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Crocotile 3D News

v1.4.1

In this latest update there is now a button in the Tileset tab to select the Wrap mode for the currently selected Tileset. Instead of defaulting to Repeat mode, each tileset will default to Clamp to Edge. Tilesets with Clamp to Edge mode will not be required to have 'power of two' texture dimensions, however, if you are using Repeat mode or Mirrored Repeat mode, your tilesets will need 'power of two' width and height dimensions (in pixels) otherwise they will appear blurry. Examples of Power of two dimensions are; 2,4,8,16,32,64,128,256,512,1024. Using Repeat mode, or Mirrored Repeat mode will allow you to repeat a texture across an image by shifting the UVs outside the image bounds.

Another notable feature added is the Vertex Normal options when Exporting. You now have the option to choose between Flat and Smooth normals. Flat will produce the impression of hard edges between polygons whereas the Smooth option will average the normals between polygons to give the impression of a blended/smoothed edge. You can specify the Angle Threshold to control which polygons get blended. If the angle between polygons is within the specified angle, the edge between them will appear smoothed.

When loading palettes, you can now import .pal, .ase, .gpl, and .png files. If you choose a png files, it will extract all the unique colors in the image and create a palette from it.

Check the patchnotes below for a full list of improvements.

Check the Gallery to see creations by Crocotile users: http://www.crocotile3d.com/gallery
Also, there is a Discord server where Crocotile users can chat: https://discord.gg/fmtJdUb

Remember to report any bugs you may encounter!

  • Changed: There is now a button in the Tileset tab to toggle between the texture wrap modes (Clamp to edge, Repeat, and Mirrored repeat). Tilesets default to Edge mode, and require manually changing if you need them to repeat their texture. Repeating textures will appear blurry if the tileset image dimensions aren't a power of two (2,4,8,16,32,64,128,256,512..etc).
  • Fixed: Replacing a tileset with an updated version using "Replace Tileset" wouldn't work.
  • Added: Vertex Normal Type/Threshold options when Exporting. Specify the angle in degrees where normals become averaged. If the angle between surfaces are within this angle, the vertex normals will be averaged betweeen them. (Note: a value of 90 produces strange results, so use 89 instead).
  • Added: Checkbox in export options to select/deselect all layers and objects.
  • Changed: Adjusted some of the interface styling to be more consistent.
  • Added: Load different palette formats (c3dpal, pal, ase, gpl, png). You can choose a png image and it will find all the opaque colors from it.
  • Added: Remove Duplicate colors option in the Palette menu. This will remove any duplicate colors in your palette.
  • Changed: Tilesets now get refreshed whenever the application is focused (if auto refresh is enabled). Returning from a paint program will trigger the refresh.



v1.4.0

A lot of optimizations have been made in this version as well as bug fixes. Also a couple new features have been added.

There have been changes made to the way bindings work for certain actions, primarily the camera controls. These changes allow you to specify whether the camera controls can use a mouse button without having to hold a key down. Users who prefer controls similar to Blender can now customize their controls to mimic that.

[previewyoutube][/previewyoutube] Another notable feature is the ability to repeat a texture across a tile. Tilesets now allow their UVs to wrap, so you can now place a tile into its own tileset and shift its UVs beyond the edges to repeat the texture across its surface. To see a demonstration of this, watch this video:

Check the patchnotes below for a full list of improvements.

Remember to report any bugs you may encounter!

  • Fixed: Saving a scene wouldn't save whether the skybox is visible or not, so when loading a scene it would always be set visible.
  • Fixed: Setting a binding using Enter key would always place it at the beginning of the command sequence. Now it should stay at the end of the sequence.
  • Added: Option in key bindings to set "Toggle Active Mode" with either; key, mouse, key OR mouse, key AND mouse.
  • Added: Option in key bindings to set "Context Edit Menu" with either; mouse, key AND mouse. (Right-mouse button only).
  • Added: Option in key bindings to set "Erase Tile" with either; mouse, key AND mouse. (Right-mouse button only).
  • Added: Option in key bindings to set "Cardinal Buttons".
  • Changed: Key bindings for Rotate,Zoom,Pan can now be set to either; mouse, key And mouse. This allows the bindings to not be bound to a key. Rotate, Zoom, and Pan can share the same mouse button as well.
  • Fixed: Clicking vertices behind tiles with Camera Based Selection disabled would sometimes not select them.
  • Fixed: Clicking vertices behind tiles with Camera Based Selection disabled would also select the face you are hovering over.
  • Improved: Selecting verts/faces/objects should process quicker.
  • Improved: Operations on large quantities of tiles should perform quicker.
  • Improved: Upgraded three.js library to the latest version.
  • Fixed: Arrow helpers wouldn't display correct position when in rotate/resize mode.
  • Fixed: Skybox would become out of sync when adjusting the camera quickly.
  • Fixed: Camera movement after zooming and switching between perspective and orthographic modes would sometimes break the mouse panning.
  • Fixed: Moving vertices would become offset from the grid and crosshair if the w,a,s,d keys were being held down.
  • Changed: Tilesets have texture wrapping enabled to allow for repeating an image across a single tile.
  • Added: New option in the Tileset menu; "Add selected tiles to new Tileset". This will create a new tileset based off the currently selected tiles in the tileset window.
  • Fixed: Clicking the Tileset scrollbar would change the selected tile size.
  • Changed: The Zoom menu and Palette menu are now more standardized. This fixes any issues they had in the past.
  • Added: Reset Bindings button in the Buttons config. This will reset all the controls back to their default settings.

Tutorial / Walk-through : Telephone

Here is a tutorial / walk-through on how to model a telephone! If you have any suggestions on what you would like to see created, let me know.
🐊 Download Scene
[previewyoutube][/previewyoutube]

v1.3.9

Version 1.3.9 contains a handful of important bug fixes. Check the patchnotes below.
  • Fixed: There was an issue in some cases where you wouldn't be able to erase certain tiles.
  • Fixed: Couldn't draw tiles near others if grid rounding is high because it thought the tile was overlapping.
  • Fixed: Placing tiles ontop of other tiles that face the other way now works without removing the other tile.
  • Fixed: In some cases when exporting some tiles would not display the correct texture uvs.

Remember to report any bugs you may encounter!

v1.3.8

Version 1.3.8 has various improvements, fixes, and a couple new features. Check the patchnotes below.
  • Improved: There still were issues with Merging vertices on export. Changed the way vertices were merged to fix these issues.
  • Fixed: Setting the tilesize wouldn't update the grid-rounding value.
  • Fixed: Opening a new blank scene may not have kept settings that were previously set.
  • Fixed: Splitting or sub-dividing a tile inside an object would cause new instances of that object to have those tiles highlighted.
  • Fixed: Saving a scene would add an incorrect item to the Load Recent list located in the file menu.
  • Fixed: Deleting objects and instances would potentially cause issues if undo/redoing those deletions while editing other instances.
  • Improved: When clicking a vertex, sometimes it would select other vertices behind it that were being hovered over. Changes were made to help prevent this.
  • Improved: Selecting a single point consisting of multiple vertices would sometimes not select all of them if some tiles were facing away from the camera.
  • Added: Option in the settings to lock the crosshair to the grid. This helps prevent the crosshair from getting offset or misaligned.
  • Added: Shortcut key (Alt+C) to snap the crosshair to the grid. Useful to quickly snap the crosshair to the grid if you haven't been locking it to the grid.
  • Fixed: In some cases, drawing tiles to the scene would position them slightly offset from the crosshair plane.