nklbdev / godot-4-importality Goto Github PK
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License: MIT License
Universal raster graphics and animations importers pack
License: MIT License
Explore and find potential resource types to import
Hi,
thank you for your plugin, it works beautifully!
I have an issue, I started working on my game with the steam version. I installed the plugin there, and it worked as expected.
Now I switched to a fixed release, for more control, and am using the 4.2.1, published on Archlinux. I also checked that the problem is present when download the 4.2.1 directly from the website and opening my project.
When I try to input the path to my aseprite installation, I can not - the settings do not show
The plugin is installed, and activated:
Am I doing something stupid, here? Shouldn't the Importality setting appear under the General Project Settings? At least following the documentation it looks like it:
https://github.com/nklbdev/godot-4-importality/wiki
Thank you in advance,
Cheers
Benjamin
Upon installing via the AssetLib and enabling the plugin, there are no Importality settings under the advanced genera project settings when using Godot 4.2 beta 5.
Most of settings for this addon seam to be only for the paths to executables. Using Editor Settings instead of Project Settings would work better for teams who use different operating systems.
I think it should be as simple as replacing every instance of ProjectSettings
with EditorSettings
in project_setting.gd.
How to make it for Linux: https://www.makeuseof.com/encrypt-password-shell-scripts-linux/
I use the raw .aseprite format file as Texture source, and git for cooperating. After we push and fetch some modified or new files, the textures became messed up, we need to reimport them to make it work.
The ResourcePreview is wrong, either. For example, the power buff Icon texture became to the tileset texture. (the icon size is 16X16 rather than 192X192). Reimport can't resolve preview error, but I can change a pixel in Aseprite to make the resource preview refresh to correct preview.
On the latest master branch of Godot the add-on currently works without errors. However, when I try to import a .pxo file as SpriteFrames it generates the object without the actual sprites:
Do you know if this is a regression your end? Any help is appreciated. If you want, I can also provide the .pxo file.
For example adobe animate, it seems that current support types are all sprite sheets.
What's the Issue
Importing multiple files at once messes up the rest.
So, I don't know if this is a problem with the plugin or Godot itself, I've no experience of plugins. When I import multiple files, Godot messes up the results, File A shows up as File B until reimported separately. The most I can figure out is the temp data gets removed during the import process while the next file is being processed. There is an error for unreadable files (see screenshot). In the project, if you select all of the files and hit import, it'll mess up the result.
Minimal Reproduction Project
Aseprite Multi Import Issue.zip
I'm not sure if this is how you are supposed to disable looping in aseprite but if it is the animation still loops
I try to import a PXO file and get this error:
modules/webp/webp_common.cpp:122 - Condition "size <= 0" is true. Returning: Ref()
scene/resources/texture.cpp:695 - Condition "img.is_null() || img->is_empty()" is true. Returning: Ref()
Failed loading resource: res://.godot/imported/folder.pxo-8983d86a9db3ffb31598b684b249353e.ctex. Make sure resources have been imported by opening the project in the editor at least once.
Failed loading resource: res://folder.pxo. Make sure resources have been imported by opening the project in the editor at least once.
folderpxo.zip
This is Godot 4.1 stable, both Windows on Mono and Standalone
Title. Latest Aseprite (1.3.2) and Godot (4.2.1) versions.
Also, why are the frame durations all set to 0.1 and 1 FPS? That's not how it's set in Aseprite.
Also, is there any sort of layer control? It looks like it's just defaulting to visible layers in the Aseprite document.
I've gone through every bit of documentation I can find on this plugin, and there really just isn't sufficient explanation about what this import is supposed to do exactly or how to get it to do whatever that is. It's currently faster and easier to just do the exports manually out of aseprite, so I hope I'm just being a dingus and doing things wrong.
I apologise if there is a way to do this already.
There should be an import option that allows importing all frames of an aseprite file into Godot in the form of a tileset for use in a tilemap.
On Godot 4.1.1 stable, Windows:
After I installed and enabled the plugin I saved a basic Aseprite Animation (created as a new file, all defaults, just added 4 frames) into the res folder. I then selected the *.aseprite file and in the Import tab I switched to the "Aseprite -> Sprite with AnimationPlayer" preset. I let Godot save and restart and after the restart I tried to drag the *.aseprite file onto the Scene Panel top node of a new scene. This did not work. Then I noticed this wall of red errors:
I just closed Godot, restarted and tried again in a new scene, and I noticed there are no errors in the beginning, also none when clicking the *aseprite file, but this block appears as soon as I try to click-drag the aseprite file:
Aseprite File I used:
Sprite-0002.zip
./core/variant/variant_utility.cpp:905 - Export is failed. Errors chain:
Export error: 21 (Query failed), description: "An error occurred while executing the Krita command. Process exited with code -196608:
Command: powershell
Argument: -File
Argument: E:\Godot\Plugins\PowerShellScript\runs_with_saved_creds.ps1
Argument: E:\Godot\Plugins\PowerShellScript\creds.txt
Argument: C:\Program Files\Krita (x64)\bin\krita.com
Argument: --export-sequence
Argument: --export-filename
Argument: R:\TEMP/img.png
Argument: R:\TEMP/img.kra"
Error importing 'res://Assets/Animations/test.kra'.
If I want to export the Godot game using GitHub/GitLab CICD how does this work with this tool? It seems like I can develop locally just fine but when trying to use this tool in the CICD it can't work due to missing aseprite.exe when it tries to generate the imported files. This applies to any other format which requires something to perform the conversion.
Maybe I am missing something here or there are alternatives like including my .godot/imported folder to git (from my understanding this isn't recommended but I don't know why). I could also build and install Aseprite in the CICD perhaps.
Make borders more abstract and customizable:
Color filling:
Aseprite sometimes has bugs when packing the sprite sheete, related to spacings between the sprites and the edges of the atlas.
The Issue at Aseprite repository
For example, a free set of template animations by the author Zeggy, which can be downloaded from itch.io, Aseprite packs the sprite sheet incorrectly if you specify options:
In the picture below, I filled the entire area not used by the sprites with blue, and the places where the sprites are in contact with each other and with the borders of the atlas became visible.
Version: Godot_v4.1.3-stable_linux
To reproduce:
I'm getting the error The project settging "importality/aseprite_or_libre_sprite_command" is not specified!Specify it in Projest Settings -> General -> Importality.
in the output console so the editor is definitely loading the plugin. Manually specifying the setting does not seem to work either.
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