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  1. Posts
    630
    Actually, one more question if I may!

    I wish to have say 'block set 1' used on a few maps. Then of course 'block set 2' used on different maps.
    Are the block sets saved external to the map?. So I can reuse a block set (mesh/textures/ mapper block info. etc.) on another map without duplicating the actual block set?
    I hope that question makes sense!!!

    Cheers


  2. Posts
    6
    No it's Fez, you can find info's here: http://polytroncorporation.com/fez
    As far as I know (I just started playing around with Tidy) you can work with anything you want as tileset, as long as the block are the same polygon/plane, but it's better if the author replies.


  3. Posts
    6
    Quote Originally Posted by markhula View Post
    Actually, one more question if I may!

    I wish to have say 'block set 1' used on a few maps. Then of course 'block set 2' used on different maps.
    Are the block sets saved external to the map?. So I can reuse a block set (mesh/textures/ mapper block info. etc.) on another map without duplicating the actual block set?
    I hope that question makes sense!!!

    Cheers
    as a reference the blocks you create in the block editor are saved in Assets/Tidy Tile Mapper/Blocks, but you don't need that, as you'll see every set in the tidy editor window, so you can reuse them as much as you want.


  4. Posts
    630
    Hi,

    Ok - I *think* I understand.
    I have also downloaded Ippokratis batching tools - I am wondering how I use this (trying to reduce my draw calls!!) with TTM?
    I guess I am asking do I even need to do this?
    If (for example as I am certainly no artist!) all the block set mapped to 1 texture would this be the most efficient way to draw?.
    I don't have Unity Pro and 50+ draw calls on iOS is not good (((

    Cheers

    P.S Just tried a 'test map' using the supplied blocks. It seems to produce 10 draw calls!!! - why is that????
    Last edited by markhula; 04-21-2012 at 08:42 AM.


  5. Posts
    630
    Hey JFFM!

    I'm breaking it already
    Got:
    NullReferenceException: Object reference not set to an instance of an object
    DopplerInteractive.TidyTileMapper.Editors.TidyBloc kMapCreator.CleanMap (.BlockMap blockMap)
    DopplerInteractive.TidyTileMapper.Editors.TidyBloc kMapCreator.PublishMap ()
    DopplerInteractive.TidyTileMapper.Editors.TidyBloc kMapCreator.InspectorUpdate ()
    MapCreatorWindow.OnInspectorUpdate () (at Assets/Tidy Tile Mapper/Editor/Editor Windows/MapCreatorWindow.cs:26)
    System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder

    Basically I fiddled (broke!) with my map. I presume to 'delete' a tile I select the empty tile and paste that in. I then tried to publish over an existing prefab i.e. so as to remove the empty tiles. This is when the error came up.

    Cheers

    P.S I am obviously mis-using/mis-understanding this!
    I create a map I publish it i.e. create a prefab.
    If I edit this prefab (i.e. add remove blocks) I need to publish it again to update the map prefab? (I assume so).
    This then seems to create 2 prefabs in the scene an hence the error.
    It must be late - that's why I am goofing it up! - someone enlighten me so I don't break it anymore!
    Empty blocks seems visible in game window!
    Also, after editing a prefab (probably incorrectly) I cannot get my first scene to play (play doesn't work). I have to quit Unity reload and then it works.

    Cheers
    Last edited by markhula; 04-21-2012 at 09:27 AM. Reason: Me not understanding and destroying good work! :-)


  6. Location
    New Jersey
    Posts
    1,079
    Quote Originally Posted by markhula View Post
    Hi,

    Ok - I *think* I understand.
    I have also downloaded Ippokratis batching tools - I am wondering how I use this (trying to reduce my draw calls!!) with TTM?
    I guess I am asking do I even need to do this?
    If (for example as I am certainly no artist!) all the block set mapped to 1 texture would this be the most efficient way to draw?.
    I don't have Unity Pro and 50+ draw calls on iOS is not good (((

    Cheers

    P.S Just tried a 'test map' using the supplied blocks. It seems to produce 10 draw calls!!! - why is that????
    Painting like this? I created this level in TTM.


  7. Posts
    630
    Hi

    Yep ; that is like the type of thing I need to create !!!!!!!

    Cheers


  8. Location
    Sydney
    Posts
    336
    Quote Originally Posted by markhula View Post
    Hi,

    Ok - I *think* I understand.
    I have also downloaded Ippokratis batching tools - I am wondering how I use this (trying to reduce my draw calls!!) with TTM?
    I guess I am asking do I even need to do this?
    If (for example as I am certainly no artist!) all the block set mapped to 1 texture would this be the most efficient way to draw?.
    I don't have Unity Pro and 50+ draw calls on iOS is not good (((

    P.S Just tried a 'test map' using the supplied blocks. It seems to produce 10 draw calls!!! - why is that????
    Hi Markhula,

    Definitely - if you're on iOS (non-pro) without dynamic batching, using a batching tool is a great idea.

    I'm not familiar with that particular tool, but I've structured the maps in TTM to be built in "Chunks" (the larger blocks you click on to populate a map out). This "Chunk" size is intended to be your "batch size" as well as your paint size - so you can apply batching per-chunk and get a better control over your mesh-combination.

    To use an example from Unify Wiki (the mesh combine script) - I would add the mesh combine script to each chunk (probably create a script to search for MeshChunk objects and do it automatically) - this will then go through and batch up your chunks nicely.

    Also I believe ticking "static" on your blocks (if you are not using the Runtime API) is a good idea, as it will combine things up at runtime automatically.

    -JFFM
    Follow me on Twitter! @dopplerinteract
    My Current Project: Ball of Woe
    Blog: http://blog.dopplerinteractive.com
    Youtube: http://www.youtube.com/user/DopplerInteractive
    Tools pages (for Unity Editor-tools): http://tools.dopplerinteractive.com


  9. Location
    Sydney
    Posts
    336
    Quote Originally Posted by markhula View Post
    Hey JFFM!

    Basically I fiddled (broke!) with my map. I presume to 'delete' a tile I select the empty tile and paste that in. I then tried to publish over an existing prefab i.e. so as to remove the empty tiles. This is when the error came up.

    P.S I am obviously mis-using/mis-understanding this!
    I create a map I publish it i.e. create a prefab.
    If I edit this prefab (i.e. add remove blocks) I need to publish it again to update the map prefab? (I assume so).
    This then seems to create 2 prefabs in the scene an hence the error.
    It must be late - that's why I am goofing it up! - someone enlighten me so I don't break it anymore!
    Empty blocks seems visible in game window!
    Also, after editing a prefab (probably incorrectly) I cannot get my first scene to play (play doesn't work). I have to quit Unity reload and then it works.
    Hi Markhula,

    Yep - definitely don't delete empty blocks They're the foundation of the painting logic (they'll be stripped at publish time and runtime).

    They are visible in the Game View (on the currently released version) but they are invisible in the new version.

    If you're enthusiastic, you can replicate this change yourself by setting your camera to cull the layer "TransparentFX" and setting the Working block cubes (from the Tidy Tile Mapper / Editor / Prefabs folder) to be on this layer.

    As for the "cannot get scene to play" issue - are you the man on Twitter who raised that with me?
    If not - never fear! I'm looking at it while I type this message

    As another thing to be aware of: You cannot press "Play" while the Block Editor window is open. It is programmed to block this (as it does strange things to the prefab connections) - so be sure to check this is closed.

    Hope that helps!

    -JFFM
    Follow me on Twitter! @dopplerinteract
    My Current Project: Ball of Woe
    Blog: http://blog.dopplerinteractive.com
    Youtube: http://www.youtube.com/user/DopplerInteractive
    Tools pages (for Unity Editor-tools): http://tools.dopplerinteractive.com


  10. Posts
    630
    Hey JFFM,

    Thanks for the info.
    No I'm not the guy on Twitter
    What I do notice (as you mention) is not only are the empty blocks visible but they still have their collision active in the game window.
    I still don't get what to do when I edit, save (i.e. create prefab). Do I then manually have to delete the original prefab and copy (drag it across) into my project?
    Basically if I edit, then save it creates the 'new' game object. If I edit and save again it creates another game object (even though it asks if too overwrite is ok). I am obviously doing it wrong somewhere - please help ))

    Cheers


  11. Location
    Sydney
    Posts
    336
    Hi @Markhula,

    Do you mean editing a Block or editing the map?

    Feel free to send me an email at the support address in the readme.txt file so you can get a little more space to outline what you're doing.

    -JFFM
    Follow me on Twitter! @dopplerinteract
    My Current Project: Ball of Woe
    Blog: http://blog.dopplerinteractive.com
    Youtube: http://www.youtube.com/user/DopplerInteractive
    Tools pages (for Unity Editor-tools): http://tools.dopplerinteractive.com


  12. Location
    Sydney
    Posts
    336
    Hello Everybody,

    I put together a quick little tutorial video for Tidy TileMapper - particularly aimed at our new users. Hopefully it will cover off a few core points and get everybody up and running mega-quickly.

    It covers:

    -Installing the package
    -Creating a new map
    -Painting the map
    -Working blocks
    -"Play" behavior
    -Publishing
    -Stripping levels



    I hope it's helpful to you!

    -JFFM
    Follow me on Twitter! @dopplerinteract
    My Current Project: Ball of Woe
    Blog: http://blog.dopplerinteractive.com
    Youtube: http://www.youtube.com/user/DopplerInteractive
    Tools pages (for Unity Editor-tools): http://tools.dopplerinteractive.com


  13. Location
    Budapest
    Posts
    249
    Thanks, as a new user: it is warmly welcomed!
    Sign-up and win: http://divemastergame.com

  14. p6r p6r is online now

    Location
    France
    Posts
    815
    @ JFFM : Nice tutorial for beginners ! All what new users need to start with your great plugin !

    Here is a video of my coming game using TTM for easy and fast creation of maps. It's so great to be able to modify the map again and again if needed, without big efforts !!!
    All is coded in javascript (No "Brain Builder" here to see if I can do that !) and I have made my own horizontal or vertical moving platform scripts where the hero can move on them.
    (Now I'm waiting for the new TTM features for the enemies and so on...)

    And the Tidy Wave Mesh has a nice water effect here...



    6R


  15. Posts
    630
    Ahhh!, I think your excellent beginners video helped me.
    What I do now, is have an empty scene (not used by the game) build my level in there then export it.
    Then the 'real' game level can access the exported prefab.
    This arrangement seems to work for me

    Cheers


  16. Posts
    630
    Mind you!, soft selection simply doesn't work for me. Only the selected block moves not the surrounding ones.


  17. Location
    Sydney
    Posts
    336
    Quote Originally Posted by markhula View Post
    Mind you!, soft selection simply doesn't work for me. Only the selected block moves not the surrounding ones.
    Hi Markhula,

    Be sure you're selecting the "Block", not the child mesh (it should have the green outline - you will likely need to move up by one level in the hierarchy).

    I'll add a feature that automatically moves up to the parent in the hierarchy when selection a child mesh, that should help

    -JFFM
    Follow me on Twitter! @dopplerinteract
    My Current Project: Ball of Woe
    Blog: http://blog.dopplerinteractive.com
    Youtube: http://www.youtube.com/user/DopplerInteractive
    Tools pages (for Unity Editor-tools): http://tools.dopplerinteractive.com


  18. Posts
    630
    Hey JFFM,

    AH YES!, that was the issue. To move up the hierarchy automatically would be most helpful!

    Cheers!


  19. Location
    Sydney
    Posts
    336
    Hello Everybody,

    I've put out a release to Tidy Tile Mapper that adds a few things:

    -Automatic Block selection for Soft Selection (if you have the Soft Selection tool chosen, it will always bump your mouse selection to the correct block)
    -"Act Empty" tiles now orient themselves inversely to usual blocks (they consider full blocks to be empty, empty blocks to be full).
    -Added a "VariantIndex" parameter to the AddBlockToMap() function in the Runtime API.
    -Maps will no longer orient themselves to the camera upon creation.
    -Automatic tagging of the Camera to cull "TransparentFX" layer in order to hide working blocks in game view.
    -A whole bunch of small changes and additions to the internal workings of the tool to pave the way for further updates.

    And other things I can't remember right now

    Enjoy!

    -JFFM
    Follow me on Twitter! @dopplerinteract
    My Current Project: Ball of Woe
    Blog: http://blog.dopplerinteractive.com
    Youtube: http://www.youtube.com/user/DopplerInteractive
    Tools pages (for Unity Editor-tools): http://tools.dopplerinteractive.com

  20. orb orb is offline

    Location
    Unity Bug Reporter
    Posts
    403
    Is that 1.3.1.2? I can barely keep up with your speed

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