thehankinator Posted August 8, 2016 Share Posted August 8, 2016 I've created 2 prefabs, both have the same problem. When I place the prefab everything looks fine but the first time (and the first time only) I move the prefab the texture gets shifted. I have Texture Lock ON. This makes prefabs near useless if I have to keep adjusting the textures every time. I am using the stable Leadwerks. You will need to install the Scifi dirty textures from the workshop. Prefabs: https://drive.google.com/file/d/0B8AlYY49_v2bRVVGbFN2Y1U3UzQ/view?usp=sharing When I place the prefab: After I've moved the prefab any distance at all: Quote Link to comment Share on other sites More sharing options...
thehankinator Posted August 8, 2016 Author Share Posted August 8, 2016 Maybe the problem is with texture lock? Since I can't get the prefab to work I've been holding Ctrl and move to create an another instance of the door but every time I do this I get weird results like the screen shot below. I tried to copy the door on the left to the position on the right. Every time the texture is super stretched. If I select the surface and hit the "fit" button the texture fits the surface but the texture is now backwards and the editor says that the scale is 0.0x1.0 which makes no sense to me. Am I doing something wrong here? Map: https://drive.google.com/file/d/0B8AlYY49_v2bNVVySFE0NS1Ncnc/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
thehankinator Posted August 8, 2016 Author Share Posted August 8, 2016 I closed the map and opened it again and everything is fine BUT if I place the prefab or perform the copy they are still messed up. Saving and reopening "fixes" it. Looks like there is a bug in the editor placing or copying things with "Texture Lock" turned on. Quote Link to comment Share on other sites More sharing options...
reepblue Posted August 8, 2016 Share Posted August 8, 2016 Yeah, the prefab system was really meant for models, and acted like a workaround adding shapes to models. The system should be updated to allow you to make rooms and put them together in one map. Technically, you should make your door stuff models. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
thehankinator Posted August 8, 2016 Author Share Posted August 8, 2016 Yeah, the prefab system was really meant for models, and acted like a workaround adding shapes to models. The system should be updated to allow you to make rooms and put them together in one map. Technically, you should make your door stuff models. That's frustrating, I don't see anywhere in the tutorial that says prefabs should be used with models not CSG. 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted August 8, 2016 Share Posted August 8, 2016 They should work (although I understand there might be a bug) but why on earth would you make a prefab of a single box? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
thehankinator Posted August 9, 2016 Author Share Posted August 9, 2016 They should work (although I understand there might be a bug) but why on earth would you make a prefab of a single box? For the same reason you make a prefab of a single model! I want to place that prefab in multiple places that is precisely the same size with the exact same texturing and the same script and script properties. Also if I ever change something about the prefab, I won't have to do it in a million places, just in the prefab. 2 Quote Link to comment Share on other sites More sharing options...
Josh Posted August 14, 2016 Share Posted August 14, 2016 Good enough. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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