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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: 15,047 Replies: 134
Viewing posts 28 to 47 of 70 · Next page · Previous page · First page · Last page

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.

(+1)

So, it is abandoned?

Probably :( What we have left is Crocotile 3D probably >< lame....

(+1)

Last commit on github was 15 days ago (2.8 branch). Doesn't seem dead to me.

Found it! Thanks! I didnt check github  and thought they updated the download link or something :)
For everyone who`s wondering why it doesnt work, you hav to download the latest version!!

https://github.com/ologon/Sprytile/releases/download/2.8-beta9/sprytile_2.8_beta...

Total n00b, here.

I recently just downloaded Sprytile and I am going in totally blind, I'll admit. I feel that I need a rundown of how everything works with this Blender add-on. I need to know how to create my own textures for tiles and such, and if it is possible to model unique low-poly characters with this add-on. Everything is all set, I just need some extra guidance.

Thank you for taking the time to listen.


Hello, I've just purchased this, I love the idea, but at present I am unable to run Blender 2.8x. Is it at all possible to get the 2.79x version of this addon?

Developer

Thanks for your support. The lastest version that supports 2.79 is version 0.4.5 and you can download it from the GitHub releases: https://github.com/Sprytile/Sprytile/releases/tag/v0.4.50

Thank you very much.

Hello, I'm working on a game done in the style of N64 titles such as ocarina of time and this tool looks like it could speed up my workflow. I'm curious to know if the way it generates the UV's can be made to add some small padding to account for bleeding. I need to use mipmaps as the blurriness is more consistent with the n64 look. The way I make my texture atlas I leave a several pixel border around each texture to avoid bleeding, but that means I can't snap the uv's exactly in the middle between two textures, they need to be inset by a specific number of pixels to ensure consistent tiling. Is this possible with sprytile or would I have to manually go in an resize the uv's? if so, that would defeat the purpose of the tool for me.

Developer(+1)

Sprytile applies subpixel padding by default, you can adjust the amount of padding in the Sprytile panel, under Extra UV Grid Settings.

This is more of a blender-question, but as Sprityle heavily relies on the cursor: Is there a way to dircetly move the cursor on the grid? Aiming and then using Shift-S-4 to correct my aim works but is kinda cumbersome.

Is there a built-in-tool to delete a tile? Currently I go back to select-tool, face-mode and delete face.

Developer(+1)

In the sprytile build tool, holding down S will snap the 3d cursor to the vertex nearest to your mouse cursor.

You can configure it to snap to vertices or the virtual grid in the workflow panel.

Turning on cursor flow will make the 3d cursor follow along your tiles while you build.


Good point about delete face. In 2.79 Sprytile was integrated with geometry manipulation so you didn't have to exit out of build mode to delete things, but 2.8 changes the workflow so maybe its time to implement a delete shortcut.

Thank you.

(1 edit)

Under Blender 2.8 in the most recent version, I am not able to select the normal under the cursor ("N" key I suppose?) to continue building tiles along that normal. I followed this tutorial to paint tiles along a slope: https://docs.sprytile.xyz/advanced-features/ . Any suggestions?


Oh and another questions: In Paint (not Build) mode, I thought I was able to paint another layer on top of the existing one? But when I paint something with transparency on an existing tile, the tile underneath gets replaced (so it seems to be behaving identical to build mode).

Developer

N key should be working while you're in Build mode in 2.8.

The decals system isn't working in the 2.8 port, that will have to wait for a future version.

I consider the documentation outdated for now, especially with the 2.8 update.

so basically after making all the models you just export it as fbx to use in unity?

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