aeonios wrote:
Black = 0.0,
x + 0.0 = x
Even close to black is nearly invisible, as with the laser-floor looking texture I added to fractals.
Let's say the texture you're trying to add has Green and Black, while the background is x.
Black = 0.0,
x + 0.0 = x
^ This is the desired behavior, but the issue is the Green part:
Green = 0,1,0
x + Green = x1,x2+1,x3
So you'll have the extra x1, x2 and x3, instead of just 0, 1, 0.
In the case of semi-transparent textures in normal mode, it will properly set the Green one, while the non-green (transparent) stuff should remain unchanged.
aeonios wrote:
If you reduce the size of a circular brush but keep the size of a texture with a circular pattern the same, the edges are smoothly removed by the brush falloff.
I'll see to add the square brush anyway ^^
aeonios wrote:
Metal and grass editing seems to be blind, and I can't tell if it's working at least.
Metal doesn't work in ZK, as it doesn't use the Spring metal map but instead something else. This is ZK specific and not planned for now.
Grass editing is visible if you have grass rendering enabled and you have zoomed in at a satisfactory level.
For some weird reason, until you move the camera, some grass changes won't be visible. This is a Spring issue.
aeonios wrote:
Both of those also need an intensity setting.
Grass really doesn't. It's a bit map.
aeonios wrote:
For rotation it might be better to use a scale of 0 +/- 180 degrees instead of 0-360, since it's a little more intuitive that way.
Probably, easy to do anyway. Btw, you can change it with alt + mouse wheel, and it wraps around (i.e. once you've gone above 360 it starts from 0, and vice versa).
aeonios wrote:
I think offset should be changed to use a scaling relative to the texture size, ie 0 +/- 100% in the x and y direction rather than absolute values. I thought of a nicer interface for offset too, although it can wait.
I haven't really thought about this in great detail, but you're quite likely right. Share the idea of the interface.
PS: I kinda want to display the current texture editing settings somewhere, either by drawing it on screen instead of the green circle, or by displaying an image in the window, thoughts?
aeonios wrote:
Set mode works, but I think you should remove the slider entirely and just use text entry for that.
Maybe :S Sliders need more work atm, and there needs to be some limits still, even if very large.
As I said before, I kinda want logarithmic sliders, so the size of the slider's values in 1-10 is similar/same as 10-100.
aeonios wrote:
Keep in mind that set can use negative values (ie below water level) as well as values well over 1000.
Right click (just like add).
aeonios wrote:
Based on the response it seems like you're now preloading the brush data when the brush is selected rather than when it's first applied. Texture paint seems to perform a bit better and terrain behaves a little better as well.
Yep, at least it's something ^_^
aeonios wrote:
Changing blend factor or feature factor is really slow now though for whatever reason. I probably don't have the absolute latest version though so I dunno if you fixed that already or not.
It's not slow, this is probably the annoying chili rendering issue I've been experiencing for a year now at least, in multiple projects of mine.
The issue is, chili isn't rendering some components (usually in scrollpanels or layout panels) because it's incorrectly assuming that they aren't in view.
To see it manifest, try scrolling down the terrain editor and modify something through the trackpanel (or editbox). Then (since it probably won't display the change immediately) resize the terrain editor window -> changes are now visible.
I won't fix this in Scened, but rather in chili itself (unless jk does it first).