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Post by dkoontz on Dec 28, 2014 4:42:01 GMT
I just purchased Honey Hex and I was trying out the testScene on Unity 4.5 and 4.6 and getting the same problem for both. When the map is generated, it only creates the water and foreground elements. I checked the Terrain Editor and Plains1_d is defined 3 times. I removed the duplicate entries but I still get the same result. I also tried this on the Unity 5 beta but there the ground tile was pink instead of black so I'm not sure what's going on. If I force DX9 mode I get some terrain but it is blended very oddly with the water. Does Honey Hex only work on Windows?
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Post by khash on Dec 28, 2014 14:10:46 GMT
Hi dkoontz!
Framework is designed around DirectX functionality, and whatever some sources tries to say, DirectX and Opengl are not fully compatible and each require custom code to deal with their own issues. Sadly unity does not push them all from us and some work is required to even come close with specific behaviors.
I have identified this issue and new offset will be applied for "non Windows" platforms instead of "Android" as it was before. Patch should reach store this week.
Hope this helps.
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Post by dkoontz on Dec 28, 2014 23:35:03 GMT
1.2.7 does allow the water to show at the correct height but as you surely know the blending between land and water is pretty rough.
Just so I am totally clear on this, do you intend Honey Hex to be fully usable on Windows, OSX, and Linux or is it only fully functional via DX11 on Windows? If Windows is the only supported platform you should be very explicit about that in the asset store description. I know you're doing work on Honey 2 and I saw in the forum that there might be ways of getting some of the existing nice blending effects without requiring DX11. Can you comment on what Honey 2 will bring in terms of non-DX11 support or if your DX11 shaders can be made to work with OSX/Linux?
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Post by khash on Dec 29, 2014 17:11:00 GMT
we have those notes on the store page:
"Honey was designed purely for DirectX 11"
"It does run on DirectX 9 and Android using alternative rendering mode"
"Please be aware that our small team is not able to support all platforms and we will focus only on DirectX 11."
so yes alternative rendering mode is not as great as DX11, and have some limitations like lack of tesselation and lack of depth based water (Dx9 is able to simulate depth water well but OpenGL doesnt).
You can see that on android screenshot on asset store (android devices uses opengl) that there is no water blending with the terrain. But there are some developers which target opengl platforms and results they get with this water is still very good. Note that Civilization 5 had water with no blending as well.
As for Honey 2, It is still under development and I cant promise any features, and I cant promise that it will work with all features on any other than dx11 platform, but I will of course try to streach its power as far as I can within the reason.
"Can you comment on what Honey 2 will bring in terms of non-DX11 support or if your DX11 shaders can be made to work with OSX/Linux? " I know that some features are easier to port to non-dx11 and some are almost impossible. But you are free to try. I can assist you if you encounter some problems
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Post by OM on Feb 2, 2015 14:15:07 GMT
doesn't work on Mac .... refund?
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Post by khash on Feb 2, 2015 16:19:20 GMT
It is not illegal to sale assets targeting specific platforms. In our case its DirectX 11 platforms and Mac is not. Honey have some capabilities to work outside of our target platforms but its not designed to, and we have no plan to fully support other platforms.
Some of our customers target other platforms with some tinkering they get great results but it does not instantly make us "Support" those platforms and if something does't work there we do not take responsibility for it.
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Post by Kon on Feb 4, 2015 22:28:51 GMT
Is there a way to make it work on Mac?
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Post by khash on Feb 5, 2015 15:27:15 GMT
I think it should work using non-dx11 mode. Its not as great as dx11 (you may check on the asset store image we have made on Android) I think Mac should be able to work the same way. But we do not have any Apple device to test this.
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Post by generalSantos on May 19, 2015 19:13:57 GMT
I got a solution, very simple.
Go to script MHGameSettings.cs
public List<QualityOptions> qualitySettings = new List<QualityOptions>(); public int worldSeed = 0; public bool dx11Mode = true; public bool markers = true;
just set the dx11Mode to false...
now you can play!
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Post by khash on May 20, 2015 10:07:14 GMT
dx11mode = false is simply our alternative rendering mode which works on android as well. I'm glad to hear that it works seamlessly on Mac, I was expecting there may be a bit more problems there although I had no ways to test it yet myself.
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Post by Glennseso on May 22, 2015 0:41:33 GMT
Hello, thanks for you support.
Non Dx11 is working well in Mac, iOS and Android here and still pretty cool.
The only thing missing at moment are the markers (which the code is amazing and i was able to run in windows).
Could you please give me any hint how make it work?
I debug the code and seems everything is running well. Apparently have something to do with the shader. I saw in the prefab "ChunkDx11Markers" that it uses a shader called "TerrainDx11Markers".
I'm a experienced programmer but i haven't many knowledge about shaders.
Could you at least say me which parts of this shader are DX11 only?
Thanks and congrats for the amazing tool.
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Post by khash on May 22, 2015 17:01:41 GMT
Hi! non Dx11 markers are currently awaiting some polish and should hit the store within weekend. Its mostly copy-paste of the functionality from dx11 and then some gardening to ensure correct data is fed to the shader. Anyway you will be able to use it soon
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Post by Glennseso on May 23, 2015 1:50:07 GMT
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Post by khash on May 23, 2015 10:52:12 GMT
Cool, the only problem is that projectors are very heavy if you have many of them. But good job with it anyway
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Post by Alex on May 24, 2015 12:16:08 GMT
Thank you very much khash for the update tested working on iPhone 6 and iPad Air and behaving a bit weird on iPhone 5
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