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KyleBriggs

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  1. KyleBriggs

    ProBuilder [2.9.3f0] - Material Normals Not Visible

    I'm using Unity Pro 5.6.2f1, and have re-downloaded ProCore again, closed project restarted and reopened, no change. I have a screenshot of the problem, as you can see, 0.1m into the object, the normal map terminates AFTER the normal object ends and the PB object begins, so the PB object has normals, but only on 0.1m of a 20m object. I have tried this with a myriad of shaders, but the same thing happens every time, this is a triplanar shader, but it clearly isn't the shader if the same thing always happens when using other (standard and included) shaders. I am at a loss of what exactly to do about this.
  2. Sorry, me again. I have just noticed a materialistic (possibly a pun?) difference between PB objects and "normal" objects. I have noticed that PB objects don't seem to show a material's normal map. If I have 2 objects together, one PB and one traditional model, the PB object will look as if it has a diffuse-only material on, same lighting, just no normals. This is not a shader issue as I have checked this with a standard shader material as well, and have same problem. Is this a bug, corrupted probuilder or some kind of limitation? Pretty sure I have used normals with PB before way back when, but I have only just started using it in this project as it is easier but this seems a bit limiting, whatever may be causing it.
  3. KyleBriggs

    ProBuilder [2.9.3f0] - Can't Preview Unlit

    Hi Karl, thanks for replying. I already have continuous baking turned off (got very annoying), and I did indeed have lightmapping baked, but upon deleting them, the PB objects didn't seem to clear, unlike all the others which did, the PB objects still appeared to have their lightmapping details on them, even after clearing.
  4. A few days ago I started a new scene, added in a few of my standard models (created through Blender & imported in), then got to work building my connecting corridors using ProBuilder, when I got to a large open room, which I modelled using ProBuilder, I noticed that when I had a shader on it, I was unable to preview it unlit. If I duplicate the object using the standard Unity way (Crtl+D), the new copy has the correct lighting (none) when the Light icon is off, see HERE for info on the icon (the one that looks like a sun). Unfortunately, I don't really want to have to keep duplicating my objects every time I want to see them (large room, few lights = DARK) so I bit the bullet, deleted ProBuilder (and the ProCore bundle entirely) and started again with fresh installs of all of them, the same problem. Does anyone else have this problem or know a solution?
  5. KyleBriggs

    Texture Creator

    What I am looking for is the ability to put multiple materials on an object, then combine those textures into one, using the UV map. This is mostly an optimisation thing, and would be made better if it could be automatically UV unwrapped so the UV's do not intersect other faces.
  6. KyleBriggs

    Mesh Sculpting

    Been able to get a working version yet? I am considering using ProBuilder for some of my high-poly assets, and modifying them in that state using vertices or edges by hand would be very difficult. The easiest way to do this is to use mesh sculpting. If you were to get a working version, would it only work on ProCore objects? or could it be used on non "probuilderized" objects?
  7. KyleBriggs

    Unity Engine Scripting Codex Damaging

    I think so, but doesn't ProCore need these to function?
  8. The latest version of ProBuilder/ProCore appears to be damaging my project and specifically the mentioned files when trying to open up a script to edit. Assembly-CSharp.csproj Assembly-CSharp-Editor.csproj Assembly-CSharp-firstpass.csproj Assembly-UnityScript.unityproj Assembly-UnityScript-Editoru.unityproj It appears to be specifically the lines at the bottom referencing ProCore and ProBuilder which damage it, if I remove the following lines from those files AND remove ProCore from the project, everything runs fine. <Reference Include="ProCore 1"> <HintPath>D:/Graphics & Projects/Assets/ProCore/Shared/Code/ProCore 1.dll</HintPath> </Reference> <Reference Include="ProCore"> <HintPath>D:/Graphics & Projects/Assets/ProCore/Shared/Code/ProCore.dll</HintPath> </Reference> This is something I feel needs ot be repaired as soon as possible, without this the Unity Engine seems incapable of compiling scripts correctly and prevents me using ProCore if I want the ability to write scripts. Just a heads up. Kyle.
  9. KyleBriggs

    Source Code?

    I like to go over the features of ProBuilder in code, occasionally I may add a small feature or move things around in the UI to make it easier for me to use, but in recent versions I have noticed that this option is no longer available on installation, I am using the complete ProCore bundle, is this something that has been removed, or something I am doing wrong?
  10. KyleBriggs

    Mesh Sculpting

    As I am using a heavily subdivided ProBuilder plane as a small terrain mesh where I don't need to use a terrain, I am trying to sculpt it, this as you can imagine is very time consuming, having to do this per-vert, it takes a while, I am not asking for anything too advanced, just a simple brush that effects the other verts around it in a soft select style, kind of like sculpting in Mudbox or Z-Brush.
  11. KyleBriggs

    Mesh Sculpting

    As I am using a heavily subdivided ProBuilder plane as a small terrain mesh where I don't need to use a terrain, I am trying to sculpt it, this as you can imagine is very time consuming, having to do this per-vert, it takes a while, I am not asking for anything too advanced, just a simple brush that effects the other verts around it in a soft select style, kind of like sculpting in Mudbox or Z-Brush.
  12. A few weeks ago I released a free vertex painting shader for ProBuilder, I use ProCore Bundle myself. They are on Unity 4.6 and using the latest version of ProBuilder but claim that Vertex Painting Tool is nowhere to be seen in their menu. I was wondering if it is in a different place, or if it is even available in the regular version of ProBuilder.
  13. KyleBriggs

    Optimisation for High Poly Objects?

    I am using the latest version, but am still experiencing huge lag and delays where Unity goes into Not Responding for about a minute, selecting faces is a huge system drain where again it goes into Not Responding for a minute while it is working.
  14. KyleBriggs

    Mesh Sculpting

    I am sure this would not be a 5 minute job, and probably the cause of future headaches, but would it be possible to add sculpting into ProBuilder? Not the kind of high-poly sculpting created by Mudbox, but the kind of sculpting in Maya, you create a mesh with however many polys and you can paint the height or whatever of the vertices. I am also waiting on Bevelling btw, unless I missed it when exploring the latest versions menu's.
  15. I have tried this in two projects now, whenever I try to install ProBuilder in a new Unity 5 project, I get only a fraction of the options I should have, I do not even have the tools required to use ProBuilder.
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