
beo6
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When you try to create an "Empty" object for the first time and right click in the editor, it shows the correct menu for a split second but then shows the normal right click menu, which makes you unable to create the entity. If you close that menu and right click again, it shows the correct menu. Version 0.9.7 - Build 1494
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I think i was able to pinpoint it more. It only seems to crash if you have more than 1 variation layer for a layer that you paint. So make sure you have at least 2 variation layers. even crashes with a new project, empty terrain and using included models, like the crate and door. Test with only one variant = no crash: Test with 2 variation = crash
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Sorry to unmark solution, but i just updated, and still as soon as i paint over the terrain bounds, it crashes. Version 0.9.7 - Build 1379
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Ohh. i wasn't aware there is one. Either it was not there with the bug, or i just completely missed it when hovering over the parts with my mouse.
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Maybe even better besides the scrollbar. Use a bit of the available vertical space or add a splitter widget so we can decide how large the list of layers can be. because currently it could take way more space actually.
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Drag & Drop Material on 3D Model Preview does not update model nodes tree-widget
beo6 replied to beo6's topic in Bug Reports
Also probably related: if it already has a Materials node, And dragging a material onto it, changing any settings on the Material does nothing. Probably because it is still trying to edit that non-existing material reference. -
On resizing the model preview, the 3D preview is not resizing with it. Only when pressing the right or middle mouse button and move the preview a bit, it resizes.
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If you have multiple Model Previews open (I had probably 5 or 10 open to be able to apply a material to them faster) It randomly applied the dragged & dropped material that i dropped on one window to randomly other windows as well. I think it happens when the windows are below each other. So if i drag & drop the material to a window, and other windows are below it, it is applied to all of them. It should only be applied to the upper most window.
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If you have a couple Foliage Layers, you cannot scroll easily. you need to click on one of the entries and use the Up / Down Arrow Keys to get to layers outside of the box view.
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I tried to activate it, But since i don't have the Steam Pro version but only the Standalone Pro version, i get this error:
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I think i have seen that WASD is only used when keeping the right mouse button pressed. So that would be a solution to still use g, s, r. I think currently using WASD without the right mouse button is pretty unusable anyway as it moves with the speed of the keyboard pressed repeat speed. so without mouse button, when i keep W, A, S or D pressed, it first moves in that direction for a little bit, then stops until it starts to move again but more slowly than when keeping the mouse button pressed.
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To reproduce: 1. Add a new Layer. 2. Edit the default layer "dirt01" and change its material (by double clicking). 3. Painting the new second layer results in a white paint. 4. Painting with the first layer uses the old original texture. Not the edited one. 5. Add another new Layer. -> Now the Terrain actually updates to use the first painted layer 6. All new layers are still white though. (no idea what i am doing wrong. I compared it with the default layer and see nothing wrong). --- Unrelated to the above: The "Clear" Button only clears the smoothing between the layers. Not the solid part of the layer. (see screenshot). Might be intended functionality, but then the "Clear" is pretty much useless since you need to paint over it anyway? Can't really tell much since my new layers are white anyway.
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I found the Terrain tools a bit unintuitive. 1. Its not really clear, what the upper Buttons belong to. You first think, its to load a material for the layers, not for the terrain heightmap itself. 2. Once you added a Layer and you then notice you don't need it, there is no way to delete it again. Only Replace it with another one. (Or i just haven't found any way).
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Test-Map: test-crash.zip Steps to reproduce: 1. Load Map. 2. Select the Translate function 3. Select one of the three Primitives in any order. Could be related to the Navmesh. (i removed the terrain to keep the map filesize low. If i remove the navmesh, it does not crash anymore)
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Okay. thanks for the clarification. Is there a way to update parts of a navmesh? For example, when placing a building in a RTS game. Can the Navmesh be updated so that newly placed building is an obstacle now?
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What are "fast navmeshes"? What is the difference to normal navmeshes and how to use them? I don't see a parameter for these.
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Seems better. I still managed to crash it once, but that was probably because of a way too high value on terrain, since it just closed this time without any error message. But without terrain, it did not crash on me anymore.
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Here is a video. crashing sometimes happen on the first try to enter via keyboard, sometimes the second. but its 100% reproducible. I hope that helps.
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No. I am running 0.9.2 I just updated to Build 309 to see if i can still reproduce, and sure enough, it still crashes. Even without a Terrain btw. Just had to press the arrows for the TIles, Change the value to a higher one for X and then for Y. and then = Crash. I guess there is an issue when switching between using the arrows and entering a higher value directly. Not sure.
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When i created a NavMesh and resize it by changing the Tiles, it crashes the Editor with the following Error: Steps to reproduce: - Create a Terrain - Create a Navmesh - Go to "Map" Tab and select Navigation Mesh - Resize Tiles X or Y via the up arrow. - Resize Tiles X or Y via entering a value directly
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Sorry to write a bit late, but the last 2 updates broke the "AppTemplate.exe" and "AppTemplate_d.exe" file. the one before this crashed when tying to open one of the window menu items "File", "Edit" or "Help". And the last one currently available through steam just crashes right at the start. I tried to run it through the command-line to see if it gives any debug output, but nothing is printed. Didn't tried to program something myself with it yet.