tmorris Posted April 8, 2015 Share Posted April 8, 2015 I am having trouble getting Node masks to import properly when using the landscape plugin and was hoping someone might be able to help. The issue is that that I am not able to select an Import Mask and have the plugin automatically create individual masks for my landscape grid. I have not actually gotten the Import Mask field to do anything, and am able to import my reference nodes when leaving that field blank. To work around this I am manually creating the mask file structure relative to the terrain path and placing the individual masks in each cell folder. After I do this I am able to set the Mask naming pattern in the Landscape plugin and the plugin will correctly import each mask. This does not seem like the correct way, is there a better way to do this? -Terrence Link to comment
silent Posted April 9, 2015 Share Posted April 9, 2015 Hi Terrence,Unfortuantly, this a known issue. I can't guarantee at this moment if it would be fixed in the next SDK update, sorry. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
tmorris Posted April 29, 2015 Author Share Posted April 29, 2015 That is ok, we have developed a work around for now. I have another question about the landscape plugin. I am unable to get the Flip Y checkbox to do anything when importing Nodes. Am I missing something? I always have to go and manually flip them for each clutter object in each terrain cell afterwards. Thanks, -Errence Link to comment
sebastianbah Posted April 30, 2015 Share Posted April 30, 2015 Hi Terrence,I'm afraid, flip Y is an import option, so you need to flip your textures manually.As a workaround, you can modify imagedds.py and flip all pack of textures at once. Add the following at line 81 to add flip option: elif a in ['-fx','-fy']: begin = i + 1 command += a + ' ' Sorry for the inconvenience. Link to comment
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