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Everything posted by ZedalisDesign

  1. ZedalisDesign

    ProBuilder/ProGrids Major Issue

    I'm getting this message spammed in the editor as well: Shader wants normal, but the mesh doesn't have them UnityEngine.Graphics:DrawMeshNow(Mesh, Vector3, Quaternion) pg_GridRenderer:DrawHalfGrid(Camera, Vector 3, Vector 3. Vector 3, Single, Int32, Color, Single) (at Assets/ProCore/ProGrids/Editor/pg_GridRenderer.cs:256) pg_GridRenderer:DrawGridPerspective(camera, Vector3, Single, Color[], Single) (at Assets/ProCore/ProGrids/Editor/pg_GridRenderer.cs:161) pg_Editor:OnSceneGUI(SceneView) (at Assets/ProCore/ProGrids/Editor/pg_Editor.cs:732)UnityEditor.DockArea:OnGUI()
  2. ZedalisDesign

    ProBuilder/ProGrids Major Issue

    1) The latest as far as I know - ProBuilder v2280 and ProGrids v2321 2) Rendering/Editor Issue 3) Windows 8.1 54-bit, Intel i7-4770 3.4 GHz, 16GB of DDR3 RAM, GeForce 680GTX, using the latest version of Unity Pro 4) Both work well in Forward Rendering Mode with DX11 disabled. When enabling deferred rendering, both selecting faces and the wires for ProGrids appear to be disintegrating and disappear entirely when panning out from an object. With DX11 enabled, the grids turn completely black and the editor bogs down so much that it is simply unusable. 5) It happens consistently after installing ProBuilder/ProGrids in a new project/scene, docking both of the tool windows, and simply change the rendering path and DX11 settings. 6) I just want it fixed so I can continue to use the awesome tools. The bug here is making unusable. I attached an image of exactly what I'm seeing, hope it helps in some way.
  3. ZedalisDesign

    ProBuilder/ProGrids Major Issue

    Hey Karl, I downloaded the latest version in the Beta group with the fix you implemented. I can now see the grids in color when enabling deferred rendering. All of the other issues remain though, unfortunately. I still get all of the grids and face selections disintegrating while in deferred mode. When enabling DX11, I'm getting massive slowdowns and the grids turn black again.
  4. ZedalisDesign

    ProBuilder/ProGrids Major Issue

    I downloaded the latest ProBuilder from the Beta Testing group and still have the same issue. I'll note here that everything works fine while in Forward/Non-DX11 mode. It makes it a bit more difficult for a DX11-based project though.
  5. ZedalisDesign

    Halloween Community Build - Mall

    Hey, I know you mentioned a community game build in the spirit of Halloween a little while back. I never really did much with it because I didn't really see anybody else jump onboard. Here's a <250kb screenshot of a mall interior I built in under 2 hours today, probably closer to about an hour and a half. It isn't finished (not textured or anything at all) and I'm not really sure I have plans to finish it unless we still make the game heh, but I wanted to share it with everybody anyway. (Maybe get invited to do another project? ) I do have my own website but I'm still working on it atm so I'll have some higher res screens later. [attachment=0]ZD Halloween Mall SS.jpg[/attachment] I'd love to know what you all think. And on a side note, really looking forward to 2.0! Keep up the great work! -Mike PS: This is about the most awkward looking inline image placement I've ever seen lol...
  6. ZedalisDesign

    2.1.3 IndexOutOfRange exception on all prefabs in scene

    I'm actually experiencing a very similar thing in my project with the exception that I updated from a previous version of PB. Kill the bug Karl! Heh
  7. ZedalisDesign

    Object mesh replaced with other PB object while playing

    Hey nathaniel.seyler, Welcome to the ProBuilder community! That definitely seems strange. Actually a bit reminiscent of a bug that was there in PB version 1. Be sure to attach that video so Karl can get a good idea of what might be causing it. He may ask for a copy of your scene. I'm sure he'll figure out a fix, he always does! Regards, Mike
  8. ZedalisDesign

    Lightmaps leaking

    Yup, a giant plane is good for creating your scene but not optimal when you are trying to finish it. It's always a better route to create custom floors (and geometry in general) that will fit your needs. If you have anymore lightmap issues, feel free to let us know! Regards, Mike
  9. ZedalisDesign

    Pipes and Tunnels

    Hey Jryvn, Welcome to the ProBuilder community! One way to accomplish this would be to create a cylinder, delete both caps by pressing backspace, then going under your ProBuilder actions and flipping the normals of the cylinder. If you need geometry on the outside of the tunnel, simply create another cylinder and keep the normals the same. Hope that helps! Regards, Mike
  10. ZedalisDesign

    Hello there

    Hey Chris! Again, welcome to the ProBuilder community. I've been doing level design for quite a while now with a multitude of tools. I've got quite a bit of expertise on the use of ProBuilder and I'm also a college student. I'm studying Graphic Design at Francis Marion in South Carolina (which doesn't have much to do with what I want to do in all honesty but it's fun and it pads the resume) Here's something I did for the last ProBuilder level design contest: http://www.probuilder3d.com/zedalisdesign/ Anyway, I've worked in Unity for over a year now and I've managed to pick up several different types of client work so If you have any questions, you can contact me. Maybe we could even start a collaborative ProBuilder game or something, who knows! Regards, Mike
  11. ZedalisDesign

    Hello there

    Hey Annabel! Welcome to the ProBuilder community! Glad to have you onboard Regards, Mike
  12. ZedalisDesign

    Few questions about Pro Builder

    Hey ChrisNorthcutt, Sorry about the slow response time. Gabriel asked me to help out with the forums but my computer has been down for the past several days due to an overheating cpu problem. To answer your questions: ProGrids is the only other "vital" tool for production alongside ProBuilder but I believe the free version of ProGrids shouldn't have any issues with ProBuilder. It should work fine in the meantime (although I definitely suggest having the paid version! ) As far as the Seattle area, I'm not entirely sure...but what I can tell you is that work in Unity is pretty universal. I've picked up some level design jobs now remotely. Unity makes it pretty easy to collaborate with other developers! ProBuilder doesn't have .FBX export at this time but it does fully support .OBJ format! Which of course allows you to open it up in the 3D application of your choosing. Hope you pick up ProBuilder/ProGrids and share some of your work with the community! We'd be happy to have you onboard. Regards, Mike
  13. ZedalisDesign

    Sales Suggestion

    Hey TehShawn, From what I hear, Gabriel and Karl will be getting rid of the "Quick Start" menu altogether and using a more fluid update approach in the Asset Store. Although they may be packaged all together at some point for a bundle deal, they will still probably require separate installs. Regards, Mike
  14. ZedalisDesign

    Prometheus Inspired Contest Entry

    Hey all, Just figured I would post these screenshots here for any of you who may not have seen it on the Unity forums for the ProBuilder Sci-Fi Horror Contest...or on the website front page xD This level was created in under 10 hours utilizing nothing but ProBuilder geometry and some ingenuity. I felt like this was an appropriate place for them. Hope you all like what you see! [attachment=0]ZDProBuilderContest Submission 2 Forum Pic.jpg[/attachment] [attachment=1]ZDProBuilderContest Submission 1 Forum Pic.jpg[/attachment]
  15. ZedalisDesign

    Prometheus Inspired Contest Entry

    Haha, I scaled the image down a lot because of the way this forum handles large images. I HATE scrolling side to side in order to see everything. I'll post a wireframe in a bit
  16. ZedalisDesign

    List faces on collision

    Hey Nakor, Welcome to the ProBuilder community I'm not too sure about this process to be honest but Gabriel or Karl may have an answer for you. I'll be sure to link them to this and see if there's a way! Regards, Mike
  17. ZedalisDesign

    Halloween Community Build - Mall

    I've come a long way in ProBuilder since doing this haha
  18. ZedalisDesign

    Pro Builder bundle release date?

    Hey Smith, I wasn't even aware he announced a bundle option (although it shouldn't surprise me xD) I'll bug him about it and see if I can get a more definitive answer for you! Hope to see you around in the ProBuilder community Regards, Mike
  19. ZedalisDesign

    I build my stuff out of planes.

    Yup, the deleting faces functionality was fairly recently introduced and I haven't experimented with it much at all (I need to!) Let me know how that works out Regards, Mike
  20. ZedalisDesign

    Scale whole object?

    Hmm, I've had an issue like this before as well. I'll see if I can get some more help for you. Try grouping/merging the objects without losing the originals and see what happens just for gp. I'd be curious to see if it reacts any differently. Anyway, I'll see if I can get another word in about this Regards, Mike
  21. ZedalisDesign


    Hey terrymorgan, I experimented with a few ways of making a dome/hemisphere as well (it was largely incorporated into the latest contest entry I had) and unfortunately, I couldn't really find an "easy" way per say. Combing a bunch of prisms could definitely work. I was using an older copy of ProBuilder at the time and didn't think of the prism idea heh. I know Karl and Gabriel are trying to make the process of level design as fast and as efficient as possible. As with modeling in general, there are typically quite a few ways to reach the end result albeit yours seems to make the most sense to me. Deleting faces is still a relatively new process in ProBuilder if I'm not mistaken so I'm sure they've still got some bugs to work out. Thanks for your feedback! Regards, Mike
  22. ZedalisDesign

    Sales Suggestion

    Hey TehShawn, I vaguely remember a mention by a few users a couple months back regarding the integration or grouping of both ProBuilder and ProGrids. I can't say that I remember what Gabriel's response to it was but I will be more than happy to forward him this thread and see if we can get his input. Thanks for the suggestions and feedback as always! Regards, Mike
  23. ZedalisDesign

    Hints and Tips Quick Sheet

    Definitely a good idea Thanks for the suggestion Voxel.
  24. ZedalisDesign

    Malarkey's WIP

    Pretty sure he got the impression that the fountain was smoothed with ProBuilder It does appear like it's smoothed some, to be honest. Regards, Mike
  25. ZedalisDesign

    Wip Farmhouse

    Hey all, just thought I'd drop in and give some of my own input on normal map creation. Zbrush and xNormal are a HUGE part of my workflow. If, however, I simply want normal maps from an image/texture, I use Bitmap2Material 2.0. Converting an image/texture to a Bitmap in Gimp or Photoshop is a painless process and B2M creates some very impressive results. Regards, Mike