icebreakr 3159 Posted November 5, 2017 So, E2TB is needed or not for 1.1.2? Share this post Link to post Share on other sites
zgmrvn 95 Posted November 6, 2017 it's not, i directly implemented SCAR's function, however i think it's the early version with those two non-matching objects at poles 1 Share this post Link to post Share on other sites
_SCAR 139 Posted December 3, 2017 Thank you for sharing! Any plans to add persistency / project management? Share this post Link to post Share on other sites
zafjr 50 Posted December 22, 2017 Can you add the ability to save an object pool? (eg. trees 1, trees 2, small shrubs) So that you dont have to add them again 1 by 1. Share this post Link to post Share on other sites
1para{god-father} 105 Posted January 8, 2018 any idea why i am get no valid project found ? I have my layer and mask but it is a .bmp is that the issue ? Share this post Link to post Share on other sites
hashlych 15 Posted January 9, 2018 @1para{god-father} Yes. For simplicity, only tiff format is accepted in input. Try converting your image and retry. @zafjr I need to discuss this with @zgmrvn , but yes I think we should be able to add that kind of feature. We'll keep you informed soon. @_SCAR Can you please developped what you mean by "persistency / project management" ? In-game or outside as a standalone software ? 1 Share this post Link to post Share on other sites
1para{god-father} 105 Posted January 9, 2018 Thanks converter and all works :) - must say this has given me the inspiration to get back working on my map again and touching up all the bits i missed ! awesome JOB ! Share this post Link to post Share on other sites
_SCAR 139 Posted January 10, 2018 18 hours ago, hashlych said: @_SCAR Can you please developped what you mean by "persistency / project management" ? In-game or outside as a standalone software ? I mean the possibility of saving your work and continuing at a later stage. Share this post Link to post Share on other sites
rossoe 46 Posted January 15, 2018 On 10/5/2017 at 10:32 AM, hashlych said: Hi @miguel93041 . I found the issue is in the 24-bit to 8-bit conversion process. Actually it's using the "Lossless Fast Pseudo-Quantization Algorithm" by Carsten Klein which is very fast. But it fails to convert your image (I don't know why). So my solution is to switch to another algorithm, which is more effective but slower (for very large images, it may take several minutes to do the conversion), but at least it works with that image. I need to do further tests before validating that solution, but it seems to be the best one. hashlych, I've been testing using a 40960 mask image and I can't get Surface Painter to write back to the tif initially my tif was 24bit, but I shifted it to (indexed colour) 8bit in Photoshop and made sure it's lzw compressed - file is 4.28mb Here is a check on the tif prior to testing in SP using ImageMagick: E:\test\8bit\Final>magick identify -monitor -define registry:temporary-path=E:\Windows\Temp -limit memory 16mb -verbose iow_8bit.tif load image[iow_8bit.tif]: 40959 of 40960, 100% complete Image: iow_8bit.tif Format: TIFF (Tagged Image File Format) Mime type: image/tiff Class: DirectClass Geometry: 40960x40960+0+0 Resolution: 72x72 Print size: 568.889x568.889 Units: PixelsPerInch Type: Palette Base type: TrueColor Endianess: LSB Colorspace: sRGB Depth: 8-bit Channel depth: Red: 8-bit Green: 8-bit Blue: 1-bit Transparent color: none Interlace: None Intensity: Undefined Compose: Over Page geometry: 40960x40960+0+0 Dispose: Undefined Iterations: 0 Compression: LZW I'm getting these flags coming up but it never finishes the writing to file? https://imgur.com/a/aOriG Tried on 20480 project and that completes the image write in about 5-8 seconds. Any chance Surface Painter could be made to us a different algorithm to support large images? Share this post Link to post Share on other sites
rossoe 46 Posted January 19, 2018 Bit more digging and even though imagemagick is showing 8bit - when I check in irfanview it was still 24bit! https://imgur.com/a/2XZUH so converted to 256 colour in irfanview and it now works in SurfacePainter with 40960 mask tiff Wonderful 2 Share this post Link to post Share on other sites
DL++ 397 Posted January 19, 2018 2 hours ago, rossoe said: Bit more digging and even though imagemagick is showing 8bit - when I check in irfanview it was still 24bit! https://imgur.com/a/2XZUH so converted to 256 colour in irfanview and it now works in SurfacePainter with 40960 mask tiff Wonderful Nice !! Share this post Link to post Share on other sites
hashlych 15 Posted January 20, 2018 Glad to hear that you managed to solve your problem Rossoe! Normally the addon should have automatically convert the original 24-bit image to a 8-bit one before writing the output. I must miss something somewhere I guess :/ Share this post Link to post Share on other sites
Kaleu 24 Posted January 27, 2018 I have a problem when I try to use the Painter Tool My mask image is 8-bit TIF LZW compressed My ouaka_map.cfg (Layers.cfg) Spoiler class Layers { class OKA_green_grass { texture = ""; material = "OKA\ouaka\data\OKA_green_grass.rvmat"; }; class OKA_savanna_grass { texture = ""; material = "OKA\ouaka\data\OKA_savanna_grass.rvmat"; }; class OKA_forest { texture = ""; material = "OKA\ouaka\data\OKA_forest.rvmat"; }; class OKA_reddirt { texture = ""; material = "OKA\ouaka\data\OKA_reddirt.rvmat"; }; }; class Legend { picture = "mapLegend.png"; class Colors { OKA_green_grass[] = {{ 0, 240, 80 }}; OKA_savanna_grass[] = {{ 0, 255, 115 }}; OKA_forest[] = {{ 255, 250, 0 }}; OKA_reddirt[] = {{ 0, 10, 255 }}; }; }; Share this post Link to post Share on other sites
zgmrvn 95 Posted January 30, 2018 @Kaleu Apparently it is because of the spaces bewteen the curly brakets and the color values. Try this : OKA_green_grass[] = {{0, 240, 80}}; instead of : OKA_green_grass[] = {{ 0, 240, 80 }}; 1 Share this post Link to post Share on other sites
itsdonjon 25 Posted May 16, 2018 Hey! First: Insane handy tool, im really glad to have found this. It seems to be problematic for me though: it did already work but now when i try to generate the surface mask.. it just tells me its generating the pixels now...and nothing happens at all. Or can this take some minutes to work for >100 painted pixels? Greets, Don Share this post Link to post Share on other sites
Sentado 4 Posted August 18, 2018 Hi, I would like to know if there is any way to place objects, for example the crashBarrier, aligned. Because the issue I have is that every single crash barrier faces different directions and need all of them facing the same to create a large barrier all the way throught the highway. Im using the Edge tool and tried every parametre so far, Im stuck. Thanks! Share this post Link to post Share on other sites
RoF 241 Posted August 19, 2018 10 hours ago, Sentado said: Hi, I would like to know if there is any way to place objects, for example the crashBarrier, aligned. Because the issue I have is that every single crash barrier faces different directions and need all of them facing the same to create a large barrier all the way throught the highway. Im using the Edge tool and tried every parametre so far, Im stuck. Thanks! Have you tried object placement tool? https://steamcommunity.com/workshop/filedetails/?id=1242712395 It has a really good line tool and surface painting etc Make sure you run install_requirements.bat first from the folder, the button in game doesn't always work right for some people Share this post Link to post Share on other sites