Texture Artifacts

Gotcha… I will just map the ansiLevel from the the Unity Texture across in the Unity Meta Data then… that way you can just set the higher ansio on the GROUND and FLOOR textures (or what texture you need to increase the ansioLevel quality for that particular texture)

Thanks for the help bro :slight_smile:

Yep… Gonna be at GitHub - MackeyK24/CanvasTools: HTML5 Canvas Game Development Toolkit

once a get a clean working version… Engine only developers will be able to create games using the Unity Editor at design time. Using all the kool features like Prefabs and Unity Packages… Plus ANY external tool you want that edits scene content… What the scene is… The GLTF Exporter will dump out in GLTF or GLB with all the METADATA about the node… What components is has on it… Including SCRIPT components

You end up with an ALMOST EXACT replication of the unity scene down to Lights, Shadows, Fog, Environment, Animations, Physics… All the components i can think of that make secne in the WebGL world.

I already have an official GLTF Prefix and a working draft of my CVTOOLS_unity_metadata GLTF Extension

Thats why i am asking so many questions about the using the API at a real Developer Level. So i can recreate the scene in GLTF Parser using all the metadata.

That skybox was a BITCH… All that WHOHA over skyboxes… When they could have plainly said SOMEWHERE…

Skybox images are really just 32 Bit Packed HDR… So if you know about pixel manipulation thats EASY…

pack the encoded RGB and put the multiplier over 1 into the ALPHA… There a tones of resources on encoded RGMB in 32Bit png, tga or whatever.

The reflection should be a DDS in BRGA8 with mip chain (the FP16 and FP32 dont work yet)

That took me FOREVER to figure out, that why i doing all that bitching about NOT HAVING ANY DOCS explaining that process… Just UPLOAD TO SERVER and the editor will handle it… That sucks. I need a bit of detail on the API so i can parse every type of component and ALL the default values that component should have… Anyways Working smooth now with all your HELP… THANKS AGAIN BRO… I know we got off to a rocky start :slight_smile:

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Yo @yaustar … I already did all this before with another engine. My Babylon Toolkit was my First Generation toolkit dedicated to crated Babylon JSON Scene files…

My Canvas Tools are my next generation of tools using GLTF (Binary Data, Gotta Love That) and using the PlayCanvas Engine (that looks like it was models after Unity… Which is GREAT THING… Everything just matches up… Down tho that Exact Shadow Bias Levels)

The new version is MUCH Cleaner, MUCH Faster and has a MORE Natural Fit using the PlayCanvas and Unity component models :slight_smile:

I saw but couldn’t see where the toolkit itself was hosted?

The final product out of this would be amazing. There are number of developers who are looking for an offline editor and I’m quite impressed with the work done so far.