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July 18, 2019, 04:27:35 PM

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156 Posts in 48 Topics by 61 Members
Latest Member: Linae
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Support / Re: CSG Imported objects issue
« Last post by Linae on July 05, 2019, 08:08:26 AM »
Unfortunately it didn't solve the problem.
When I change the mesh filter (into Cylinder) for example, it works.
Support / Re: CSG Imported objects issue
« Last post by MediaGiant on July 05, 2019, 06:12:08 AM »
Hello Linae,

Thank you for your purchase of CSG. Could you please check that the model has its UVs set as the program has a problem when they are missing. Please write to me at and I can send you a small utility to add these automatically.

I am sorry you ran into this problem and I will be putting out a fix for this in the next major update.

Best regards,
Support / CSG Imported objects issue
« Last post by Linae on July 05, 2019, 03:12:15 AM »

I encountered a problem with my imported fbx model or even cae.
Its mesh filter is custom "Root" and the boolean operation doesn't work on it.

Can you help me, please ?

IndexOutOfRangeException: Index was outside the bounds of the array.
MeshMakerNamespace.CSG_Model..ctor (UnityEngine.GameObject go, System.Boolean reverseNormals, System.Boolean useCustomMaterial) (at <719d616a16f5492092c9d661f893d3c1>:0)
MeshMakerNamespace.CSG.Subtract (UnityEngine.GameObject lhs, UnityEngine.GameObject rhs, System.Boolean submeshes, System.Boolean customMaterial) (at <719d616a16f5492092c9d661f893d3c1>:0)
MeshMakerNamespace.CSG.PerformCSG () (at <719d616a16f5492092c9d661f893d3c1>:0)
MeshMakerNamespace.CSGWindow.MainGUI () (at <f37b4a3b85cb41408fdb4aedb90453cd>:0)
MeshMakerNamespace.CSGWindow.OnGUI () (at <f37b4a3b85cb41408fdb4aedb90453cd>:0)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:335)
UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:329)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:305)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect, System.Boolean floatingWindow, System.Boolean isBottomTab) (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:373)
UnityEditor.DockArea.OldOnGUI () (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:340)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:295)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:481)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:464)
UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:444)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/Events/MouseCaptureDispatchingStrategy.cs:93)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:280)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:156)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/Panel.cs:189)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:255)
UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:78)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

Support / Re: CSG Asset Crash
« Last post by Meyerhoff on April 12, 2019, 10:12:33 AM »
Hi Alan, are there any general guidelines on where to begin with tweaking the epsilon value in the settings?
Support / Re: A couple of requests for a future release
« Last post by MaxwellB on October 13, 2018, 12:25:59 PM »
Are there even going to be future releases? Will any of this be addressed? I see some good suggestions.
Support / Re: Level Editing Problems.
« Last post by Sotton on January 09, 2018, 04:46:27 AM »
I have the same problem with file types as Magikarts. All grayed out. Also checked the permissions and they're read and write. What else can I try?
FAQs / Level Editor , Mesh editor and constraction in Runtime
« Last post by darksire on October 04, 2017, 04:52:02 AM »
Hi is it possible to run Level Editor , Mesh editor and constraction in Runtime ? if no is it possible to change to code so it can ?
Support / A couple of requests for a future release
« Last post by ChrisT on September 25, 2017, 07:37:24 AM »
Hi, I bought Mesh Editor a few days back. I'll put my hand up and say firstly I come from a VFX background, starting with 3dsmax and later using XSI and Maya. As such, I am used to modelling using quads and say Turbosmooth (3dsmax). I would love to see a quad workflow in Mesh Editor, though I understand this may not be possible due to it not supporting quads as primitives? Not sure if this is the case.

 So, I'm making a game, where the landscape is going to be a regular grid, where some parts are raised, or lowered to form the level. Whilst modelling, to help keep this grid pattern in mind, I use a chequer material, this implies that the landscape is quad poly based.

Now, I WANT to treat the tri-mesh, as much as I can, as a quad mesh. So, here are some small wishes, along the way that would help a little in this respect.

1. The ability to select quads. This could be a simple rule in a quad select mode, that any tri selected, also selects the tri next to it, that shares its longest edge. I know, this is a little jungle, but it most cases, it would result in a "quad" select.

2. This one is more critical for my workflow. Quad tri rotation. Imagine you have a "quad" selected. The edge I need to rotate, is the one that both tri's in the "quad" share. Lets say, to start off with, this edge, runs from top left, to bottom right, like this \ . But because of how this folds, I need it to run from bottom left, to top right, like this / .So this tool keeps all of the verticies of these two tris, plus their UVs, but then re-defines the two tries to "rotate" the shared edge, from \ to /. Why do I need this? Well, take a grid mesh, select two tris in its middle, that form a "quad" and pull them upwards on Y. You now have a truncated pyramid. If you look from above, and look at the pyramids corners, you'll see that all 4 are like this \ \ \ \ (or the opposite). However, for the pyramid to appear symmetrical, those edge orientations need to alternate like top left \, top right /, bottom left /, bottom right \. This would make each corner smooth like all the others.

So, of the two wishes above, you can see that to do item 2 easily, item 1 would be ideal. Item 1 of course, if done, opens the gateway for other quad based workflows, like ring and loop selections and so on. But right now, that lack of both 1 and 2 above, would kind of force me to use something like 3dsmax or Maya to produce a good looking mesh for my game.
Support / Re: Level Editing Problems.
« Last post by magikarts on September 03, 2017, 01:20:06 PM »
I did check permissions on the files - they were read/write.  I made the change earlier because mesh painter wouldn't paint if the files were read only.
Support / Re: Level Editing Problems.
« Last post by MediaGiant 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 A way to test this would be to select another PNG file from the internet or elsewhere on the Mac. 
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