Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Sprytile

A Blender add-on for building tile based low-poly scenes with paint/map editor like tools · By Jeiel Aranal

General Help and Support Sticky

A topic by Jeiel Aranal created Apr 07, 2017 Views: 15,046 Replies: 134
Viewing posts 20 to 39 of 70 · Next page · Previous page · First page · Last page
(1 edit)

Hi there, is there a key to delete tiles?


Also: [There's a way to make faces double sided using a utility that comes with Sprytile, covered in the advanced documentation.] - This link is now broken. :(

Developer(+1)
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`
Developer

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

Hi

Very interesting and well thought out addon you made! However I am having a slight problem, don't know if I'm doing something wrong. When in build mode tilesheet preview/palette does not appear in the lower right corner. Do I have to enable it somewhere, or could have I maybe closed it by mistake?

I am using blender 2.79, blender internal render and am in material display mode.

Thank you for the great addon and help.

Developer

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?

(1 edit) (+1)

Hi, here is a screenshot. I'm in the build mode, there is no preview in the lower right corner. I thought that maybe some other addon is in some sort of conflict with sprytile, so i turned of bPainter and HardOps addonsm after i took thes screenshot but it did not help.

Not visible on this picture is the fact that i can build as intended, i even get semi-transparent preview of the tile, offset works so I can pick the part of my tile set manually via offset but is not the most comfortable workaround.

As far as I could see other features of the addon work as intended.

Thanks for the help.

edit: just to add.. I am using a 2k tileset that I made, for testing, as I do not intend to use Sprytile for pixel art style.

Developer (1 edit)

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?

(1 edit)

Thanks for support!

Here is console readout, after starting on a new file, loading tileset, and pressing "build"

edit: i tried laoding 1k texture and it works. However, it would be cool if bigger textures could be loaded for uses beside pixel art

Developer

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

cool, are you planing to make loading 2k+ maps available?

Developer

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

Great! good luck with your future work!

Developer

Hi Nikola, the latest version of Sprytile supports 2k+ tilesets. I'd like to get feedback if possible, I don't really have high res tilesets on hand to test it out myself. Thanks!

Hi, apologies for this but as a *complete* beginner to Blender I've been unable to follow some parts of the quick start - how exactly do I extrude edges the way shown? I've looked at other tutorials but I can't seem to get the edges to stop snapping to different angles, how can I freely move edges as shown in the quick start tutorial video?


Sorry again!

Developer

No need to apologize, the tutorials really didn't consider people completely new to Blender which I hope to address in the next documentation pass.


I'm probably not moving edges when tiles are moved at angles, it's more likely that they've been rotated. There's a section of the text advanced documents that shows how to do this.


Hope this answers your question, have fun with using Sprytile!

Deleted 5 years ago
Developer

The file that you downloaded is the zip file, you're looking at the contents of the file because Windows has a built in zip file viewer. Just use Blender's addon installation as shown in the tutorial/manual.

Unreal Engine wants a lightmap for the exported mesh, but unwrapping messes it all up.  You guys have any tips for dealing with that?

ah, thx for the other reply :)

Developer

I'm not sure how it would be setup once imported in Unreal, but you can add a second UV channel for lightmapping in Blender through the data tab as shown in this video: https://streamable.com/ut6u7

You'll probably want to play around with the smart project settings to add more padding between UV islands or even manually unwrap the lightmap, but this is the basic idea.

Man this tool really rocks.  If I can figure out the lighting and some camera issues, it will totally transform my project.  Thanks for sharing with us all!  I'm looking forward to donating when I get some money ... :)

When i Try to load a tile set it gives a error,

It gives says context is incorrect 

i gives this message when i try to use a png file as a tileset

I had this error too. Just create a material first, and it's works !

Hi, first of all, thanks for the tool, I have been using it extensively.

I have one issue, when using the paint mode, often times I am unable to paint certain faces unless I flip the normals. Is there any easy fix to this?


To be clear, the normals are all "outside" normals, however for some reason it just doesnt want to accept the face.


Thanks.

Hi, 

I had the same problem. I tried exporting the mesh as an .OBJ and reimporting it and then recalculating normals which seemed to fix the issue. Hope this helps.

Is it possible to export a texture file from the mesh i have created with sprytile? Because every time i save it as OBJ in blender, when I open the file in any other program it never has a texture.  Just a shape.

Developer(+1)

OBJ files need to have MTL files to tell other programs what texture to apply to the mesh. You may need to set the Blender OBJ exporter settings correctly: https://blender.stackexchange.com/questions/63624/how-to-properly-export-into-ob...

Thank you!

So it looks like this in blender:





But it looks like this in godot. Still not rendering some of the sides and the textures

I downloaded this https://github.com/godotengine/godot-blender-exporter 

and tried to import it this way in a different format and failed

Developer

I'm not sure how Godot sets up materials, but you probably need to import the tileset into Godot and assign it to the material.
For the sides, it might be that the normals of the faces need to be flipped.

(1 edit)

Is there any way to export the texture as a image file? How would i go about flipping the normals?

(+1)

I'm wondering if there's a way to turn off texture rotation based off of view angle. Basically to turn the left side of the image into the right side. I hope this makes sense...

Developer

Rotate the camera and work plane to your desired position and then press the axis lock button.

(1 edit)

Hi, I seem to be having some trouble getting this to work. I import my tilesheet (six 64x64 tiles), create a plane, go to edit mode, click paint, and then Blender crashes.

I'm using Blender 2.76a on Windows 10. Is there a recommended version of Blender I should be using?


EDIT: So I tried updating to the latest version of Blender, and it works now. Fantastic tool btw! It's perfect for my PS1 style game.

Hi, whenever I try to create a project I can't scroll on the tileset UI in the bottom right corner to make it bigger.  Any help is appreciated, thanks!

Hello! Will you be updating this lovely addon for use in 2.8? Thanks!

Developer(+2)

Yes, I plan to update it for Blender 2.8, I'm starting to look into it now that the beta is out.

In build mode, sometimes, faces disappear when I create new ones.

I do not know if it's a bug, but it's pretty annoying :(

Developer

Entire faces being deleted sounds like a bug, although I'm not sure how that would happen. If possible a video of the bug might be helpful.

In Blender Render I had some lamps set up,  but the sprites don’t want to be lit up. I’ve tried all the different lamps already, but the lamps  just won’t lightup the scene. 

I also tried Cycles Render after building my scene in Blender Render, but the textures won’t show. How do I fix this? (I don’t know if the lamps work in Cycles)

Sorry for the inconvenience!

(1 edit)

Do you have some ETA on the update for 2.8 ?

Developer

Unfortunately not, there are some APIs that I've not figured out yet and might take some time to work it out. I've also been unable to find the time to work on Sprytile recently, which sets back the update further.

(1 edit)

For some reason everything i do in blender ends up with theses white lines in the seems. even if i load it into unity


i know this post is a few months old, but what i found to fix the issue is to open up the uv/image editor and resize the uvs to be smaller so that they don't take up the whole tile! i think it's because of bleeding issues or something, but i'm not sure. hope this helps!

(+3)

After installing Blender reports that an upgrade to 2.8 is required. Is there a version for 2.8 or is one being worked on?

Heya! Ender here! Everytime I want to use Sprytile and I load in a texture to use, I get an error message. I don't get this in the 2.79 version of Blender, and I'm fully upgraded.
No screenshot because of personal info I don't want to share.

Viewing posts 20 to 39 of 70 · Next page · Previous page · First page · Last page