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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: 15,219 Replies: 134
Viewing posts 38 to 57 of 70 · Next page · Previous page · First page · Last page
(+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?

Hey, just started getting into this and I really like it.  I do have a random issue where my tilemap disappears.  As in, when I am in Edit mode and click on the Sprytile Build I do not see the tilemap.  I was able to see it, but going into layout mode and then back to edit mode, it disappeared.  Is there anything in Blender that would cause it to disappear?

Hey! Is there a way to resize my sprite sheet without it messing up the UV mapping on my scene in Blender?

Developer(+1)

If you only resize the sheet on the Y axis, this can easily be done with Blender's existing tools. In your image editor, resize the image upwards by 2x. For example if your sheet is 256x256, resize it to 256x512. In Blender load the resized sprite sheet and go to the UV editor.

In the UV editor, set the 2d cursor position in the 'n' key sidebar, by going to the view tab in the sidebar. Set the position to 0,0 and select all of your mesh faces. Set the pivot to the 2d cursor, and use the UV scale tool. Press Y to restrict the scale to the Y axis, and type in 0.5. This will restore your UV map to the original setup with the larger sheet.

(1 edit)

Hello, I need help I think. When I try building anything with Sprytile textures don't load. I follow the exact instructions from the Sprytile Quick Start tutorial video and when I got to the point where I can build using the Sprytile build tool it creates a blank, transparent face, evin wit Material or Rendered view. I tried changing shader, tried different tileset but non of that worked. I don't have any other addons installed and am using the newest version of Blender (installed yesterday). Is there any way to fix this? I have some experience with Blender but honestly not much. Thank you for a quick answer :)


Developer

Sprytile hasn't been tested yet with 2.92 which is the latest current version, so there may be issues.

Just tried using Sprytile with Blender 2.83.13 with the same result as before.  

Hello and thanks for making Sprytile! 
Is there a way to turn off backface culling in blender with the current version of sprytile? I couldnt find an option on the material following blender infos ( i m new to blender too).
Thanks!

Welp, not sure where else to get help on that. :l

(3 edits)

Hey, thank you for your amazing work. The tool might really help with my level design workflow.

I am experiencing some issues with the texture rotation, as the tile is automatically rotated based on the viewport rotation. In some cases, this also leads to UVs being incorrectly generated. Is there a way to turn off this rotation or do I just need to be careful while editing?

Looking at the video, I now see that the orientation plane changes just like if I place a new tile, but in paint mode it still let's me paint on tiles that don't belong to that rotation. That might be the cause of the collapsed UV.

Developer

You can lock the view rotation by clicking the lock axis button, as shown here: Feature Reference - Sprytile Documentation

Not sure what I'm doing wrong, I'm a blender noob. I'm trying to export the model and its missing the texture that I painted on it. I've tried both fbx and dragging the .blend file into unity

Developer

You'll need to make a material in Unity that is assigned to the model and uses the texture: Unity Settings - Sprytile Documentation

how the hell do I add a tileset? the UI for the Sprytile tab looks different from the tutorial on my screen

(mine)

(tutorial)

i think you are in edit mode

after I made this post I did manage to get the tile palette to show up... sometimes, but I couldn't paint a pre-existing object, and the tile palette was prone to disappearing in a way that required me to restart blender

Hello there lovley people,

im new to blender and i dont really know wht im doing but after hours of research i havent found a solution to this problem. so please help.
In the mesh there are these lines wich look really bad, in godot itself its even worse. the material seems to be at an ofset and creates gaps in the intendet look. how would i go about fixing this? thanks

video for clarification:

Developer

There might be unmerged vertices, try using Blender's merge by distance function. Go into edit mode, press Ctrl +A to select all and then run the operator. If successful, there should be message in the Blender status bar about how many verts got merged.

thank you very much. this fixed the seams in the mesh. unfortunatly the ofset material thing isnt fixed. i think it has something to do  with my godot settings.  i will post my solution :)

Deleted 1 year ago
(1 edit)

Hello, I really like your addon but I am running in a couple of issues when trying to using it. First sometimes it crashes Blender when attempting an undo action, but most importantly, the addon seems sometimes to bug, the tile palette disappear and the sprytile widget only shows sprytile painting. This issue doesn't get resolved by rebooting Blender and I have to cumbursomely port my geometry in another Blender file. Do you know what causes this and what I should do to prevent it ? I run it on Blender 2.93.

Developer

It hasn't been tested for 2.93 unfortunately. I'm unsure how to resolve that issue for now.

(1 edit)

I see. On which version of Blender was it last tested ? I can still revert to an earlier version if necessary.

Developer

2.91 is the latest version I've run Sprytile in.

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