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Ikari Vertex Painter (MOVED TO ASSET STORE FORUM!)

Discussion in 'Works In Progress - Archive' started by Kirbyrawr, Oct 15, 2014.

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  1. Kirbyrawr

    Kirbyrawr

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    Bucket/fill tool added:


    Edit: Ops notice a bug related to the name of the bucket header hahah, it should be bucket properties instead of brush properties ^^"
     
  2. Whiteleaf

    Whiteleaf

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    Nice!
     
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  3. Kirbyrawr

    Kirbyrawr

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    Customizable hotkeys added it was so tedious but it's finally here : ) :
    Info: If you are using it on Mac it will change to command instead of alt.
    Info2: The hotkeys will work only if the Window editor is visible.
     
    Last edited: Oct 27, 2014
  4. Whiteleaf

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    Yeah it would get pretty tedious without hotkeys. ;) looks nice and waiting for the release!
     
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  5. Kirbyrawr

    Kirbyrawr

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    Optimized code:

    The spikes you see are from the profiler.

    Bugfixes and additions like this:
     
  6. Whiteleaf

    Whiteleaf

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    You can paint things if they have a mesh filter attached to them?! :eek:
     
  7. Kirbyrawr

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    Well as long as they contain mesh data and a collider yes.
    If it have mesh filter you "can" paint it but i don't know what you are going to paint if there is no vertex at all hahah.
     
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  8. Kirbyrawr

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    Here is the scheme of how the data is saved in Ikari Vertex Painter, i'm still not sure if it's a good thing that you need to change the name of your gameobject for save a mesh(because other mesh with the same name is created).

    One option i have is put a file explorer when you try to paint a mesh that have no mesh created or is a new instance.
    It would look like this:

    Let me know your feedback, thanks in advanced!

     
    Last edited: Oct 28, 2014
  9. Whiteleaf

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    Hmm, don't get what exactly you're trying to say about the saving. Can you explain it a little more?
     
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  10. Kirbyrawr

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    Of course, the thing is in Ikari Vertex Painter we have two modes, one for paint instance and one for paint in the asset itself(not the original mesh due to limitations), so the thing is i'm thinking to put a save dialog for the asset for not mess with names or weird things.
     
  11. Whiteleaf

    Whiteleaf

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    Oh, makes sense now!
     
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  12. Kirbyrawr

    Kirbyrawr

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    Fixed:
    -Paint on irregular scaled gameobjects.
    -Paint on different scale than 1 on gameObjects.
    -Foldout bug when the object don't have properties script.

    Added:
    -Save Asset file panel when you are trying to paint a mesh that have no asset data.

    Changed:
    -Search bar:
     
  13. Whiteleaf

    Whiteleaf

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    Search bar looks cleaner and nicer.
     
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  14. Kirbyrawr

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    Asset mode vs Instance mode (Long Gif):


    Mesh Created:
     
  15. Whiteleaf

    Whiteleaf

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    Hmm, not really seeing the deference between the two, but I guess it has it purpose for a reason. Maybe it's just me! :p
     
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  16. Kirbyrawr

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    Well one save the asset on the disk and the other save it on the scene, if you modify a copy of a instance which have a asset saved you will modify also other objects with the same mesh, but if you paint a mesh which is a copy with the instance mode you will create a new instance so the mesh is not the same so it will paint it indepently of the other objects.

    It's a little confusing.. : )
     
  17. janpec

    janpec

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    Kirby have you been thinking of adding blending mode similar that Unreal engine has where vertex materials are blended with harsh lines and height blending. It probably requires different shader but it would be great addition to default smooth blending.
     
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  18. Kirbyrawr

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    Yeah i'm planning to put that in the next versions of Ikari, maybe i can include one for the first version but i'm still not sure.

    You mean for example like blending snow via heightmap right?
     
  19. Whiteleaf

    Whiteleaf

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    Alright, I kinda get it, but oh well. I guess it's just me. :p
     
  20. Kirbyrawr

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    Buried gif/comment because of a typo.
     
    Last edited: Oct 30, 2014
  21. SirStompsalot

    SirStompsalot

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    I don't mean to be rude (as it is entirely possible that you did this on purpose) but did you mean "uninstall" instead of "unistall"?
     
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  22. Kirbyrawr

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    Ops thank you!! English is not my main language : )
     
  23. Whiteleaf

    Whiteleaf

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    For it not being your main language it is extremely good, I have to say.
     
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  24. Kirbyrawr

    Kirbyrawr

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    Thanks sir is still not really good but i'm trying to improve it : )
     
  25. SirStompsalot

    SirStompsalot

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    I agree, you're doing quite well.
     
  26. Kirbyrawr

    Kirbyrawr

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    Thanks sir i appreciate those comments a lot : )

    Redo the gif with the fix @SirStompsalot said to me (Thanks!!) and added some things more:
     
  27. Kirbyrawr

    Kirbyrawr

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    Finally after some hard work and a lot of useless searchs on google and unity forums/answers i come up with a solution for overwrite the assets file and keep the link:
    Asset overwriting:
     
  28. Kirbyrawr

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    Selection Objects zone is now resizable:
     
  29. Whiteleaf

    Whiteleaf

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    Nice! I am getting to testing it out in a few hours or so!
     
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  30. Kirbyrawr

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    Hahah i still need to add undo to the objects so maybe a little more : )
     
  31. Z171

    Z171

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    it's possible to import an image as mask?
     
  32. Kirbyrawr

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    What do you mean, do you have any example to show, please?

    Thanks!
     
  33. Z171

    Z171

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    i like to make objects in blender, it's possible to color the object in blender and import the rgba texture in unity and use this as "mixer" ?

    edit: can i use this image as "mixer" in unity (red is texture1, blue is texture2...)
     

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    Last edited: Oct 31, 2014
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  34. Kirbyrawr

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    Ahhh i see what do you mean now, i think i can do a shader for it so maybe yes : )
    Let me do a quick test/shader
     
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  35. Kirbyrawr

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    Is this what do you mean ? It's actually not using vertex colors, it's using only the mask so you couldn't paint only use the texture.
     
  36. Z171

    Z171

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    when using blender (cycles) for texturing, i use this small resolution image as a "map" for placing textures, this image only tells to the program, where real high resolution textures have to go.
    It's basically (i think) some vertex painting scripts do, they assign a position for every texture.
    i was thinking about importing these images and not use your script for painting, because when the scene gets full of objects, it's more difficult (for me) to move around.
    that's not a big problem, it's not a problem at all, it's only a my "problem"
    thanks for your time
     
  37. Kirbyrawr

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    If you only want the shader for do that here you go:
     

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  38. Z171

    Z171

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    you, you are the best!
    i was searching this for ages!!!!!!
    THANK YOU SO MUCH!
     
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  39. Kirbyrawr

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    No problem sir :)
     
  40. Kirbyrawr

    Kirbyrawr

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    Fixed:
    -Hotkeys function for detect when the key is up instead of down.

    Changed:
    -Resize window function changed, now it works better than the last gif.

    Added:
    -Saving of the hotkeys and more things.

    I'm near the pre-release, i only need to add undo to the objects, revise the code a little and i will send the invitations to the beta testers, as soon as the beta testers report good feedback and i review it, i will put it on the asset store, remember that i will update it with some improvements/functions in the future.

    If anyone is wondering about the price and didn't see the post, the price will be 15$ since i have in mind indie users and i think 15$ is worth a lot for the time i expend on making this (near 3 weeks), also the money will go for the game we are doing for buy Unity Pro, so you will help me a lot if you buy it.
    When it's published, 2 weeks later i will increase the price to 20$ so buy it fast if you like it : )

    For any questions/suggestions, leave a comment and we will discuss it :3
    Also don't worry about don't get updates or support, i usually reply fast to a user questions or reports.

    Thanks Kirbyrawr
     
    Last edited: Nov 1, 2014
  41. Z171

    Z171

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    the shader is perfect! only one question, it's possible to completely remove the specular effect? thank you again
     
  42. Kirbyrawr

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    Yes as soon as i get to the computer i will do a new version :)
     
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  43. Z171

    Z171

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    thank you so much! i owe you one
     
  44. Kirbyrawr

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    No problem sir, here is your shader with only diffuse and normal maps:
     

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  45. Z171

    Z171

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    thanks, anything you need, feel free to ask me!
     
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  46. Z171

    Z171

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    indeed, i have a little problem with the shader that you gave me: i'm not able to mix textures correctly, particularly with green, do you have any idea why? :rolleyes:
     

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  47. Kirbyrawr

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    Mmm let me check that
     
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  48. Kirbyrawr

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    This should fix it
     

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  49. Z171

    Z171

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    yeah! that's perfect!
     
  50. Kirbyrawr

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    Happy to hear it : )
    And btw thanks, you gave me a new idea for a new asset : )
     
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