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any interest? any suggestions? it's not from within unity but i figure if i want to do something that benefits from this, maybe some of you all would as well? let me know. not sure how helpful it would be but what i have so far is selecting the image via in-app file browser, allowing specific pixel grouping, and exporting to bmp. if there's interest in something like this i could clean it up and make it more dynamic to release to you guys. ![]() gif i downloaded of the map, i was so frustrated i fired up VB and started working on my own. after searching for an image splitter to break apart the. the one thing that was most daunting was trying to accurately recreate the layout of the terrain. one of which is a remake of the original DRAGON WARRIOR for the NES. So, since i've been lurking on here trying to grasp this stuff. i mean it would be easier but then again i won't be able to contribute back if i can't understand what i'm doing. #Unity texturepacker minecraft how to#are these the same? any good suggestions on where i should start? i want to learn how to do this and not take credit for someone else's hard work. I have seen MINEPACKAGE on the forums here and in another post in this thread have seenthat someone used Beezir's MineClone. I've been programming for a while but very new to 3D graphic programming (got excited making an XNA/C# triangle, lol). #Unity texturepacker minecraft code#yeah i know i should do some code for only displaying visible faces. but ctrl-alt-del when i tried the 1000*1000*1. I tried doing a simple instantiation of cube prefabs. ![]() maybe 2 layers of depth so that the player can stand on it and have the top one shatter when hit with x amount of force or something nifty like that. My aims are to create a game that is blocky in appearance. First let me say i'm not here to make a minecraft clone. this is a HUGE forum and probably exactly what I need. For pixel-perfect scaling the only way would be to get Unity to fade mipmap levels into each other with FilterMode.Point - that's apparently not possible at the moment. You loose the pixel-perfect-scaling that way, but I didn't want it so it's really more of a feature. It looks to me like this guy uses pixel-perfect textures but still fades the mipmap levels into each other.ĮDIT: okay, I got it working with FilterMode.Trilinear and a custom atlas with a few pixels of padding around each block and a separate alpha channel. #Unity texturepacker minecraft mod#
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