Dreikblack Posted March 23 Share Posted March 23 1. Applied trigger mat to a box brush 2. Fixed UV with face tool (right brush) 3. Saved as prefab 4. Dragged prefab into scene - it look like below. After dragging it's changing UV again and may become as at left After reopening map UV changes again and looks like at bottom one. Quote Link to comment Share on other sites More sharing options...
Josh Posted March 26 Share Posted March 26 Let's test with this: test.rar 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...
Josh Posted March 26 Share Posted March 26 There are some questions that need to be decided. How much info should a brush instance share with the original? Should texture mapping be updated on a brush that came from a prefab? The behavior we are seeing right now is a result of not having decided these questions. 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...
Dreikblack Posted March 27 Author Share Posted March 27 I would say brush should share shape, size, materials and uv/texture mapping. idk yet if it should otherwise in some cases. Quote Link to comment Share on other sites More sharing options...
reepblue Posted May 5 Share Posted May 5 Load this in the XFORM project. Open the prefab and pay attention to the texture coordinates. Then make a new map and place the prefab exactly at the origin and notice the texture offset. testarea.zip 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...
Dreikblack Posted May 6 Author Share Posted May 6 Sounds as an issue that i met before Quote Link to comment Share on other sites More sharing options...
reepblue Posted May 6 Share Posted May 6 Oh sorry for the duplicate. We probably should continue on that topic. 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...
Dreikblack Posted May 6 Author Share Posted May 6 Np, i hope it will be fixed sooner now. Can't make a maps for my game without normally working prefabs. Quote Link to comment Share on other sites More sharing options...
Josh Posted May 9 Share Posted May 9 Should brush texture coordinates be permanently locked when they are loaded from a prefab? 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...
reepblue Posted May 9 Share Posted May 9 4 hours ago, Josh said: Should brush texture coordinates be permanently locked when they are loaded from a prefab? YES I want to be able to make my maps out of smaller maps. I used prefabs to make the start and end flash chambers in Cyclone and I want to be able to do the same. 1 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...
Solution Josh Posted May 10 Solution Share Posted May 10 Update with the fix is coming. I think its fixed. If there are any other problems I will need specific instructions to produce it, because my testing all shows it working now. 2 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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