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.
Recent community posts
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
Tilemancer is failing to load the .lua files in the "Nodes" and "Presets" folders. That may be due to a programming error on my part, which will be fixed if that's the case, or may be due to the folders not being present in the same directory as the application.
Please check if there are "Nodes" and "Presets" folders in the same directory as the application, and if they aren't empty. They should look like this:
Colorizer was meant to be a final node. You can't do much with a colored texture since most filters act upon heightmaps.
You could easily let the user select values for replacement in heightmaps by using parameters, due to the fact that they're grayscale and parameters hold a single value, but it's not possible yet to let the user select a color from their palette as the replacement, because the palette-bound color picker only works coupled with the Colorizer.
Mind explaining what you have in mind, exactly?
You're not the first user that has reported crashing in Windows 10, and that worries me. If you by chance have Visual Studio, there should be an option to debug the crash once it happens. That'll display some assembly and it would be very useful for me.
In any case, I'm looking into this problem as soon as i can.
I didn't include them because they are used in very specific cases and wouldn't be useful for custom nodes.
"addCRamp(y)" adds the Colorizer's color ramp at vertical position "y", and "colorize()" is a hardcoded function which will color the texture at input 0 with the values from the first color ramp. In case a custom node uses this and its layout doesn't match that of the Colorizer (having no inputs or no color ramps), the program might just crash.