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View Code? Open in Web Editor NEWA simple 3D model editor based on simple quads and a sprite set.
License: GNU General Public License v3.0
A simple 3D model editor based on simple quads and a sprite set.
License: GNU General Public License v3.0
Feature request: Warning dialog when closing with unsaved changes to the model.
Implement a copy&paste option for a single tile.
Proposal:
Middle-Clicking a tile will select it in the tileset view and switches into insert mode. This allows fast duplication with a low overhead
How about GPLv3?
title says it all
Current master version.
Repro:
testname
I assume it's because of the missing file extension.
I have OpenGL 3.3 on Arch Linux, and I get this log when running it:
Change mesh, set mesh as clean.
libGL error: No matching fbConfigs or visuals found
libGL error: failed to load driver: swrast
Unrecognized OpenGL version
Unrecognized OpenGL version
It seems that there is an offset from the mouse position, when I try to place a tile from top view. I moved camera/grid upwards, and there was like one tile offset, it might be a bug?
Add an option dialog to improve user experience
Allow the user to save sprite groups into a library that can be associated with the model file or the sprite sheet
Add an menu item to update the models currently used texture.
Currently single vertices can be moved orthogonally to their sprite but not in the other two directions. This would be a tremendously useful feature. My particular interest is in morphing tile-based meshes to make them slightly more organic.
In addition, the possibility to move the UV coords of single vertices with a similar interface would also be great. Could be used for avoiding texture stretching on slanted tiles for example, or for special effects (i.e. "truncating" a sprite).
It seems natural also that if these features are implemented they should really be paired with the possibility to flip the triangulation on a sprite.
64bit Linux.
VersaTile works fine with default tileset.
When a new image is selected as a new texture (either by creating a new file or by attempting to switch textures on an existing one), the following error pops up in console:
...
"FS SIMD8 shader: 107 inst, 0 loops, 350 cycles, 0:0 spills:fills, Promoted 1 constants, compacted 1712 to 1152 bytes."
"FS SIMD16 shader: 110 inst, 0 loops, 532 cycles, 0:0 spills:fills, Promoted 1 constants, compacted 1760 to 1200 bytes."
QPainter::begin: Cannot paint on an image with the QImage::Format_Indexed8 format
QPainter::setCompositionMode: Painter not active
QColor::setRgb: RGB parameters out of range
QColor::setRgb: RGB parameters out of range
QColor::setRgb: RGB parameters out of range
QColor::setRgb: RGB parameters out of range
QColor::setRgb: RGB parameters out of range
QColor::setRgb: RGB parameters out of range
QColor::setRgb: RGB parameters out of range
QColor::setRgb: RGB parameters out of range
QColor::setRgb: RGB parameters out of range
QColor::setRgb: RGB parameters out of range
QColor::setRgb: RGB parameters out of range
QColor::setRgb: RGB parameters out of range
QColor::setRgb: RGB parameters out of range
QColor::setRgb: RGB parameters out of range
QColor::setRgb: RGB parameters out of range
QColor::setRgb: RGB parameters out of range
...
and the preview is completely black (with horizontal grid lines visible on black). When I click to confirm loading, program segfaults.
This has been tested with both an indexed .png and a .bmp, with identical result.
Title says it all
Right now, VersaTile modifies the source texture on import. This may be unwanted behaviour if the user wants to rely on the original texture' setup.
Change it so the user can choose between a modified texture and a raw handling.
pro for unmodified:
pro for modified:
Just for my under standing:
When it's 2D and in the right window then it's a sprite.
When it's 3D as part of a model then it's a tile.
Or the other way round?
When creating a new model, add a preprocessing step for the tilesets to remove any margins and tile paddings from the sprite sheet, so more sprite sheets can be used.
Maybe also add an option for "previewing" the imported tile set with a grid on import.
when looking from top. See attached screenshot.
This might be a Z-Order/Buffer problem?
$ glxinfo | grep 'version'
server glx version string: 1.4
client glx version string: 1.4
GLX version: 1.4
OpenGL core profile version string: 4.5.0 NVIDIA 375.66
OpenGL core profile shading language version string: 4.50 NVIDIA
OpenGL version string: 4.5.0 NVIDIA 375.66
OpenGL shading language version string: 4.50 NVIDIA
OpenGL ES profile version string: OpenGL ES 3.2 NVIDIA 375.66
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20
GL_EXT_shader_implicit_conversions, GL_EXT_shader_integer_mix,
When placing tiles in grid-aligned mode, add an option to do the following:
Always show a slightly visible ground grid and make an option to enable/disable the solid ground
Title says it all:
A hotkey/button that sets the focus pointer to the center of the current tile
Change the grid behaviour so it is possible to either have
Also add an option for setting the horizontal grid threshold
When I open the project in QtCreator it can't compile because of hard coded paths:
Cannot read /home/felix/projects/gl3w/gl3w.pri: No such file or directory
I am using
Allow grouping of tiles into a single, translate-only package. Those packages can be copy & pasted as a single object.
Could you make binary builds for Linux?
Maybe you could setup Travis Ci for autobuild .AppImage
package?
Allow the creation of custom sprite sheet files that store
A edit mode where a sprite can be moved along its normal instead of modifying all four corner points
With the fix of #4, the camera movement broke.
How about opening the wiki so we can collect snippets and How-Tos like how to build?
The export right now is unbearably broken, although Assimp is used.
Proposal:
Remove Assimp, write own OBJ exporter with correct texture export
Title says it all, display it with RGB→XYZ
When trying to click on a blue gizmo square, the gizmo may be recognized off by some pixels.
Feature Request:
Allow scrolling of the tile sheet when using very wide or tall tile sheets so all tiles are reachable.
The example texture draws a connection to Crocotile3D which is there (obviously) but having a unique default texture would help the project to distinguish itself like Sprytile does. Maybe we find something with a free license (like CC0 or similar) which can be used for a good example model.
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