![]() Set POSSRC=\\SERVER123\C\TEST123\subdirtest\nfig Set POSSRC=\\SERVER123\C\TEST123\subdirtest\test.json Powershell.exe -executionpolicy bypass -file "%Transformer%" %POSSRC% %version% Set POSSRC=\\SERVER123\C\TEST123\test.json Set Transformer=\\SERVER123\C\TEST123\TRANSFORM.ps1 The files in \\SERVER123\C\TEST123 are transformed OK. This script sort of works, but it won't touch the files in the subdirectory \\SERVER123\C\TEST123\subdirtest\, even though I specified them in my batch file. Json config files, and a single slash / in the web.config files. I have SQL instance names that contain a slash, so I need to escape the slash (double slash //) in the I am trying to transform some web.config and appsettings.json files in a deployment scenario. Hello! Hoping someone can shed some light on this issue. and/or making sure the license is setup so they can include that, but of course make it so things still can't work if you don't own Ferr2D (I do. ![]() I imagine that might already be possible, since Ferr2D must be saving that info to files already, so maybe just a matter of teaching artists what/how to include it, so end-users don't have to recreate all of that. I haven't get it much thought, it's almost bed time (ha!), but something along the lines of them being able to export the terrain settings to a file, that they can go ahead and bundle with the artwork, and Ferr2D will import/use those settings. Might get more artists inspired to make packages if there was an easier way for their customers to have things work "out of the box". I mean, nothing too tricky, but yes, some extra work. seems like a lot of steps to get things setup for Ferr2D. One thought after reading Regnar's notes found here: That artwork by Regnar is stunning, thanks for sharing! As far as getting more artists to make assets for Ferr2D, I agree that would be great. Anything to space the vertices out a little further from You, should be able to do that with a bit of fiddling already, but it probably could be a lot easier, I agree! It's a tough problem to avoid entirely, but you could try reducing the smoothness of the mesh, or making a more gradual curve. Here's what the vertex lighting tool will look like with Ferr2D, and note that there's a lot of (static) lights on here, and it still runs fantastically well on mobile Collision events will provide information such as the normal of the terrain at the collision point, which can be particularly useful for evaluating the slope and such, but even so, I'd still recommend raycasting it instead of relying on the Unity physics system! More control is important, since character controllers are the lifeblood of the Probably not too important, but I'll definitely take care of that for the Those are artifacts from mip-mapping caused by squeezing. Especially since lightmaps really don't work for 2D games! After that, I'll be getting back to the better pathing system and the vertex painting tools =D Right now I'm spending most of my time on the baked vertex light tool, which will be an excellent complement to Ferr2D in addition to applying to other stuff such as GearVR and 3D mobile, where performance is super critical! It'll basically make lighting your game free (performance wise) which is pretty darned exciting. As much as I'd like to have the new path stuff in, it's a bit more work than I have time for right now, and I'd really like to get at least something out! (It's been a while, sorry guys~) I plan on doing a small update in preparation for Unity 5.4! I'm primarily going to have the vertex color and gradient stuff in, but I'm going to hold off on the improved pathing system and perfect corners for now. Hey guys! Sorry about not being too active on here lately, been working on a lot of different things! As always, just a reminder that I always answer twitter, and I'm generally pretty good about email too.
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