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September 26, 2018, 09:36:21 AM

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Latest addition to the collection: Prefab Maker
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Messages - MediaGiant

Pages: [1] 2 3 ... 5
1
Support / Re: Level Editing Problems.
« on: September 01, 2017, 10:13:24 PM »
First you would switch to Triangle mode within Level Editor, hold down the hotkey and click on a face (which will turn blue) and then press the Delete key. In Erase mode it will only erase the lines, but should be as easy as left clicking and dragging across the lines in the scene.

Thank you for the screenshot, it is puzzling to see that the PNG type is greyed out and I'm not exactly sure why this might be. It might be a permissions problem or a format issue since the blueprint was created in Windows. A bit more information can be found here at http://answers.unity3d.com/questions/593799/error-importing-png-file-could-not-be-read.html A way to test this would be to select another PNG file from the internet or elsewhere on the Mac. 

2
Support / Re: Can't Get Mesh Painter to Work
« on: August 31, 2017, 11:22:47 PM »
Hello magikarts,

Thank you very much for your purchase and support. I also have a MacBook Pro which I purchased for testing the programs. It sounds like you have done everything right, such as removing the Box Collider and using the correct keys so I'm surprised to hear it isn't working correctly.

The control/command key is now the designated hotkey and it should work with a left click on the cube. The brush or texture mode mentioned in the documentation is simply a checkbox option on the Mesh Painter window.

Given that you appear to have tried everything I could recommend I will need to perform some more tests and I will try to resolve this. Please also note that I wrote this program a long time ago when I was just starting to create tools for Unity and as such it isn't that good. It's okay for adding some text notes to basic objects but don't expect much more from it than that.

Thanks again for your understanding and I will try to get back to you as soon as possible with my test results.

Best regards,
Alan 

3
Support / Re: CSG Asset Crash
« on: July 14, 2017, 06:57:12 AM »
Hi Navtek,

It appears that the Brush_door is parented to a door_pivot object which also has a mesh filter attached. So the program may be having trouble with the hierarchy. If you move the Brush_door object and attach it to the cubes object, the set the target to Target_wall and the brush to the Brush_door object it appears to work. I also extended the bottom of the cube so there wasn't a door sill at the bottom.

Sometimes the calculations don't work and you may need to adjust the epsilon value on the Settings page. It might take a bit of tweaking but if you could try the same I'm sure it will work.

Best regards,
Alan

4
Support / Re: Prefab Maker textures mucked up
« on: June 19, 2017, 07:26:26 PM »
Hello Tezza,

Thank you for using Prefab Maker. From the pictures I would say that the objects are using tiled textures, or at least texture coordinates that are outside of the range of 0 to 1. Prefab Maker isn't able to atlas these as it uses standard texture coordinates and cannot handle the tiled textures.

Would you be able to try a test with a couple of textured cubes or similar objects to see if this is the case?

Regards,
Alan

5
Support / Re: CSG.dll appearing in the build
« on: April 08, 2017, 10:10:10 PM »
Thanks for letting me know how it went. I originally tried the 'Editor' folder solution, but forgot that I'd included the runtime script in this release, so it resulted in a bunch of errors.

Of course if you put both the DLL and the example script in the Editor folder then it will work. I guessed, and can confirm, that it won't upset the CSG utility or Mesh Maker since it doesn't refer to the monobehaviour script.

I've now done the same as you here and will put this out in the next update.

Cheers,
Alan

6
Support / Re: CSG.dll appearing in the build
« on: April 08, 2017, 08:40:22 PM »
Hi Superstar,

Thanks for letting me know as I wasn't aware of this.

The quickest way for now should be to create a folder called 'Editor Default Resources' in the folder with the DLL file and drag the DLL into this new folder.

According to the website here at (http://wiki.unity3d.com/index.php/Special_Folder_Names_in_your_Assets_Folder) this should prevent it being included in the build.

I have done this and tested the CSG functionality in the editor, which worked, but haven't tried a build yet. If this works as a permanent solution then I will add this to the next update.

-Al

7
Support / Re: Mesh Editor: centering pivot
« on: March 23, 2017, 05:41:35 AM »
Thank you for the detailed feedback. I can confirm that after following your steps that the pivot point was higher than it should have been after clicking on the Update button. It appears that part of the code is not taking the changed scale into account.

In the interim there is an easy way to work around this:

On the front page of Mesh Editor there is a button called Normalize Scale, after you lock onto the cube with the different scale, click on this button to set the scale of the cube to (1, 1, 1) after which you can then set the pivot point as normal. Once moved the pivot point will be correct, but the difference is that the scale of the cube will be (1, 1, 1) instead of (2.7, 2.7, 2.7).

Thanks again for letting me know about this and tracking down the problem, I'll be sure to get it fixed in the next update.

 

8
Support / Re: Mesh Editor: centering pivot
« on: March 22, 2017, 08:56:33 PM »
Hi Superstar,

I can't say I've experienced this exact thing, but nine times out of ten, when the pivot point doesn't move to where I think it should, it is because I have set the Pivot tool (top left of the editor window just next the transform buttons) to Center rather than Pivot.

It may also be that the object is parented and the parent object is affecting it. Just a wild guess, but I'm trying to get a sense of what is going on.

If that doesn't help you can write to me at support@meshmaker.com and perhaps send me a copy of the object so I can run some tests on it here.

Thanks again for your continued patronage.

All the best,
Alan

 

9
Hi Superstar,

Thanks for your kind review of Mesh Editor and also for a very detailed description of your situation.

There is no option to expand or grow the selection of triangles, this is one of the features that does need to be added. But it would most likely work efficiently on low poly models, mainly due to the fact that the Unity meshes do not contain any adjacency information about the neighboring polygons/triangles.

The solution is to use the marquee/group select tool instead, by holding down the hotkey when left clicking and dragging within the scene. In the scenario you described I would first use the marquee tool to select all of the triangles in the mesh, and then deselect the triangles you want to keep by clicking on them while holding down the shift key.

Mesh Cutter has an option for selecting all of the triangles of any submesh (triangles with the same material) and I would say this is the fastest way possible to remove whole sections of a mesh. It also has different options for how you can cut the mesh.

I hope that helps with your project until I can get the feature implemented.

Best regards,
Alan

10
Support / Re: Mesh Maker 2.4: Error during build
« on: December 30, 2016, 01:08:04 AM »
Hi,

I see that the file that is causing the problem was an experimental class that isn't being used by the program. I had removed references to this class but forgot to remove the file. If you have a look at the Assets/MeshMaker/Files/LevelEditor/Event Handlers/ExposeToEditor.cs script you'll notice it is an empty class and won't cause any problems when deleted.

Could you please delete the whole folder called Event Handlers at the following location in the project Assets/MeshMaker/Files/LevelEditor/Event Handlers

The standalone version was submitted on the 14th of December and at any other time of year I believe it would have been accepted by now. I'm hesitant to submit an update for a new program because I have read that it will go to the back of the queue.

As soon as it goes live I will immediately submit the update with this fix and lots of new features for Level Editor. Thankfully an update of a package is reviewed much faster than a new program so the review time should only be a week for this.

Thank you very much for letting me know so I can prevent this from affecting everyone's build in future. It really helps to know how the programs are behaving in the field.

Best regards,
Alan

11
Support / Re: Mesh Editor, warning message in console
« on: December 29, 2016, 11:59:30 PM »
Thanks Superstar, always happy to help. For more information and quick links you can click on the Help link from the Mesh Maker menu.

And I hope you're enjoying the beta version of Level Editor which was added to the collection a week ago. The next version of this program is ready to be uploaded but I'm waiting for the asset store team to approve the standalone version before submitting the update.

Thanks very much for your support and I wish you all the best for the new year.

Alan 


 

12
Support / Re: Mesh Editor, warning message in console
« on: December 29, 2016, 05:30:28 PM »
Hi Superstar,

I am aware of that warning message and I can assure you that it doesn't affect the functionality of the program at all, it is related to a third party DLL that I can't edit to fix the warnings. In Unity 4.x the warning wasn't displayed and then in the early 5.x versions Unity started showing this as an error, but then downgraded it to a warning in later versions.

Since it relates to functions I'm not using I have been looking for a way to prevent the warnings from appearing. I will continue to work on this and incorporate the changes in a future update.

Best regards,
Alan

13
Support / Re: Can meshmaker edit imported object?
« on: December 26, 2016, 01:23:48 PM »
Hi Magma7247,

Yes, Mesh Editor can edit any mesh that has been imported into Unity. This includes skinned meshes and it preserves the animation, the only part of a mesh that it doesn't preserve is the blend shapes. This is coming in the next update for this program.

Mesh Editor also allows you to edit the UVs individually and combined as a triangle. As you work with editing, the textures can be set to update using planar mapping, but there isn't a feature for changing all UVs from one type of mapping to another.

I hope this helps, and in case you need only Mesh Editor it is sold separately on the store. Or you can get it along with 13 other tools in the Mesh Maker collection.

Best regards,
Alan 

14
Support / Re: Prefab Maker: Objects info text area hard to read
« on: December 06, 2016, 09:34:42 PM »
Hi Superstar,

Thanks for the screenshot, this may be because the program is running on Unity Pro. The program was developed on the personal version and I didn't notice the problem. I'm now adding custom skins to the programs to switch between themes so the text color will certainly be changed in the next update for the program.

Thanks for your support for the collection and feedback.

Regards,
Alan

15
Support / Re: Prefab Maker error on Unity 5.4.0f3
« on: September 27, 2016, 05:46:53 PM »
A new version of Mesh Maker and Prefab Maker have now been submitted to the store for review. They have been linked to the 5.4.0 DLLs and should work as normal now.

I've had to drop support for the earlier versions but I'm sure most people will be keeping up with the latest version of Unity.

Please give it a few days for the store to process and then grab the updated package. Thank you for your patience and understanding.

Best regards,
Alan   

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