Product Chat / V 2017.03.31 Patch Update - Public Preview Available

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LeeBamber
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Posted: 31st Mar 2017 23:05 Edited at: 1st Apr 2017 00:17
In response to some of the feedback on the March release, a few more fixes have been released to address some concerns. Here is the run down:

* Changed default LUSH texture set to include 16 variations to demonstrate choice
* Improved speed of the terrain shader for lower-end machines
* Added a secondary overlay mode for the texture in the first slot (path slot)
* Removed redundant terrain texture items from Terrain Main Bar
* Fixed crash caused by the terrain blend function on some levels
* Now prompts user when switching terrain in test game to warn of possible delay

These essentially tackle the issues of speed and terrain painting capabilities reported, so thanks to Preben the terrain shader is now faster for lower-end systems (as it does less sampling than the last one) and I have added a simple yet powerful feature the way the painting works, in that you can now use slot 1 (the default path texture) as a secondary layer, ideal for carving a path over the top of any other texture details you may have created. I will make a video soon showing some of the tricks that this unlocks, and the best news is that it does not affect performance as the new channel I am using to store the 'path layer' information only samples a texture if it is used, and by default all levels up to this point have never used this new channel (green) of the paint map. Feel free to switch your Steam mode over to the Public Preview and give it a spin.


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granada
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Posted: 31st Mar 2017 23:38
Great work Lee,thank you.

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Posted: 31st Mar 2017 23:45
yes thank you Lee look forward to trying it out
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Belidos
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Posted: 1st Apr 2017 00:13
awesome Lee, thank you for listening, hopefully the new path channel should deal with all my issues with terrain

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Posted: 1st Apr 2017 00:26 Edited at: 1st Apr 2017 00:27
BTW, is the default grass texture supposed to be high specular?


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Pirate Myke
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Posted: 1st Apr 2017 00:44
Looks great Lee. Going to check it out now.

@Belidos: Spec is alpha in the diffused. Still playing with it myself. But most ground textures and rocks don't have much specular at all.

So let me take a look at the default grass after I update Game Guru.
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Posted: 1st Apr 2017 00:59
Oh look we can have skid marks now lol
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Pirate Myke
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Posted: 1st Apr 2017 01:06
Yes the Grass_D.png texture was 100% transparent. Change its alpha in a paint program and resave it.
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LeeBamber
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Posted: 1st Apr 2017 01:13
Found it, thanks for the test. I will fix the specular for the next build
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Posted: 1st Apr 2017 01:19 Edited at: 1st Apr 2017 01:23
just a quick one the new path slot, slot 1 if you shift and LMB it removes all textures down to the base texture which is Slot 5 is this suppose to happen?
I expected just the slot 1 texture to be removed, its no biggie I just repaint the texture just so everyone knows Slot 5 is you base texture
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LeeBamber
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Posted: 1st Apr 2017 01:24
Yes, SHIFT deletes all layers back to slot 5 default. If you have a compelling reason to change this behavior let me know, it's all pretty new right now
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Posted: 1st Apr 2017 01:27 Edited at: 1st Apr 2017 01:28
No its fine, as long as everyone knows Slot 5 is the world Slot as it were whatever goes in that slot updates the whole landscape

Thanks for the Update Lee I think a lot of people will be happy with the new path system
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Posted: 1st Apr 2017 10:00 Edited at: 1st Apr 2017 10:01
@Lee, great update. Great work - man you are fast!

Before this update I never painted terrain or grass in the editor - but only in test game. To be able to walk around and add\change the textures and grass, was an awesome feature - really the only way to do it imo

It would be cool to assign your textures in the editor and then apply them in test game.

Can we get that ability back?

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Posted: 1st Apr 2017 13:02
Quote: "Yes the Grass_D.png texture was 100% transparent. Change its alpha in a paint program and resave it"


so do we change the alpha colour or set it to not transparent, what's the best software to do this in? I have paint.net, fireworks, gimp, paintshop pro x9
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Posted: 1st Apr 2017 13:32 Edited at: 1st Apr 2017 13:38
So, are we meant to use png's now instead of dds? I was under the impression that png was not a good option for terrain or anything else in 3D really.

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Belidos
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Posted: 1st Apr 2017 13:46
I was wandering that too, png's are a lot larger files than DDS files, surely that has an effect

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Posted: 1st Apr 2017 13:57
Quote: "So, are we meant to use png's now instead of dds?"


I always use DDS but have started to include PNG's too not sure about alpha in PNG and how to change it
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cybernescence
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Posted: 1st Apr 2017 14:13 Edited at: 1st Apr 2017 16:05
You can use either. The .png extension has been used (as a default) to only show the diffuse textures for the terrain when right-clicking the 4x4 texture palette. Which makes sense, I don't want to see all the normals when choosing a new diffuse (though you can see them if you want to by changing the 'Save as type' drop down to dds or all files).

Alpha works for png like it does for dds - the more (EDIT:alpha transparency) added to the diffuse, the shinier the terrain texture will appear.

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Posted: 1st Apr 2017 14:28
How would you adjust alpha transparency in GIMP, I've had a quick look and all I can see is an option to give it alpha transparency or not, can't find a way to adjust that transparency

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Posted: 1st Apr 2017 14:31 Edited at: 1st Apr 2017 14:34
Quote: "Alpha works for png like it does for dds "


When I open Grass2_D.png I just get a transparent image, in windows explorer the Grass2_D.png is just a black image,

think I am missing something simple here I'm trying paint.net btw
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GraPhiX
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Posted: 1st Apr 2017 14:48
Just installed Photoshop CS5.5 I had lying around its also completely transparent in that too
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cybernescence
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Posted: 1st Apr 2017 14:52 Edited at: 1st Apr 2017 14:57
In paint.net there are two useful extensions "Alpha to 255" and 'Transparency' to get (EDIT: Alpha plugin by "dpy", Transparency by "BoltBait").

The first one applies all alpha, so the transparency will be removed and show you the underlying image.

The second allows you to highlight some or all of the image and set the transparency levels (the alpha) up or down.

The image is appearing black as it seems like it is completely transparent by the look of the paint view.

Don't use GIMP much, but Pirate Myke had a thread somewhere showing how to do it (think it was whilst helping out others re the cube mapping)
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Posted: 1st Apr 2017 15:06
Brilliant thank you cybernescence the alpha to 255 plugin sorted it for me
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Posted: 1st Apr 2017 15:19 Edited at: 1st Apr 2017 15:38
I must still be doing something wrong I have removed the transperancy saved the file but still have very high specular
this is Grass_D.png and Grass2_D.png

All I want is grass not molten plastic
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cybernescence
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Posted: 1st Apr 2017 16:02
Sorry, I now see what you're trying to do, and I've put it the wrong way around in above comments - the more transparency (the less alpha) the less shiny/specular - so you need it to be transparent in the paint program to not be shiny texture in game.

My default grasses work OK, so not sure why you are changing these?

Cheers.


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Posted: 1st Apr 2017 17:03
Mine are the default grasses but they are very shiny, they look like plastic that's why I was trying to edit them
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cybernescence
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Posted: 1st Apr 2017 17:19
There was an update last night that changed the default lush terrain to stop the grass being shiny. It was the Texture_D.dds that got updated. This cured my default terrain shininess.

When I choose the grass textures to create a custom terrain they work ok for me i.e. not shiny so not sure why yours aren't working.

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Posted: 1st Apr 2017 17:20
I'm on the Beta version so I will download the public preview and try that
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LeeBamber
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Posted: 1st Apr 2017 22:09
Whether you use PNG or DDS as your custom texture source, the system generates DDS for the engine to use, so don't worry about PNGs being larger in video memory, they never get that far
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Posted: 1st Apr 2017 23:20
@LeeBamber

What about painting in Test game - can we get that feature back?

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Posted: 2nd Apr 2017 04:13
Quote: "Mine are the default grasses but they are very shiny, they look like plastic that's why I was trying to edit them "


I'm having this issue as well for the default terrain grass texture.
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Posted: 2nd Apr 2017 09:24
So far so good this is a great update, impressive. Lets hope we can have different footfall sounds on terrain too, gravel, grass, rock, sand, all should be different. I don't know if that is even possible., but Lee did that with the EBE textures.
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Posted: 2nd Apr 2017 20:36
Great Lee!
Now testing and painting terrain, getting nice effects so far.
Now is matter of getting it by hand.

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Posted: 3rd Apr 2017 10:11
@Teabone
Quote: "I'm having this issue as well for the default terrain grass texture"


Hi Teabone, I have manged to sort it I deleted all stock textures in terrainbuild\texturesource then verified files in steam while new levels now have normal specular with the grass any level created before the minor update still have high specular.

Hope this helps you
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LeeBamber
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Posted: 3rd Apr 2017 12:21
The F9 terrain painting works as before, just press '6' to select path texture, '7,8,9' for the other default slots and 0 for grass. Hold down to SHIFT and LMB to erase. I know it would be nice to have all 16 textures selectable in F9 mode, but not sure how best to add that to the interface which is entirely driven by shortcut keys with no pointer controls. Might be a tricky one to add elegantly that (though not impossible). Just need to think about it more.
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Posted: 3rd Apr 2017 12:26
Quote: "but not sure how best to add that to the interface which is entirely driven by shortcut keys with no pointer controls. Might be a tricky one to add elegantly that (though not impossible). Just need to think about it more."

how about just press a key to select texture painting mode and then use the mouse wheel (or 2 buttons) to scroll through the possible textures?
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Belidos
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Posted: 3rd Apr 2017 12:47
Quote: "The F9 terrain painting works as before, just press '6' to select path texture, '7,8,9' for the other default slots and 0 for grass. Hold down to SHIFT and LMB to erase. I know it would be nice to have all 16 textures selectable in F9 mode, but not sure how best to add that to the interface which is entirely driven by shortcut keys with no pointer controls. Might be a tricky one to add elegantly that (though not impossible). Just need to think about it more."


How about + and - to cycle through them, or some other appropriate shortcut?

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Posted: 4th Apr 2017 17:32
I have done a fresh install of the latest version, started to create a new map again lol, having a bit of a mix up with the Terrain palette and the EBE palette
once I do a test run either the terrain palette or the EBE palette are one in the same, last time I run I only had the terrain palette this run in the video its the EBE palette.

Anyone else had this issue? can someone try it please with a basic EBE

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Posted: 5th Apr 2017 01:54 Edited at: 5th Apr 2017 01:55
LOL, I just tried and got the terrain palette as the EBE palette. I do believe something is amiss!
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Posted: 5th Apr 2017 08:57
Quote: "LOL, I just tried and got the terrain palette as the EBE palette. I do believe something is amiss!"


Thank you Jerry
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Posted: 5th Apr 2017 14:49
Fixed for next build, thanks for the report!
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Posted: 5th Apr 2017 15:05
thank you Lee
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Posted: 5th Apr 2017 19:58 Edited at: 5th Apr 2017 19:59
With the very last build + plus the very last patch, getting "#define RUNTIMEERROR_IMAGENOTEXIST 502".

1-I've just ran GG>splash screen>default map (very nice starting map).
2- Testingmode>grass>custom. Here I get curious about what it does, and yes I press it, and got the above error>ressuming from last session..

I can reproduced it in a vid, if needed. Anyway I think is something I'm doing wrong.

Is perhaps that slot to be filled, with a custom terrain?

Edit: files check via steam already done twice.

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LeeBamber
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Posted: 5th Apr 2017 21:42
A video and good detailed step by step from fresh launch of GameGuru would be perfect, thanks! As always, the quicker I can reproduce at this end, the quicker its fixed for good and we move to the next item on the list. You will be amazed how much time it takes to reproduce the issue vs fixing it!!
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