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Jeiel Aranal

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A member registered 3 years ago · View creator page β†’

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And here's the final version!

View the 3D model here: https://sketchfab.com/models/129257232ebf487eb8179dbc333391cc

Check out the post on Cartrdge talking a bit about the differences from the WIP

Hollllyyyy crap, this was left dormant for so long. I finally have something to show, a WIP sketchfab

https://sketchfab.com/models/f6bc1b12dcca4d63984b2f52a4f574d0

There are no immediate plans for this but if I port Sprytile to a commercial 3D package it would be closed source and paid. It would be the only way it makes commercial sense for myself.

I know of a few people who started on 3D using Sprytile, so Blender is not an insurmountable thing for beginners and there are a lot of resources to get people started.

It will go in the todo pile, how soon it will be done will probably depend on the complexity

Thanks for the console dump. It looks like there are no overt errors, I just never considered the use case of very large textures.

It's a feature I want to have but I can't say when it would be implemented, I suspect it will take a bit of work because this will need to use a second UV layer.

(Edited 1 time)

Hmm. I've not tested the UI with a texture that large, I can imagine it bugging out when handling textures at that size. Can you open the system console to check for error messages?

Hmm, you shouldn't need to be doing anything else. I can't think of any settings that would do this. When you enter build mode, do you see the tile preview in the viewport? Are you still able to create faces with the build tool?

I was considering implementing this but decided against it when I seemed to be getting good results with pixel perfect UV positioning. Theoretically it's not too difficult to implement, might make it an option for the next release since I'm seeing more users come up against this limitation recently. Thanks for trying out Sprytile and giving feedback.

The documentation has moved to a different URL. If links to documentation are broken, you can probably find it in the new URL.
http://docs.sprytile.xyz/advanced-features/#make-double-sided

Deleting tiles is done using Blender's workflow for deleting faces.

  1. While in edit mode, change to face mesh select mode by pressing Ctrl+Tab
  2. Select the faces to delete by right clicking
  3. You can also use paint selection by pressing `C` and painting the selection. Scroll the mouse wheel up and down so change the brush size
  4. After selecting the faces/tiles you want to delete, press `X` or the delete key and select `Faces`

Oh! Thanks, I did not know that about Cycles. I'll have to update the documentation with this.

That's very cool. I wonder if there's something that changed with the cycles renderer that allows Sprytile to work with it now. I have to admit I'm not too familiar with cycles though.

The documentation update for v0.4,2 is still a work in progress.

In the meantime, I've made a couple of lower production quality videos  covering some aspects of Sprytile usage.

In this video, I touch on two methods to create non blocky scenes with Sprytile. There are many ways to do this, these are just a couple of ideas.

T

This video is a demonstration of Set Normal Mode, which can be used to build with tiles even when the axis is not on the global XYZ plane.

If you'd like to ask for help, please feel free to ask in the forums or reach out on Twitter. We also have a community Discord chat server for more immediate help.

Replied to fleity in Changing hotkeys

Thanks for figuring it out. Was the hotkey that was being intercepted only using the alt key with no other combination?

Thanks, for reporting this I'll implement that texture setting for the next release :)

Oof, I'm sorry it took so long for me to reply, this thread had slipped my mind.

The modifications to make to the files are in this gist, this is for Sprytile version 0.4.22: https://gist.github.com/ChemiKhazi/d73f60e7d68ad7bb64df7bd9ed6bebc7
Keep in mind that using the auto update mechanism will probably break any changes you make to Sprytile.

Oh my god six months between the last update. Finally got around to blocking out the lower half, now it needs detailing and texturing and then I move into the lot more finicky interior detailing.

Turnaround of the work completed so far: https://streamable.com/yr2hd

I might look into this when I have time, thanks for using the tool.

Posted in Discord server?

Hey HeadClot, and anyone else interested in the Discord. Here is the server invite.

There isn't a way to change sprytile's hotkeys beyond the one to invoke Sprytile, sorry.

I haven't figured out how to get modal key mappings working yet and it seems to be poorly documented in Blender.

I am open to creating alternate hotkey binding modes for future releases to accommodate users though.

Posted in Discord server?

I don't use Discord regularly myself, I'm mostly a Slack user but I'm open to doing a Discord if that's what the community would like to use.

I'll send feelers out so see if this is something people are interested in. Thanks for the suggestion, Hyohnoo!

The axis lock button is pressed. Turn off the button under β€œauto merge” and you should be able to paint on the camera view axis again.

Thanks for trying out Sprytile!

That's a really neat edit! If you upload your texture to imgur, you can make a linkable version that automatically loads your texture when opened.

Hmm, a bit difficult to diagnose this without more to go on. It's possible the problem is the viewport shading mode, which I do need to highlight in the next documentation pass.

Make sure the viewport shading is set to material when this happens next.

Thanks for checking out and using Sprytile, Bananaft. I'll look into this technique and see if it's feasible to integrate into Sprytile.

Sweet! Haven't seen the milk carton before!

Thanks! If there's an incentive that would interest you, let me know, it would help me a lot with planning :)

Posted in Mini Showcase

Fantasy docks, by @2Pblog1

Posted in Mini Showcase

Farm Scene, by @2Pblog1

Posted in Mini Showcase

Chibi Thundremoar [sketchfab link]

Posted in Mini Showcase

"Moving Out", by @Hyohnoo

Came across this too when I tried to reproduce the issue. Textures not showing up seems to happen when you start a new scene with Cycles on before using Sprytile. It's a little strange that it continues to work when switching to Cycles after setting up Sprytile, but this issue has been noted in the recent docs update :)

This is using Blenders internal renderer? I've been rendering using that and don't remember having to take any extra steps, the material and texture setup should theoretically take care of it.

I'm afraid I'll only be able to help with this tomorrow since I'll be AFK, but try searching for mipmap settings, either in the system settings or the material.

Reset offsets to zero, and set the tile size back to 32x32. Set padding to 1x1. It looks like you added margins to the tileset, from eyeballing it, looks like you have to add 1 margin on each side, and then a 1x1 offset.

Think of padding as the safe space that goes around the tile. 

Margins are the spacing between tiles.

Offset moves the entire grid from the origin.

It sounds like the mipmap settings weren't saved in the blender preferences. Go back to the user preferences step in the tutorial about the mipmap settings and make sure to press save preferences on the bottom corner of the window before closing the preferences.

I haven't had PayPal errors reported to me yet, but this sounds like it would be better reported to itch. Thanks for your interest in supporting Sprytile!

The offset origin starts from the bottom left corner and is a pixel value. Can you please describe what you're trying to do? These settings might not be what you want.

I have the skillset to make this a Unity tool, but I'd need a compelling reason to. Blender gives users the most flexibility with their workflows, being a dedicated 3D software. For now you can easily get take the models you create in Blender + Sprytile and import them into Unity. If you're not familiar with Blender, there is some work required learn the software, but I think it's a worthwhile investment for what you get out of Blender.

Thanks for letting me know, I don't really use the Cycles renderer myself. It's probably something to do with OpenGL access being different when Cycles is active.