV coordinates. Then you'll have to reimport everything into unity.

Sorry to bother you again. Okay, so I resized my sprite sheet in Crocotile 3D. These are the settings that I applied: http://imgur.com/a/GE07Q
Then I exported it like so: http://imgur.com/kony6WL (I also later did the same but with 'use power of 2 textures' but made no difference).

And then I imported into Unity like before, model comes in fine, I slap the texture on and it's back to where I was originally. The textures are where they should be, but I still get those damn lines everywhere  :o
95
General / Re: Problems with Crocotile 3D and Unity?
« Last post by Alex on March 31, 2017, 02:41:48 PM »
Yeah, You have to resize the texture in crocotile3d. When you resize it in crocotile3d, it will also readjust the UV coordinates of every tile to correctly map the new texture dimensions. Then you will need to export it from crocotile3d to get an obj file that contains the updated UV coordinates. Then you'll have to reimport everything into unity.
96
General / Re: Problems with Crocotile 3D and Unity?
« Last post by Jake on March 31, 2017, 11:58:17 AM »
Hi Alex,

Thanks for the help so far, I really appreciate it!  :)

It looks like you've got it figured out, the screenshot you've uploaded looks perfect. That being said, I've tried what you've suggested but have hit a brick wall. I've added more space to the sprite sheet (using Paint.NET), the dimensions are now 512 x 128. I then imported my assets into Unity, loaded the OBJ into my scene. Created a new Legacy Shader > Diffuse. Loaded the sprite sheet onto it. Then applied it to my OBJ. I also changed the filter mode to point, couldn't find a true colour format though (I think I'm using a newer version than you are). This is the result I got (http://imgur.com/QThzX8k).

Was there something I did wrong or that I missed that you did? Thanks again for your help  :)
97
Support / Re: REQUEST : UV offset
« Last post by Setsuki on March 31, 2017, 06:20:16 AM »
Thanks a lot, I should've mentioned it, my textures are indeed square and powers of two. (256x256 and 512x512 to be exact). But you are right, it is important for better rendering, especially on mobile.
98
Finished Work / Re: Some lil vehicles
« Last post by Alex on March 30, 2017, 11:49:52 PM »
Nice! I like these. They are simple and effective.
Makes me want to make some of my own. :)
99
Support / Re: REQUEST : UV offset
« Last post by Alex on March 30, 2017, 11:22:45 PM »
I would also like to mention another possible fix to this issue.
You can try checking if your texture dimensions are a power of two (2,4,8,16,32,64,128,256,512,1024)..
If they aren't, you can try adding extra space to your texture so that it is a power of two, and then export it and see if you still have the issue.
I tested this and found that Unity will render textures wrong if they aren't power of two, so I thought I would leave this info here.
100
General / Re: Problems with Crocotile 3D and Unity?
« Last post by Alex on March 30, 2017, 11:14:14 PM »
Unfortunately I haven't had much luck in figuring out a solution, I've attached a zip file containing an obj of my test scene, the mtl file and texture. Maybe you'll have better success? If not, it isn't the end of the world. Thanks for offering to help me out  :)

EDIT: I also converted the .obj to an .fbx and imported it into the Unreal Engine and get the same result. Could this be an issue with Crocotile 3D or my export settings? (which was just export only with textures). Or maybe the fault is with the spritesheet I created with TexturePacker. Hmm.

Okay, I found the problem and solution.
It is related to the texture dimensions. If the width or height of the image isn't a power of 2, then it will produce the problem. If you simply add more space to your texture so that it is a power of two dimensions, then it will look perfect in Unity. I also change the filter mode of the texture to Point, and also the format to True color.
 :)
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