AdminNintari (Owner, PlayUp Tools)

My feedback

  1. 1 vote
    Vote
    Sign in
    (thinking…)
    Sign in with: Facebook Google
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    7 comments  ·  Bug Reports  ·  Flag idea as inappropriate…  ·  Admin →
    AdminNintari (Owner, PlayUp Tools) commented  · 

    While the first part of that video does explain how to manually install the launcher with a C++ project, you shouldn't have to manually install it. You can install it through the UE4 Marketplace on the launcher.

    The second part of that video shows what you need to do after the plugin is installed to import.

    AdminNintari (Owner, PlayUp Tools) commented  · 

    Did you try just exporting a box to start?

    I recommend watching this video as it walks you through the process in case there is a step you may have missed:

    https://youtu.be/wN40FYIHzzI?t=171

  2. 3 votes
    Vote
    Sign in
    (thinking…)
    Sign in with: Facebook Google
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    8 comments  ·  Bug Reports  ·  Flag idea as inappropriate…  ·  Admin →
    AdminNintari (Owner, PlayUp Tools) commented  · 

    You have some characters the XML parser doesn't like in your component and group names. If you change the names of your groups and components, it should work.

    AdminNintari (Owner, PlayUp Tools) commented  · 

    PlayUp always exports to DAE first, converts to FBX, and then cleans up the DAE files. If you are only seeing DAE files, something halted the process.

    Try this:

    1. Turn on "Logging from Ruby Console" by checking the Enabled checkbox in the Extensions > PlayUp Preferences > General tab.

    2. Uncheck the box for "Clean up source files on export" in the Extensions > PlayUp Preferences > General tab.

    3. Open Window > Ruby Console.

    4. Click the level export button. Do you see any errors in the Ruby Console? Did you get a PlayUp export complete SketchUp window?

    You will notice that in your export directory, there will be a special _PlayUp_Temp_Files folder. Open it and run fbxconvert.bat. Do you get an errors when you do?

  3. 1 vote
    Vote
    Sign in
    (thinking…)
    Sign in with: Facebook Google
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    2 comments  ·  Bug Reports  ·  Flag idea as inappropriate…  ·  Admin →
    AdminNintari (Owner, PlayUp Tools) commented  · 

    Also, you may want to save your project after unchecking the box and relaunch it in order for the new defaults to be set. I did notice that if you uncheck the box on the first import and then reimport before saving, closing, and re-opening the project, it will default to the original defaults on re-import.

    If you would like to double check your settings, this is where the defaults for your project sit:
    Saved/Config/Windows/EditorPerProjectUserSettings.ini

    And this is the setting that needs to be set to False:

    bConvertSceneUnit=False

    AdminNintari (Owner, PlayUp Tools) commented  · 

    Check if the Convert Scene Unit checkbox is unchecked when you reimport. See this blog post for details:

    http://playuptools.blogspot.com/2016/11/new-requirement-for-ue-414.html

  4. 6 votes
    Vote
    Sign in
    (thinking…)
    Sign in with: Facebook Google
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    6 comments  ·  Bug Reports  ·  Flag idea as inappropriate…  ·  Admin →
    AdminNintari (Owner, PlayUp Tools) commented  · 

    I suspect it may be the naming convention.

    Column - Balcony Front 6".dae <-- Game engines want clean names without odd symbols.

    Try changing this to something like: Column_Balcony_Front_6in

    AdminNintari (Owner, PlayUp Tools) commented  · 

    See the troubleshooting section to be sure that you aren't running into some common issues:
    http://www.playuptools.com/guides/basics-troubleshooting.html

    If that doesn't solve your problem, in the PlayUp Preferences window under the General tab, uncheck the box for "Clean up source files on export". Open your Ruby Console in SketchUp and re-export. Does the Ruby Console show any errors?

    Look in your export directory. You should now see a temporary folder that contains a couple of batch files-- one for reprocessing the textures manually and one for reprocessing the meshes manually. Try reprocessing the meshes if they have not been converted to FBX and see what error it gives.

  5. 3 votes
    Vote
    Sign in
    (thinking…)
    Sign in with: Facebook Google
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    started  ·  2 comments  ·  Bug Reports  ·  Flag idea as inappropriate…  ·  Admin →
    AdminNintari (Owner, PlayUp Tools) commented  · 

    2.2.0 fixes most of the bugs you were seeing. There is still an edge case I'm trying to track down.

    AdminNintari (Owner, PlayUp Tools) commented  · 

    Ok, I will take a look.

  6. 1 vote
    Vote
    Sign in
    (thinking…)
    Sign in with: Facebook Google
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    1 comment  ·  Bug Reports  ·  Flag idea as inappropriate…  ·  Admin →
    AdminNintari (Owner, PlayUp Tools) commented  · 

    Set LoD to "Highest Detail".

    See video on Level of Detail to see how that feature works:
    http://www.playuptools.com/guides/basics-geomprop.html

  7. 13 votes
    Vote
    Sign in
    (thinking…)
    Sign in with: Facebook Google
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    8 comments  ·  Bug Reports  ·  Flag idea as inappropriate…  ·  Admin →
    AdminNintari (Owner, PlayUp Tools) commented  · 

    Does Unreal let you manually remove the _mesh0 from the asset name?

    AdminNintari (Owner, PlayUp Tools) commented  · 

    Hm, I haven't seen this issue. The test scene in this video is not combining the meshes either and is pretty complex in the nesting structure:

    https://www.youtube.com/watch?v=-lBB232qS5k

    Is it possible that you tried to import a version of the level file that was referencing a combined mesh instead of one that referenced the individual ones?

  8. 1 vote
    Vote
    Sign in
    (thinking…)
    Sign in with: Facebook Google
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    1 comment  ·  Bug Reports  ·  Flag idea as inappropriate…  ·  Admin →
    AdminNintari (Owner, PlayUp Tools) commented  · 

    Did you try installing the plugin directly from the UE4 launcher marketplace?

  9. 1 vote
    Vote
    Sign in
    (thinking…)
    Sign in with: Facebook Google
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    2 comments  ·  Bug Reports  ·  Flag idea as inappropriate…  ·  Admin →
    AdminNintari (Owner, PlayUp Tools) commented  · 

    Did you try installing the Visual C++ Redistributable Packages for Visual Studio 2013?

    https://www.microsoft.com/en-us/download/details.aspx?id=40784

  10. 3 votes
    Vote
    Sign in
    (thinking…)
    Sign in with: Facebook Google
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    1 comment  ·  Bug Reports  ·  Flag idea as inappropriate…  ·  Admin →
    AdminNintari (Owner, PlayUp Tools) commented  · 

    Since the release of PlayUp Tools v.2.0.0, are you still seeing this issue?

  11. 1 vote
    Vote
    Sign in
    (thinking…)
    Sign in with: Facebook Google
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    1 comment  ·  Bug Reports  ·  Flag idea as inappropriate…  ·  Admin →
    AdminNintari (Owner, PlayUp Tools) commented  · 

    Try adding a physics material (wood, concrete, etc).

  12. 1 vote
    Vote
    Sign in
    (thinking…)
    Sign in with: Facebook Google
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    1 comment  ·  Bug Reports  ·  Flag idea as inappropriate…  ·  Admin →
    AdminNintari (Owner, PlayUp Tools) commented  · 

    It's a flaw with the workflow of linking the LODs through nesting. If you put the nested LOD models at an X,Y,Z position that is less than the highest detail mesh X,Y,Z position, it will appear to jump as the vertex coordinates of the original are no longer at a local position of 0,0,0. If you make sure that all of your LODs are at higher positive X,Y,Z values than the original mesh, the jumping shouldn't happen.

  13. 1 vote
    Vote
    Sign in
    (thinking…)
    Sign in with: Facebook Google
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    2 comments  ·  Bug Reports  ·  Flag idea as inappropriate…  ·  Admin →
    AdminNintari (Owner, PlayUp Tools) commented  · 

    You might also want to double check to be sure that those faces are contained in a group or component.

    AdminNintari (Owner, PlayUp Tools) commented  · 

    I need more information as I am not able to recreate this problem.

  14. 1 vote
    Vote
    Sign in
    (thinking…)
    Sign in with: Facebook Google
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    2 comments  ·  Bug Reports  ·  Flag idea as inappropriate…  ·  Admin →
    AdminNintari (Owner, PlayUp Tools) commented  · 

    PlayUp does not yet support CE5, however this is the next engine we plan to take a look at. I will make a note to check for case sensitivity issues.

  15. 1 vote
    Vote
    Sign in
    (thinking…)
    Sign in with: Facebook Google
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    3 comments  ·  Bug Reports  ·  Flag idea as inappropriate…  ·  Admin →
    AdminNintari (Owner, PlayUp Tools) commented  · 

    I should add that some people have exported on a Windows machine and copied the files over to a Mac as a workaround.

    AdminNintari (Owner, PlayUp Tools) commented  · 

    Unfortunately PlayUp Tools doesn't support Mac.

  16. 1 vote
    Vote
    Sign in
    (thinking…)
    Sign in with: Facebook Google
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    3 comments  ·  Bug Reports  ·  Flag idea as inappropriate…  ·  Admin →
    AdminNintari (Owner, PlayUp Tools) commented  · 

    Game engines use UV coordinates to map textures on meshes, whereas SketchUp uses UVQ (a.k.a. UVW) coordinates. When you skew a texture in SketchUp, you are using that 3rd dimension coordinate which the game engine does not inherently import. This is why certain kinds of projections look great in SketchUp but do not look right in game engines. Try doing planar projections instead.

  17. 2 votes
    Vote
    Sign in
    (thinking…)
    Sign in with: Facebook Google
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    1 comment  ·  Bug Reports  ·  Flag idea as inappropriate…  ·  Admin →
    AdminNintari (Owner, PlayUp Tools) commented  · 

    LOD support is only for CryENGINE, here is an explanation for how it works:
    http://playuptools.blogspot.com/2012/07/lod-support-vertices-counter-and-export.html

    Trying to remember why I didn't go back and do it for Unity...

    For the UV issues, what version of Unity and PlayUp are you using? And is there anything in particular that you are doing to your models that seems to cause the UV to break? I haven't noticed any UV or material issues for a long time now so I'm not quite sure what you are seeing.

  18. 1 vote
    Vote
    Sign in
    (thinking…)
    Sign in with: Facebook Google
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    1 comment  ·  Bug Reports  ·  Flag idea as inappropriate…  ·  Admin →
    AdminNintari (Owner, PlayUp Tools) commented  · 

    PlayUp uses XML format to store the information for where an entity is located in a scene. The file for a level would look something like this:

    <?xml version="1.0" ?>
    <LEVELSETTINGS>
    <ENTITIES>
    <OBJECT NAME="box" POSITION="0.0, -0.921532969805059, -5.87956243691679e-012" ROTATION="1.0, 0.0, 0.0, 0.0" SCALE="1, 1, 1" />

    ...

    Since XML uses quote marks to separate values from variables, you can't use quote marks for names without breaking your level file.

  19. 1 vote
    Vote
    Sign in
    (thinking…)
    Sign in with: Facebook Google
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    1 comment  ·  Bug Reports  ·  Flag idea as inappropriate…  ·  Admin →
    AdminNintari (Owner, PlayUp Tools) commented  · 

    Is this still occurring? I've heard of it before but it sounded like a quirk with CryENGINE that goes away when you restart the editor and reimport the scene from scratch.

  20. 7 votes
    Vote
    Sign in
    (thinking…)
    Sign in with: Facebook Google
    Signed in as (Sign out)
    You have left! (?) (thinking…)
    under review  ·  2 comments  ·  Bug Reports  ·  Flag idea as inappropriate…  ·  Admin →
    AdminNintari (Owner, PlayUp Tools) commented  · 

    Try the latest build. There are modifications to the CryENGINE exporter that seemed to have fix this. If it doesn't, try saving your file, closing CryENGINE, and reopening CryENGINE as that typically worked for me.

← Previous 1

Feedback and Knowledge Base