Hello Guest

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - whale

Pages: [1]
Support / Re: Custom sprite mesh generation
« on: June 22, 2014, 01:50:25 am »

Support / Custom sprite mesh generation
« on: June 22, 2014, 01:47:14 am »
Just a quick question before I implement this myself:

My project has a decently low pixel-to-world-unit ratio, and I wanted to experiment with generating pixel-perfect meshes for my sprites to save on transparent rendering.

tk2d already does most of the heavy lifting: it will generate triangulated meshes from custom sprite islands. I don't want to go and outline by hand hundreds of sprites, though, so I need to automate the generation of the custom sprite meshes.

Does tk2d contain any code to automatically generate a pixel-perfect mesh outline to feed into the custom mesh builder?

Sorry, just to be clear:

Do you mean

I only ask, because we do keep our TK2D install under PROJECT/Assets/Libraries, but deleting the Library folder seems more reasonable.

Alright, after cleaning up the project (removing all duplicate objects, ensuring that all existing objects were linked together properly) and ensuring all the proper files were not in version control, we are still encountering the problem.

It REALLY seems like the problems are originating on the Mac user's computer, but I still can't be certain.

Any other ideas?

I went through, deleted all the extra collection data, and made sure that all of the sprite collections / sprite animations were linked to the proper, remaining data object.

I then deleted -tk2d.asset and rebuilt my index. I notice that under "Sprite Collection Index", there is a mysterious entry named "Element 21" with a data GUID and no other GUIDs.

Could this be part of the problem?

Yes, it happens with (somewhat unpredictable) regularity. The most common outcome is the sprite animations becoming delinked from their proper collections, but the duplicate collection data objects are not uncommon either. I think we've seen it at least fifteen times in the last month?

I'm not certain then--the extra sprite collections seem to be originating on multiple computers.

One of our members is working on a Mac, and everyone else is on Windows.

Could that be related to the duplicate sprite collections?

Support / Extra sprite collection data objects and version control
« on: June 10, 2014, 07:47:21 pm »
My team has mistakenly been working with the -tk2d.asset file in Perforce, and as such have run into a few issues.

We have removed -tk2d.asset from version control but need a little assistance in cleaning up the project. TK2D seems to have generated a few extra sprite collection data objects for each sprite collection, and in a number of cases, has linked Sprite animation data to the wrong sprite collection data GUID. This does not seem to be fixed by getting a version from version control: for example, if my Sprite Collection is referencing the incorrect data object, even force getting the file from perforce seems to not change its referenced object.

I can go through and delete the extra sprite collection datas and make sure the guids are linked correctly, but what should we do to ensure that this doesn't happen in the future. Now that -tk2d.asset is no longer versioned, will this work:

(1) delete our -tk2d index files
(2) ensure we have the correct versions of the data objects and animation assets
(3) rebuild the index

Or are there other files that may have been corrupted?

Support / Re: Procedural Tile Map Issues
« on: January 10, 2014, 03:05:01 am »
Sorry to resurrect a dead thread, but I figured it would be better to keep this information in one place.

It seems that setting your tilemap dimensions to be very large (1024x1024) and then saving your scene serializes all of the render mesh objects.

This results in LONG save and load times, and a 250+ MB scene file.

Would it not be easier to just resize the tilemap at runtime?

Releases / Re: 2D Toolkit 2.3.3
« on: December 23, 2013, 02:35:40 am »
Any idea where the relevant calls into Undo are? I tried commenting out the functions in tk2dUndo.cs, but I'm still get major major lag, even after a Unity restart. Being able to commit my tilemap is way more important to me right now than working Undo.

Releases / Re: 2D Toolkit 2.3.3
« on: December 22, 2013, 08:15:58 pm »
I recently upgraded from TK2D 2.2 Final to 2.3.3, and everything seems to be working very well, with one exception:

My scenes often contain a single, large tilemap, with many (~10) layers. The process of opening the tilemap for edit (in editor mode) and then committing it back (pressing commit, forcing a rebuild) seems to be taking many, many times longer in 2.3.3 than in previous versions.

Where before it would take a second or two, now it takes upwards of many minutes.

Any ideas?

Releases / Re: 2D Toolkit 1.76 beta 1
« on: July 08, 2012, 07:14:01 pm »
I was just going to say that I had experienced the same problem but it looks like you got it,

I did have one other issue though- This is my first update in 3 or 4 versions so perhaps this change was intentional but after updating, all my previous sprites work fine. But when I try and make a new one, as in make the collection, make the sprite, at first my sprite was just coming up as a pink square, i fiddled with the shaders and managed to get it to a white square. (note that it looked fine in the collection editor/inspector, but scene/gameview was a flat color). Whats weird is the setting appear to be identical to sprites created in previous versions.

While I was writing this I rolled back to 1.75b3 and took the same steps as above, and everything works fine.


Pages: [1]