Nope. You can the source for the node effects in their respective files under /Nodes/
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Hey! I should have made it add a .png extension automatically, but try appending a .png to the filename to save as png. It will save as png regardless, but the extension makes it recognizable.
Hey there! Make sure you don't have a controller plugged in.
I disabled keyboard input when a controller is plugged in because I intended to add controller support, but I didn't have time to do so, and ended up forgetting to remove the keyboard disable code.
Hey! Sorry about the delay.
You can save files using the save icon on the top right, which can only be opened by Tilemancer. If you want to export a texture, try clicking on the texture display itself. It will export as a png regardless of the extension you put.
Hope it helped!
Tilemancer doesn't officially support textures larger than 64x64, but you can edit save files to set the "Size" parameter to any number.
Open any Tilemancer save file with a text editor and find the line that says "Size". Change the number next to it, save the file and reopen it in the program.
Hello! Thanks for letting me know about this. I'll look into the issue. Meanwhile, try setting values by typing: Hold the left mouse button on a parameter and it'll let you type a value.
That's strange. I'll take a look.
In the meanwhile, could you tell me if any folders or files appear in the \users\<username> directory? You should be able to access a folder by double clicking it.
Does the up arrow crash every time you click it, or does it depend on which directory you're in? Try entering a folder than clicking the up arrow and tell me if it still crashes.
Just finished cleaning the source and am ready to make it available. I want to use the GPLv3 license, but my program depends on Lua and GLM, which are both MIT. Can i still use GPLv3? And do i upload Lua and GLM's dependency headers along with my source?
Good job. One thing that bothers me though is the black box behind every node's name. That shouldn't be there.
Which OS and version are you on? If possible, could you also specify your OpenGL version?
You can use any file extension you like. Tilemancer will recognize if a file belongs to it when trying to open one.
Someone said he's been using the extension .mancer, and i'm probably going to make it official because i like how it sounds.
During development, i thought i should try clamping texture's values, but upon testing this out, it revealed to be a problem. If values couldn't be "darker" than black (0.0) or "brighter" than white (1.0), there would be minimum and maxium values for a heightmap, which is not ideal.
About the blend modes, i completely forgot to add them in the "Blend" node's description! I will add them in the next update, but for now, they are respectively:
0 - Add
1 - Subtract
2 - Multiply
3 - Divide
4 - Min
5 - Max