<3
8bitbrainpower
Recent community posts
Fantastic news on the N64 shader, awesome work!
As for the materials, yes, I’m converting from Standard Lit to Retro Lit across around 40 materials, but not once has it retained the texture during conversion.
You're spot-on about vertex painting. There are already multiple solutions, both in Unity and Blender, so it’s far from essential.
The reason I asked about keeping the menu open is that I ran into a situation where I needed to adjust the alpha for numerous vegetation assets. For some reason, I couldn’t batch-edit the materials; the values showed as correctly updated in each material but weren't actually applied. So, I had to go through one by one, opening the menu each time; a bit tedious :)
Some more questions/ideas:
- Would it be possible to apply vertex snapping globally, instead of setting it per material/object?
- Could you make a pixelated post-processing effect independently of the CRT effect?
The reason I’m asking is because the Render Scale setting can alter the internal resolution, which lets us achieve a PS1/Saturn aesthetic. By default, this doesn’t work on WebGL, but it can be enabled with a simple script. However, while it works at the native resolution, it disappears in fullscreen mode. I’ve spent hours troubleshooting but still haven’t found a solution. I tought maybe as a post process effect that could be totally reliable.
Vertex Painting sounds really promising! I've been testing it in a WebGL build with a PSX-style setup. While I encountered a few issues such as the CRT effect and affine texture mapping not working, vertex snapping and the procedural sky are both functioning well. One thing that’s a bit inconvenient with the shader, though, is that when replacing an existing shader on a material (like a Standard material), it removes all the textures. It would take away a ton of pain if the color texture could be preserved when swapping shader
*Edit: Would be great if the "surface option" menu in the shader inspector was open by default also, but that's just me :)
Right, it's going well :) I noticed two issues:
- Upon moving items anywhere, the bottom spacing between rows gets deleted, and the pictures overlap the separator bars.
- -----
- The mouse isn't accurate; upon selecting an item for drag-and-drop, there's a large offset between the mouse position and the item (I couldn't discern a pattern). Maybe it would be more efficient and readable to have the selected item constantly at the mouse position?
Abandoned. Also the dev does not respond to message & has no integrity. See for yourself at Blender Market (under ratings). 0/5
Hey Thorbjørn, I always downloaded Tiled from the official site. The folder spam started in 2022, altought I noticed there was already folder for 2021 (but a single one).
The folder names sounds like some linux codename releases. It seems to be a word generator that adds 3 words together;
"barely-viable-shiner"
"terminally-unique-dragon"
"randomly-careful-yeti"
and so on.
I'm led to think this is related with Tiled because of files content (see screenshots)
In most of the folders I checked, there was 2 JSONS Files:
operate-context.json
operate-log.json
Theres got to be more files generated but I don't know what (because 44,140 folders with 2 files in each does not reach the amount of files I had to delete)
Here's a link with a quick montage of everything I got (sorry no time to do something pretty): LINK TO IMAGE
EDIT: Turns out that the issue was related to Itch.io App, not Tiled.
I've come across an unusual folder nestled in my HDD and upon further investigation, I discovered that Tiled was autonomously generating folders with nonsensical names on my drive, without my explicit permission. While browsing through various discussions, I've encountered numerous mentions of false positives, but perhaps there's more truth to them than initially presumed.
A staggering total of 44,140 folders have been generated, with 54 appearing just today, despite not actively engaging with the application; it seems to be operating surreptitiously in the background. I'm presently in the process of deleting the primary directory, which harbors over 132,000 files.
I'm hesitant to attribute malicious intent to the Tiled developers, but there's undoubtedly a significant issue at play here.
I use the download version and I'm on Windows 10. When I load back my project, the scrollbar is always gone, but I just noticed that the scrollbar re-appear when I move an item from one of the lines thats filled (that goes over the screen edge). However, it doesnt restore the scrollbar when moving other items, in lines that are not filled.
Here's the project: LINK
And screenshot (without scrollbar):