CADustin

Chief Architect
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Everything posted by CADustin

  1. That's a good idea, I've put it on my list for updates. When i swing back around on wood I'll be sure to add some shiplap options.
  2. Ok MauiDave, I ran some tests but couldn't reproduce your error so I'll need a little bit more info... Here's my export settings that I use, it's most all defaults. I would recommend trying to export something from the wood builder beta and see if that can get your files exported, if not... Double check that your file path location isn't locked down in anyway, try exporting to the desktop. Try hitting F9 to try a different engine, I don't know what kind of machine you're running but I've got Direct3D 10 and SSE2 as options on mine and both work, I use Direct3D 10. Let me know if you are on a mac, I'm on windows which might be why I can't reproduce it. Try exporting one output at a time and see if you are hanging up on just one or all maps. Get back to me and let me know if any of these work. Thanks Dustin
  3. Hey Maui, I'm currently at IBS with the team but just wanted to let you know I saw your problem and I'll take a look when I get back to the office next week. It might be a problem on my end, I'll get in touch soon.
  4. If you want the metallic dividers, you can make a metal map, just make it white where you want metal and black where you don't and load it in the metal map slot on the properties tab. Then you can just change the color on the texture source image to get whatever color/type of metal you want.
  5. Hitting "Export to bitmap" should take you to the export screen that has a format select drop down in the upper right hand of the prompt. From there you can pick whatever format you prefer. It defaults to TGA but I recommend PNG. Your Marble question is a bit more tricky though, I didn't set any color controls for individual elements of a material, it blends the whole image. The marble default is white veins with grey background so if you want grey veins with white background, that's gonna be some extra work since we're getting into some nitty-gritty manipulations. I'll put an inverted marble material on the list for next time so you have an option of dark veins on light background, but until then, if you have access to photoshop or something else to edit images, your best bet would be to invert the image and then lighten it up, your veins will then be a darker tone than the rest of the image and you should have an easier time adjusting to get the grey on white that you're after. When we add more material types that have a good color variation like marble, I'll add an "invert" button to each tile color section to help you guys out with these kinds of issues. Good questions man, keep em coming. This is how I know what to add next.
  6. Hey gang, the new tile update is live on the original post with a change list at the top of the page. Let me know if you run into any snags. Enjoy!
  7. Hey David, I'll have the new tile builder version up hopefully in a week or two and yes there will be a grout sizer added, as well as some hand glazed finishes that let the light bounce off the surface a bit. Lots of new stuff. Hex is a problem child, anything with non 45° angles gets that weird sawtooth effect from the pixel layout, I'm aware and I'll take another pass at it i I have time. I think the original intent was 1" hex, if I can't fix it I'll put a large format hex on the list for next time that will have more pixels to clear up that edge. For water color/pattern line overlays, you might be doing this already but you can generate your own pattern in the pattern tab. I recommend using a roughness map or normal map for the cleanest results but you just have to copy the maps location into the texture slot, generate your pattern, and replace your texture location and your pattern lines should be right on. Keep the suggestions/requests/bugs coming guys. Thanks!
  8. Hey guys... jcaffee - I've added the request to our feature list, if it gets picked up, this will be the first place I come to. dskogg - That tile is kinda ornate...rad...but ornate. I'm getting back into tile here this week and while I'm a ways off, if I can squeeze in some cooler stuff, I'll do my best. Currently the tile builder can't make this layout/type, but I added it to my list. Having said that, once this batch of tile gets made I'll add it to the builder and do a refresh with some new bells and whistles.
  9. I doubt its going anywhere but If we ever move it, we'll be sure to link to where we put it for future reference.
  10. Hey gang, we just added the Wood_Builder_Beta.sbsar for you to be able to generate your own wood and wood flooring materials. Parameter definitions have been added above and the file itself can be found in the original post (with the tile builder). If you have any questions or issues, let me know and I'll make fixes/changes as needed. Robert, we're always looking into ways to improve the user experience and a substance plug in would be just that. Currently though, I have no news one way or another on a third party plug in.
  11. I'll try to add Grout Thickness next time I tinker with it. The Large Tile addition was just a short term band-aid.
  12. Faruk - Try the "Large Tile" drop down under "Shape" and see if that works out better for you. You'll have to re-download Tile_Builder_Beta to see the changes.
  13. CreativeHomes - Glad you used it! Wood flooring/paneling is on deck here shortly, I don't know about colored walls though but I'll keep it in mind. For future tile, I think the plan was to offer more catalogs that house the more custom/exotic tile options. This first one was just the basics. If people end up using them I'll spend more time publishing more of the creative ones that we do in house. Keep posting requests with pictures in this thread for me to use as reference. Faruk - The gap/grout to tile ratio is currently static, so for a large tile like a 32" your gap will unfortunately also scale up in size. When I get back in the office, I'll see about updating the Tile_builder_beta with something that will handle a large tile style correctly. Check back here next week. Great request!