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Messages - joepalos

Pages: [1] 2
1
Share New Actions / Set tiling (scale) for a Material's texture
« on: August 21, 2016, 02:29:35 AM »
Hello,

Find attached in this post an action I made for setting the tiling values for a material's texture.

You get the material using the default Get Material action, and you specify the texture's name, "_MainTex" by default in most materials.

Enjoy.

2
Share New Actions / Re: RenderTexture to Texture2D
« on: August 21, 2016, 02:19:57 AM »
Sure! I will as soon as I can make it work, it's STILL broken with error 500 and JSON errors.

3
Action Requests / Re: RenderTexture to Texture2D (code included!)
« on: August 17, 2016, 10:26:01 AM »
Well thanks for all the help & tips. I made it myself.

http://hutonggames.com/playmakerforum/index.php?topic=13401.0

4
Share New Actions / RenderTexture to Texture2D
« on: August 17, 2016, 10:23:35 AM »
Since nobody helped me out, I made it myself.

This action takes a RenderTexture object variable and outputs a Texture2D texture variable.

Enjoy.

5
Playmaker Help / Re: Get current FSM name?
« on: August 16, 2016, 02:17:35 AM »
Spamming only works sometimes...yesterday I spammed for 2 minutes and it didn't work. For me, sometimes it works to use the "scan project" feature of the Ecosystem, and then the search sometimes works right after. Doesn't make any sense, but it happens.

I hope it can get fixed soon, it's really annoying.

6
Share New Actions / Re: A* pathfinding (stable 0v841)
« on: August 15, 2016, 12:02:23 PM »
A* is still usable with Playmaker with a little trickery. Get Property and Set Property are your friends. You can set the destination of an agent, read if it has arrived, send commands, etc.

I can (kind of) help you out if you need me to.

7
Playmaker Help / Re: Get current FSM name?
« on: August 15, 2016, 07:59:17 AM »
Nevermind; I found it http://hutonggames.com/playmakerforum/index.php?topic=8745.0

Why isn't this a default action?

And by the way, this is on the Ecosystem, but it STILL doesn't work.

8
Playmaker Help / Get current FSM name?
« on: August 15, 2016, 07:53:24 AM »
How would I accomplish this? There should be an action for it, but I can't see it.

9
Playmaker Help / Re: Custom colors?
« on: August 14, 2016, 10:11:29 AM »
Thanks!

10
Playmaker Help / Re: Compare Color action
« on: August 14, 2016, 10:10:50 AM »
Thank you for this.

11
Share New Actions / Int absolute value
« on: August 14, 2016, 05:35:10 AM »
Hi,

This action lets you get the absolute value of an INT variable. In other words, it turns it into a positive number.

Enjoy!

12
Playmaker Help / Custom colors?
« on: August 14, 2016, 03:41:10 AM »
Hi,

Is there a way to set up custom colors, or at least modify the existing ones?

I want to use yellow, but this is just painful to look at and to read:


13
Playmaker Help / Re: Spreading out heavy actions with Next Frame Event
« on: August 13, 2016, 05:46:54 AM »
I am aware of this. The point of this thread is to learn the proper way to spread their creation over enough frames so that the lag is not noticeable by the player.

14
Playmaker Help / Re: Spreading out heavy actions with Next Frame Event
« on: August 13, 2016, 01:25:20 AM »
Still pooling would be the best option.
So i will ask why this would not work on your game system?
It's complicated to explain, but the short version is that there are (potentially) thousands of slightly different, memory-light objects, and they are different in a way that is not modifiable or settable at runtime.

15
Action Requests / RenderTexture to Texture2D (code included!)
« on: August 12, 2016, 03:00:11 PM »
Hi,

I would like to request a RenderTexture to Texture2D action. It would basically do just that: read a RenderTexture object variable, and output its content to a Texture2D variable.

It's done like this:

Code: [Select]
//to read a RenderTexture, you have to set it as active temporarily
//so we save the current one to set it back to active when we're done
oldRenderTexture = RenderTexture.active;

//now we start; we set our RenderTexture as active
RenderTexture.active = myRenderTexture;

//we make our Texture2D read from the RenderTexture and put the whole data into the Texture2D
myTexture2D.ReadPixels(new Rect(0, 0, myRenderTexture.width, myRenderTexture.height), 0, 0);

//we apply it
myTexture2D.Apply();

//we set RenderTexture.active back to the original, because we're done
RenderTexture.active = oldRenderTexture

It should be noted that for this to work, first the target Texture2D variable height and width must be set to the same height and width as the RenderTexture we're converting from.

I'm just pretty bad at the moment at transforming this into an action. But the code is there and it works exactly like that.

Thanks a lot in advance, I really need this.

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