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  1. Starting to get these errors when selecting faces and using J shorcut to apply texture and the texture windows is not already open Applying textures still seems to be working. NullReferenceException: Object reference not set to an instance of an object pb_Texture_Editor.OnGUI () System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115) UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/BuildAgent/work/d3d49558e4d408f4/Editor/Mono/GUI/DockArea.cs:231) UnityEditor.HostView.Invoke (System.String methodName) (at C:/BuildAgent/work/d3d49558e4d408f4/Editor/Mono/GUI/DockArea.cs:224) UnityEditor.HostView.OnGUI () (at C:/BuildAgent/work/d3d49558e4d408f4/Editor/Mono/GUI/DockArea.cs:120) UnityEditor.EditorWindow:GetWindow(Type, Boolean, String, Boolean) pb_Texture_Editor:Init(pb_Editor) pb_Editor:OpenTextureWindow() pb_Editor:SetEditLevel(EditLevel, Boolean) pb_Editor:SetEditLevel(EditLevel) pb_Editor:AllLevelShortcuts(pb_Shortcut) pb_Editor:ShortcutCheck() pb_Editor:OnSceneGUI(SceneView) UnityEditor.DockArea:OnGUI() NullReferenceException: Object reference not set to an instance of an object pg_Editor.OnSceneGUI (UnityEditor.SceneView scnview) (at Assets/6by7/ProGrids/Editor/pg_Editor.cs:387) UnityEditor.SceneView.CallOnSceneGUIAfterGizmos () (at C:/BuildAgent/work/d3d49558e4d408f4/Editor/Mono/SceneView/SceneView.cs:1664) UnityEditor.SceneView.OnGUI () (at C:/BuildAgent/work/d3d49558e4d408f4/Editor/Mono/SceneView/SceneView.cs:960) System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
  2. There are no vertexes from other objects in that area. It is also not happening right now in the same area. Just opened Unity for the day, could be something that happens after building from a while, was quite some time since lat time I had Unity closed. I will try to get more samples if it happens again and see if restarting Unty fixes it. As for the buttons, I use shortcut mostly anyways, but the collider does get in the way in the scene, not big deal when knowing its there. Deferred Rendering Mode also seems to cause light leaks with a directonal light set to realtime.
  3. Selecting the edge sircled in red selects the object that is currently selected in the scene. This happens in a few other places as well. Checked to see if there is anything part of that object hidden there, could not find anything. Also the collider for the buttons Top, Geometry and texture gets offset to about 10-20 pixels below after working for a while. Not sure what triggers it to happen. see my signature for sytem details and version of Pro Builder (should be latest) Edit: This could be related somewhat to http://www.protoolsforunity3d.com/forum/index.php?/topic/556-fixed-difficulty-selecting-more-than-7-polygons-at-a-time/ As it often happens while holding shift
  4. Linus

    Doom E1M1

    Deleted the other objects. Seems easier to just remake rather than fix. Luckily Wolf3d 1st level is smaler than the Doom one. But should be simple to re-create - Make a room - Connect to other rooms with small door corridor by - Extrude inplace a face - Scale it on the x, move to where you want it - Extrude it out You should be getting a mess shortly. I missues the tool, but think it would be nice if it worked like that. Those pesky edges can be tricky to select. Another suggestion there is to have the newly created edge selected instead of all face edges selected after connecting. Unless that is how most users use the tool. Wolf3D is very squary, so I place a block in each room and connect them to the main floor out in the hallway by removing a face in it and welding the verts. Seems to work its alt+g prooven, often.
  5. Linus

    Doom E1M1

    I built the level all wrong again. As I found out when trying to select all top faces by using alt+g to grow the selection. Extrude, scale, extrude is not the way to do it. It seems like I need to make connection before extruding. select two edges alt+e to connect deselect edges reselect new edge reposition the edge repeat for 2nd edge select new face extrude The step I missed on raising wals was that I had not deleted the faces under the floorI thought that was optional step.
  6. Linus

    Doom E1M1

    Yes having a blast at the moment, the flow has really become much better. Speaking of Pro Grids, I do have it. And its good. A little suggestion is make the extrution+scaling respect the grid. Not a big deal since it updates when moving, but a small step in making it even quicker workflow.
  7. Linus

    Doom E1M1

    I went through the intro video, and making floors are fun now. The most important steps I missed: -Extrude ctrl+shift+e -Scale / Reposition -Extrude Will try cutting rings (alt + e) as well. I was doing it the old way with extruding instead of making seperate blocks. As you mentioned this seems to have caused the problems selecting the faces. As selecting faces is more accurate now. I will ask more here when I have tried new knowledge at the wall making. Thank you for the reply. Will try to calm down before posting in the future, was quite frustrated when makinf first post. It seemd so easy and fun in the video.
  8. Linus

    Doom E1M1

    Just saw the feature video, somehow missed that one. Glad to see Probuilder has come a far way. And will try again to learn Probuilder. http://www.protoolsforunity3d.com/probuilder/
  9. Linus

    Doom E1M1

    Following the recent E1M1 tutorial Doing Wolf3D instead but side issue. When selecting top floor faces, after selecting around 3 (sometimes less sometimes more) faces the object goes into what seems to be top mode, and all faces get de-selected. The pivot goes to center of floor object. When trying to manually delete faces I notice that some faces refuse to get selected. What am I doing wrong? Also I wish afor a tutotral that is not speeded x2, its hard to follow. And the video seems to assume I already know what I am doing. Somethings I would like in greater detail: http://youtu.be/c514cx8BFQI?t=1m50s How do you get from a large"space" to a narrower without causing a mess. From walls tutorial I tried selecting an edge and holding shift and drag up, it does not let me raise walls. The texture video really shows nothing, I understand cutting the boring part. But that is the part I want to learn.
  10. Linus

    Rigidbody through the floor

    The reason they fell through the floor was that the floor used mesh collider, and was not marked as convex. Mesh colliders does not collide with other colliders unless marked as convex. In ProBuilder 2.1.1 Version Number: 786 I can now set the floor to use box collider. Problem solved
  11. Linus

    hide parts of levels?

    How do I activate the originals? Select them in the hierarchy and enable them with the ticker box in the top left in the inspector
  12. Linus

    Lightmapping. How?

    Check out ambient light http://docs.unity3d.com/Documentation/C ... tings.html Dont think its a pro only thing, they usually say so in the docs.
  13. Linus

    Lightmap Issue

    I bet they will look into it My Unity Pro trial will expire soon, so its not of much importance for me atm also best for me not to get spoiled by the pro features
  14. Linus

    Texturing strategy

    Thanks for the links I suppose you then use offsetting to choose what texture to use? My little experience with atlasing comes from using nGUI. sixbyseven, I noticed a comment you made on youtube that sort of gave me hope for something like that Would be awesome
  15. Linus

    Lightmap Issue

    I had similar issues, I have not tried since updating to the latest version. But I did have issues when rendering path was Deferred Lighting. Perhaps try Edit->Project Settings->Player under "Other Settings" set rendering path to Forward